[PFS] #7-01 GM Iff's Between the Lines (Inactive)

Game Master Iff

Maps


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Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

As the room transforms again, Dimira breathes a sigh of relief. As soon as she sees the new room, though, her eyes widens and her mouth gapes. "By the holy name of Apsu, what the hell is this place?" she asks more to herself than to her companions.

As soon as she realizes that the shiny thing amid the void is actually trying to communicate with them, Dimira smiles, amused. Well, this is fascinating... She tries to communicate with the strange being in the void, but she's not able to find anything smart to say.

When the strange thing of the void asks paints an arrow pointing at her feet, Dimira smiles and introduces herself right after Zephyr. "My name is Dimira. Dimira Kressen. I'm a Pathfinder from the Grand Lodge in Absalom. We're trying to find a way out of this place...Can you help us out?"


Maps: Absalom Initiation
Zephyr of Azlant Spire wrote:
"Well heyo, ya eye thing. M'name's Zephyr. Like a wind, aye? And we're here in ya library lookin' for a woman. Came in with us."

As a response, the tiles on the hallway floor form a songbird, first sat in a cage, then flying free, and then in a cage again. Finally, the question mark again.

Dimira Kressen wrote:
"My name is Dimira. Dimira Kressen. I'm a Pathfinder from the Grand Lodge in Absalom. We're trying to find a way out of this place...Can you help us out?"

An eye forms in the pattern of the glowing tiles. The eye then enlarges, as if staring in interest. The eye fades, causing the tiles to glow in a random swirl, until they again form an image: this time of an arrow directed away from the Pathfinders, into the hallway.

-Posted with Wayfinder

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

"Fasinating." breathes Saleem.
"It is able to communicate with us in a limited way. Oe thing is for sure, our venture captain is trapped somewhere." he muses.

Looking around and seeing the pictures form from further questioning, Saleem decides to try another tack.
"We're looking for the woman who came in with us, She's trapped. Could you lead us to her?"

Scarab Sages

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Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)
GM Iff wrote:
After a moment the image vanishes, to be replaced by an arrow pointing at your feet. The arrow is accompanied by a question mark.

"Very well, Floor, allow me to introduce you to my feet! This is Lefty, and this is Righty."

He lifts each and places it back firmly on the floor as it is intruduced.

"They server me pretty well, though the big peoples sometimes complain that they are not fast enough! I hope they fact that they walk all over you is of no inconvenience, though I'd surmise that it is the sort of thing you are made for, and thus might even enjoy. My feet on the other hand, HATE being walked on-- which happens all too often."

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

The Varisian allows the others to have their little fun with the flashing symbols and looks around the cavern walls with an air of fascination and wonderment. He looks to Ogmios, who stands a still and unmoved by the wonder of the place. [i]Ahh Psychopomps, masters of death, yet uncaring of life.[i]

Ogmios turns to look at him and the Varisian blushes, remembering of their mental link at the last minute.

"So, shall we press on and find the Captain? Become the heroes we all dreamt of?"


Maps: Absalom Initiation

Saleem's question doesn't cause any change in the symbol's shown, remarkably. Neither does Bottles introduction.

I'm ready to continue, if you are. If someone would second Zandu's suggestion to push forward, I'll move you along. Otherwise, feel free to continue to interact with the glowing-tile-hallway. :)

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Seeing no further response, the ifrit shrugs.
"Shall we?" he indicates their lighted path.


Maps: Absalom Initiation

Making your way into the hallway, you find that it goes around a bend and slopes down slightly. Once you reach a point about 30 feet in the bend, the hallway changes: The glass tiles suddenly give way to worked stone. Behind, the structure remains uniform, as though the glowing glass hallway were never there.

The stone hallway now terminates at a set of double doors. The passageway back leads to a dead-end.

--

The doors ahead turn out to be unlocked, and swing open easily. The doors open onto a balcony overlooking a wide chamber. A winged statue formed out of the stone wall looms ominously from across the room. Catwalks wind around the edges and across the room, leading to a primitive altar in front of the statue. Above and below the suspended middle level of the room, gratings in the floor and ceiling produce a constant upward-moving breeze. While the statue seems crafted to represent a male human-avian hybrid, its face is unmistakably that of Wulessa Yuul.

--

New map is up. I've skipped the part where you opened the door, because there wasn't going to be any excitement there. If you had wanted to prepare before entering the room, please ret-con.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr laughs aloud to see the winds whipping upward.

"My kind of place!" the sylph says brightly. "So, aye, 'm bettin' that statue ought not have the vee-cee's face, what say ya all? Let's go see about it, neh."

She steps in, peering over the catwalk grating to see what lies below, the winds making her white hair whip around her head in an exciting fashion.

Perception, any threats?: 1d20 + 7 ⇒ (16) + 7 = 23

Y'all will have to move your tokens to top layer as they're behind the current map level

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Zandu slaps Zephyr on the shoulder and holds the banner of the Pathfinder society high as he walks down the opposite part of the catwalk from the Sylph. He sends a mental plea to Ogmios to go ahead and the eidolon accepts with a sigh.

"This place is fascinating indeed, I wonder where the vents go."

perception: 1d20 + 1 ⇒ (19) + 1 = 20

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Saleem ignores his companion in favor of attempting to talk to their VC.
"Mdm? Are you in there somewhere?" knowing his questions seems off by any standard anywhere.

"I don't suppose you could enlighten us to this place."

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Jann stares at the bird statue. "Art. But does it mean anything?"


Maps: Absalom Initiation

Zephyr finds that the catwalk is suspended 20 feet above the ground level. The ceiling is 10 foot up. Neither she nor Zandu notice anything else that is noteworthy.

As you enter the chamber, the statue's face - Wulessa's - animates and speaks. She looks curious, looking around the room."I remember this. It was my first expedition after joining the Pathfinder Society. We discovered a lost shrine to—I will not speak his name—The King of Wind Demons. We sought a golden icon hidden in the altar. The way down was easier than expected. There were traps, but we bypassed them. The way to the shrine was hidden, but we found the trigger to open it. And then... there were guardians. Here." She suddenly looks alarmed. "Two of us died. They came from the air itself. I think you are in danger! Here, take this; it may aid you against the dangers here."

As she speaks, a rope appears above you , landing in the middle of your group. At the same time, the sound of wind pouring from the vents below start increasing. Vapor starts pooling on the floor below you, and it slowly coalesces into two shapes. Wulessa closes her eyes and furrows her brows, concentrating hard. "Here, something else to aid you, to enhance your weapon." A flask containing a magical oil appears next to the rope.

You have two rounds of actions to prepare. Once everyone has posted, I'll roll initiative. Please note that trying to identify either of the items with Spellcraft is not possible at the moment, because this takes 3 rounds of concentration.

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Sighing, Saleem immediately produces a wand from his voluminious robes and touches imself with it as he mutters.
"Ars" a thin sheet of force envelops him briefly before settling down into his skin and disappearing.
Wand of Mage armor
Repeating it with another different wand.
Wand of Shield.

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Can't see or manipulate the map on my phone as it is on the right hand side.

Zandu sighs deeply at the Captain's words, sometimes wishing for a nice exploration to get material for acene and setting, rather than a fight to destruction of the enemy of themselves. Drawing his newly bought wand he holds it ready, after making sure Ogmios' armour is topped up.

Then he racks his brain and begins a soft tale, a daring explorer fitting through the crack in an Osirion pyramid to an unexplored tomb, dreaming of riches and fortune.

Mage armour on Ogmios, then draw the wand of snowball and start inspired courage. Netting a +2 to hit, +2 on weapon damage rolls and + 1 vs fear including the banner

Dark Archive

??? Psychopomp Eidolon / 1 | HP: 16/16 | AC:21 (11 Tch,20 Fl) | CMB: +6, CMD:17 | F: +5, R:+1 , W: +4 Immune Death Effects, Disease, Poison | Init: +1 | Perc: +5, SM: +4 | Speed 30ft | Active conditions: Mage Armour.

Ogmios has a brief telepathic discussion with Zandu and nods solemly, the Eidolon moving over to the rope and potion dropped by the Venture Captain, gathering them into their arms and making their way back to the group.

Intention is to move over to the items and grab them before moving back, as I cant see that part of the map, Not sure how much I can achieve, I'll leave that to Iff ^^

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

Bottles enters the room peering curiously at the drop, then as the wind picks up he quickly quaffs a concoction. dex mutagen

"Secure the rope to the door" suggests Bottles, "We may need an anchor..."

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Jann sets his feet and raises his staff. Other than that, he is ready.


Maps: Absalom Initiation

"That's a good suggestion," the Venture-Captain nods at Bottles. "If this is the same rope as we had back then, the command word should be the same as well: 'Forget-me-knot'." She rolls her eyes, then adds "Don't ask..."

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr drew her wand of gravity bow and touched her bow with it, her brows furrowed at the idea of foes 'from the air'. She put the wand away again. ready

Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

Oh, dangers appear never to be ending. Air shapes appearing...How can we fight air?

Without many resources available to her, Dimira activates her scroll of mage armor in order to gain some additional protection against the incoming attacks. She spends the rest of her time whispering silent prayers to both of her gods. Please Shelyn, you that protect everything is beautiful and graceful, don't let us die here. And please, Apsu, father of dragons, imbue me with your strenght so I can fight back the dangers in front of me...
_____________________________
Dimira's AC for this combat is 16.


Maps: Absalom Initiation

As the vapor below forms two shapes, you can see claws forming within them. Two dull, red eyes appear in the forms before they begin to rush up to the catwalks. "Don't worry!" she statue of Wulessa shouts in encouragement. "Remember, none of this is real, even if your mind tells you otherwise."

They're obviously hostile, so we're in combat. I've recreated the map in 2D, for more clarity. Please assume that the creatures are still on the ground floor at the start of turn 1, 20 foot below you. Also, several checks might be in order during your turn.

Knowledge planes DC 16:
This demonic looking monster is in fact a belker, an elemental creature from the Plane of Air. In normal combat, a belker attacks with its claws, bite and wings. They are slightly resistant to weapon damage. Additionally, they can also take on a smoke form. You can ask one more question for each 5 points by which you beat the DC.

Knowledge Arcana DC 23:
The creature's smoke form seems quite akin to the spell Gaseous form. It follows all the rules for that spell.

Please make the following roll only after you complete a direct interaction with the creature, i.e. an attack, offensive spell or otherwise:

Will save DC 12:
Wulessa was right, sort of. Like the hag earlier, these creatures are not true, but shadowy replicas of what they would have been in the real world. They do pose a threat, unlike normal illusions.

=======
Combat tracker
=======

Initiative:
1st: Saleem, Dimira <-- Up for round 1 actions
2nd: Smokeys
3rd: Zandu, Zephyr, Bottles, Jann

Status:
Saleem - Mage armor, Shield
Dimira - Mage armor
Zephyr - Gravity Bow
"Bottles" - Dex mutagen
Zandu - Inspire courage
Ogmios - Mage armor
Jann
Smokeys

Initiative rolls:

Saleem: 1d20 + 9 ⇒ (18) + 9 = 27
Dimira: 1d20 + 8 ⇒ (19) + 8 = 27
Zephyr: 1d20 + 3 ⇒ (4) + 3 = 7
[dice = "Bottles"]1d20 + 2[/dice]
Zandu: 1d20 + 2 ⇒ (5) + 2 = 7
Jann: 1d20 ⇒ 15
Smokeys: 1d20 + 5 ⇒ (1) + 5 = 6

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Knowledge Planes: 1d20 + 6 ⇒ (18) + 6 = 24 and Knowledge Arcana: 1d20 + 6 ⇒ (17) + 6 = 23

Can I get defenses for the creature?

Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

Dimira shivers as she sees the eyes in the air forms. I was hoping for something less...intimidating

Mustering up her courage, she pulls out the scroll of snowball she bought only a few hours before, when they were in the real world, and activates it speaking arcane words of power. As the magical writings are deleted from the scroll, she directs the snowball toward the creature below.
_______________________
Ranged Touch Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Cold Damage: 1d6 ⇒ 5

On a successful hit, the target (the blue one) must make a successful Fortitude saving throw or be staggered for 1 round.

Will Save: 1d20 + 1 ⇒ (16) + 1 = 17

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Seeing Dimira atack with the scroll in her hands, Saleem moves up and touches his wand to her, granting her a protective aura as well.
Mage Armor on Dimira, seeing that she doesn't have any protection at all. I have wands for buffing to spare, I'd be more than willing to share with a fellow spell caster.


Maps: Absalom Initiation

Saleem, I've put you on delay since your earlier action would have been moot.
Jann, the Belkers have DR 5/- normally and can enter a Smoke form (as Gaseous form).

Unfortunately, the creature easily evades Dimira's snowball, although the way in which it did so gives her pause and makes her question the nature of this foe. In retaliation, it surges up, pouring itself over the walkway and engulfing the sorceress. The other one locks its red eyes on Bottles and performs a similar maneuver. Finding smoke everywhere around them, the two have to strain not to breath in the thick vapor around them.

Dimira:
Please make a DC 14 Fort save to avoid inhaling part of the creature. If you fail, the smoke inside solidifies into a claw, attacking your from within. In that case, you take 1 damage. Additionally, if you failed the save, you can repeat the save on your turn to cough out the smoke.

Bottles:
This attack on you counts as interaction. Please roll a DC 12 Will save to recognize the creature for a shadow conjuration. Afterwards, please make a DC 17 Fort save to avoid inhaling part of the creature. If you fail, the smoke inside solidifies into a claw, attacking your from within. In that case, you take 9 damage. Note: If you made the Will save, the DC for the Fort save is only 14, and the damage on a fail is lowered to 1. Additionally, if you failed the save, you can repeat the save on your turn to cough out the smoke.

=======
Combat tracker
=======

Initiative:
1st: Dimira <-- Up for round 2 actions
2nd: Belkers (red and blue)
3rd: Saleem (delayed), Zandu, Zephyr, Bottles, Jann <-- Up for round 1 actions

Status:
Saleem - Mage armor, Shield
Dimira - Mage armor, Will save made
Zephyr - Gravity Bow
"Bottles" - Dex mutagen
Zandu - Inspire courage
Ogmios - Mage armor
Jann
Belkers

Pending:
Bottles - Will save, Fort save for damage
Dimira - Fort save for damage

GM rolls:

Claw damage Dimira: 3d4 ⇒ (1, 4, 3) = 8
Claw damage Bottles: 3d4 ⇒ (3, 2, 4) = 9

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

"They're called belkers, air elemental creatures that can... do that." Jann points his staff at Dimira and Bottles. He peers at them, fascinated. "Perhaps you should... not allow that to happen." He adds, unhelpfully. Gesturing at Dimira, he casts liberating command on her, giving her an immediate escape artist attempt with a +2 to escape the gaseous thing!

Dark Archive

??? Psychopomp Eidolon / 1 | HP: 16/16 | AC:21 (11 Tch,20 Fl) | CMB: +6, CMD:17 | F: +5, R:+1 , W: +4 Immune Death Effects, Disease, Poison | Init: +1 | Perc: +5, SM: +4 | Speed 30ft | Active conditions: Mage Armour.

Trapped in the corner, Ogmios moves up the catwalk to the side of the floating air creature, striking out with a powerful shoulder tackle.

Slam: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 for damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13

But their attack goes wide.

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

K. Planes: 1d20 + 9 ⇒ (5) + 9 = 14

The Varisian storyteller shrugs deeply as they rack their brain for knowledge of the creature, but he has no luck. Stepping back into the space vacated by their Eidolon, Zandu points his newly acquired wand at the swirling vortex of wind demon and activates the magic with a called command phrase.

"Chill Out!"

Snowball, touch: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 for cold damage: 1d6 ⇒ 4

If it hits DC 11 fort or staggered


Maps: Absalom Initiation

Jann aids Dimira break free from the cloud enveloping her. Both Ogmios and Zandu miss the Belker.

Zandu, don't forget to make the Will saves, both for yourself and Ogmios.

=======
Combat tracker
=======

Initiative:
1st: Dimira <-- Up for round 2 actions
2nd: Belkers (red and blue)
3rd: Saleem (delayed), Zandu, Zephyr, Bottles, Jann <-- Up for round 1 actions

Status:
Saleem - Mage armor, Shield
Dimira - Mage armor, Will save made
Zephyr - Gravity Bow
"Bottles" - Dex mutagen
Zandu - Inspire courage
Ogmios - Mage armor
Jann
Belkers

Pending:
Bottles - Will save, Fort save for damage
Dimira - Fort save for damage. On a fail, immediate Escape Artist check.
Zandu - Will save for himself and Ogmios

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Ahh, wasn't sure if I had to actually succeed in attacking

Zandu Will save: 1d1 + 6 ⇒ (1) + 6 = 7

Ogmios will save: 1d20 + 3 ⇒ (4) + 3 = 7


Maps: Absalom Initiation

Apparently, you should have. :P

-Posted with Wayfinder

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Assuming that the information re: gaseous form gets shared:

Zephyr takes a step into the corner, not sure how long the arms of these creatures might be. She draws an from her belt and upends it over her bow.

Applying oil of magic weapon to her bow. This will provoke from blue, and possibly from red if red has reach, and if they're not currently grappling or anything else

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Redacted previous move

Saleem seeing the creatures, waggles his fingers as if shaking something out. His fingers erupt into eagar flames as they burst forth as if they are in some haste to escape and deal fiery damage. A single ray successfully does so and flies out.
Elemental Ray; Target Red. 1d20 + 4 ⇒ (17) + 4 = 211d6 + 1 ⇒ (4) + 1 = 5

Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❶ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔

Dimira growls as she sees the creature evading her snowball. Something in the way her snowball was evaded, however, looks strange to her. That move was unnatural...Was it due to it being made of air or is this just another illusion? she wonders to herself as the creature surges up and engulfs her. Forced to hold her breath, Dimira looks around nervously, and when the creature tries to get inside of her, she's able to avoid the attempt.

▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND ❷ ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔

Stepping back, Dimira tries to focus on her opponent despit its rather unusual form. Remember what Master Shane was used to tell you? Focus. Everything is about focus. If you're not focus on what you do, you'll fail. No matter if you're trying to read a book or learn a new spell, if you don't focus, you won't be making any progress at all. I MUST focus!

Mustering up her courage, and hoping not to be interrupted as she casts her spell, Dimira gestures as she's used to when she casts her favorite spell and speaks some arcane words of power in Draconic before unleashing a cone of flame from her palms. "Burn!"
______________________
Fortitude Save: 1d20 + 1 ⇒ (14) + 1 = 15

Concentration check to cast defensively: 1d20 + 6 ⇒ (18) + 6 = 24

Burning hands fire damage (DC 17 for half): 2d4 + 2 ⇒ (4, 2) + 2 = 8

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Will Save vs DC 12 1d20 + 2 ⇒ (4) + 2 = 6


Maps: Absalom Initiation

Zephyr works on her weapon, but finds that the belker's claws easily reach her. Two claws rend her flesh.

Zephyr, please make two Will saves, as outlined earlier, because you were attacked twice. The damage you take from the attacks is dependent on making the saves or not. If you make the first Will save, take 2 damage total from the claws. If you fail the first and make the second, take 6 damage total. If you fail both, take 8 damage.

Saleem shoots fire, hitting the creature and damaging it more than a bit. he considers that he's lucky that their attention was on Zephyr, otherwise it would have taken advantage of his shot.

Dimira manages to hold her breath and avoids inhaling the smoke, while still succeeding in getting her spell off. Both belkers manage to avoid the worst of the attack, unfortunately. The one enveloping her looks critically damaged.

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Combat tracker
=======

Initiative:
1st: Dimira
2nd: Belkers (red and blue)
3rd: Saleem (delayed), Zandu, Zephyr, Bottles, Jann <-- Up for round 1 actions

Status:
Saleem - Mage armor, Shield
Dimira - Mage armor, Will save made
Zephyr - Gravity Bow, Magic Weapon
"Bottles" - Dex mutagen
Zandu - Inspire courage
Ogmios - Mage armor
Jann
Belkers (red 9 damage, blue 4 damage)

Pending:
Bottles - Will save, Fort save for damage
Zephyr - 2 Will saves and damage

GM rolls:

AOO Zephyr: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
AoO Zephyr: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Reflex, red: 1d20 + 4 ⇒ (18) + 4 = 22
Reflex, blue: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Will #1: 1d20 + 2 ⇒ (14) + 2 = 16

Will #2: 1d20 + 2 ⇒ (8) + 2 = 10

2 damage, then; should I assume the same sort of thing as what Dimira asked in the OOC?

"--well that wasn't too bad," Zephyr said with a blink at the relatively light scratches the terrifying forms left.

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

Will Save: 1d20 - 1 ⇒ (2) - 1 = 1
Fort Save: 1d20 + 4 ⇒ (13) + 4 = 17

failed Will, succeeded fort, so no damage, yes?

Know:Arcana: 1d20 + 8 ⇒ (6) + 8 = 14

The smoke creature attempt to cram itself down bottles throat, but the hardy gnome holds his breath, slowly turning an alarming shade of purple. But half-blinded by the fumes he cannot identify the creature.

Unwilling to miss in these crowded spaces, he tosses a bomb onto the walkway between the two smoke-creatures.

Throw Bomb: 1d20 + 8 ⇒ (12) + 8 = 20
DC 5 to hit grid, damage 5. Reflex 15 to avoid.


Maps: Absalom Initiation

Bottles fends off the smoke and tosses his bomb. One of the belkers evades the bomb, while the other - the one already damage by Saleem and Dimira - takes the full effect. It twitches and falls down like a feather, dissolving as it drops.

The other one moves away from Bottles, it shadowy form enveloping Ogmios.

Ogmios:
This attack on you counts as interaction. Please roll a DC 12 Will save to recognize the creature for a shadow conjuration. Afterwards, please make a DC 17 Fort save to avoid inhaling part of the creature. If you fail, the smoke inside solidifies into a claw, attacking your from within. In that case, you take 8 damage. Note: If you made the Will save, the DC for the Fort save is only 14, and the damage on a fail is lowered to 1. Additionally, if you failed the save, you can repeat the save on your turn to cough out the smoke.

=======
Combat tracker
=======

Initiative:
1st: Dimira <- Round 3 actions
2nd: Belker (blue)
3rd: Saleem, Zandu, Zephyr, Bottles, Jann <-- Up for round 2 actions

Status:
Saleem - Mage armor, Shield
Dimira - Mage armor, Will save made
Zephyr - Gravity Bow, Magic Weapon, Will save made
"Bottles" - Dex mutagen
Zandu - Inspire courage
Ogmios - Mage armor
Jann
Belkers (red 14 damage and dead, blue 4 damage)

Pending:
Bottles - Will save (for attacking with bomb)

GM rolls:

Reflex save, red: 1d20 + 11 ⇒ (6) + 11 = 17
Reflex save, blue: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 3d4 ⇒ (3, 4, 1) = 8

Dark Archive

??? Psychopomp Eidolon / 1 | HP: 16/16 | AC:21 (11 Tch,20 Fl) | CMB: +6, CMD:17 | F: +5, R:+1 , W: +4 Immune Death Effects, Disease, Poison | Init: +1 | Perc: +5, SM: +4 | Speed 30ft | Active conditions: Mage Armour.

will: 1d20 + 3 ⇒ (5) + 3 = 8

fort: 1d20 + 4 ⇒ (9) + 4 = 13

Desna Damnit Dicebot!

Engulfed in smoke, the Psychopomp cannot react in time as the creature forces itself inside his being and has a field day slashing at the creature's otherworldly innards. From inside the creature, Ogmios strikes out with an elbow, before following up with clawed feet.

slam: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 for damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

claw: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 for damage: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8

claw: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 for damage: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

With a cry, Zandu feels Ogmios tear apart through their mental link and the Varisian storyteller's story starts taking on a dark edge, his voice becoming sinister and full of hate. Raising the wand once more he attacks the belker.

snowball, touch: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 for damage, cold: 1d6 ⇒ 2

DC 11 fort save or staggered

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Heyo, nicely done!" Zephyr shouts as one of the smoke things disappears. "Now, mates, all of us finish up this other, neh? Together!"

Move action: freebooter's bane, all allies within 30 gain a +1 untyped bonus on weapon attack and damage rolls vs the last belker

Her bow she raises, and looses an arrow of those now doused.

Bow, freebooter, Zandu's bonuses, PBS: 1d20 + 6 + 1 + 2 + 1 ⇒ (5) + 6 + 1 + 2 + 1 = 15
Damage, magic, freebooter, Zandu, PBS: 2d6 + 2 + 1 + 1 + 2 + 1 ⇒ (5, 3) + 2 + 1 + 1 + 2 + 1 = 15

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Jann stands, watching the horror unfold. "Curious..." He mutters as he trails off. He steps forward and swings at the air creature! Whack!: 1d20 + 1 ⇒ (8) + 1 = 9 for 1d6 + 1 ⇒ (4) + 1 = 5 damage!

Will?: 1d20 + 2 ⇒ (2) + 2 = 4

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

will: 1d20 + 6 ⇒ (19) + 6 = 25

Scarab Sages

Gnome Alchemist 2 — HP 15/15 — AC 17, t 13, ff 15 — Init +2, Percep +6 — Fort +4, Ref +5, Will -1 (+2 vs fear and despair)

Will Save: 1d20 - 1 ⇒ (3) - 1 = 2

This battle is probably over, but just in case...

Gapsing with relief as he disperses the smoke-thing that harried, him, Bottles tosses another bomb at the other creature. excludes the elidon from the blast

Throw Spalsh Weapon: 1d20 + 8 ⇒ (2) + 8 = 10 vs touch AC
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

If miss miss direction: 1d8 ⇒ 1 (5 damage. reflex 15 to take half)

The Exchange

PFS# 76925-21| Male Ifrit Sorceror (Elemental:Fire) 4 HP: 26/26| AC: 13/13/10 | Fort: +3| Ref: +4| Will: +3| Init: +9| Perc: -1| CMB: +2| CMD: 15| Ray: +5;1d6+2| Ray 7/7day
Skills:
Acrobatics: +3| Bluff:+9| Diplomacy: +6| Intimidate: +12| K.(Arcana): +4| K.(Planes): +4| Linguis: +1| Stealth: +3| Spellcraft: +4|

Checking to see if Saleem is needed.
if yes. then Elemental ray 1d20 + 4 ⇒ (1) + 4 = 51d6 + 1 ⇒ (6) + 1 = 7

Silver Crusade

Female human sorceress (draconic bloodline) 1 | HP: 7/7 | AC: 12 (12 Tch, 10 FF) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +1 | Init: +8 | Perc: +3, SM: -1 | Speed 30ft | Spells (1st) 4/5 | Active Conditions 2 Strenght damage

With Ogmios and Jann on her way, Dimira can't cast a spell without hurting her own companions. A Pathfinder never hurts his allies... she reluctantly thinks to herself as she pulls out a flask of acid from her bag.

But maybe I could give it a try... she thinks for a second, before shaking her head. No. I can't. Really. I hope they'll manage to defeat it without my help, but I have no doubt about it: they're very skilled, much more than me, truth to be told...


Maps: Absalom Initiation

Ogmios flails at the smoke, but doesn't connect. The belker proves too fast for the big man to hit. Zandu hits with his snowball. It causes some damage, but doesn't face the belker. Zephyr's arrow doesn't strike true, nor does Bottles' bomb or Jann's attack. Saleem's ray of fire likewise misses.

After this barrage of attacks, the belker still lives and continues it attacks from within Ogmios.

Ogmios takes 4 damage, lowered to 1 on a successful Will save.

Wullesa shouts her encouragements from the back of the room. "You're doing well. Work together and you can end it. Don't forget to concentrate on the fact that nothing here is real. It will be much easier to deal with, if you can tell you mind that."

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Combat tracker
=======

Initiative:
1st: Dimira <- Round 4 actions
2nd: Belker (blue)
3rd: Saleem, Zandu, Zephyr, Bottles, Jann <-- Up for round 3 actions

Status:
Saleem - Mage armor, Shield
Dimira - Mage armor, Will save made
Zephyr - Gravity Bow, Magic Weapon, Will save made
"Bottles" - Dex mutagen
Zandu - Inspire courage, Will save made
Ogmios - Mage armor
Jann
Belkers (blue 8 damage)

Pending:
Ogmios - Will save and damage

GM rolls:

Fort save or staggered: 1d20 + 4 ⇒ (12) + 4 = 16
reflex save for bomb: 1d20 + 11 ⇒ (13) + 11 = 24
Ogmios damage: 3d4 ⇒ (2, 1, 1) = 4

Dark Archive

??? Psychopomp Eidolon / 1 | HP: 16/16 | AC:21 (11 Tch,20 Fl) | CMB: +6, CMD:17 | F: +5, R:+1 , W: +4 Immune Death Effects, Disease, Poison | Init: +1 | Perc: +5, SM: +4 | Speed 30ft | Active conditions: Mage Armour.

will: 1d20 + 3 ⇒ (14) + 3 = 17

Ogmios begins to flail as the smoke engulfs the outsider's body but then a cold calm realization hits him with Wulessa's words, this place, these creatures, were a figment of the Venture Captain's trapped mind. The Psychopomp dismisses the creatures but the damage had mostly been done, Ogmios stands staggered, stepping out of the Belker.

Staggered, so 5' step

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