[PFS_Aerondor] 00-28 Lyrics Of Extinction PbP Gameday 6 (Inactive)

Game Master Aerondor

Map

init:

[dice=Quiven]1d20+12[/dice]
[dice=Korai]1d20+7[/dice]
[dice=Elaqis]1d20+2[/dice]
[dice=Herodotus]1d20+7[/dice]
[dice=]1d20+[/dice]


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Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Hmm. I thought I had read somewhere that I could have a hand free, but that could just be me not remembering the rules right.

Illuthion steps next to the green tinged beetle and attacks!

Bastard sword vs Green, PA: 1d20 + 11 - 2 + 1 ⇒ (4) + 11 - 2 + 1 = 14
Damage: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Bastard sword vs Green, PA: 1d20 + 11 - 2 + 1 ⇒ (8) + 11 - 2 + 1 = 18
Damage: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Bastard sword vs Green, PA: 1d20 + 6 - 2 + 1 ⇒ (15) + 6 - 2 + 1 = 20
Damage: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7

I give up. #dicebothate.

Lantern Lodge

Silent tide map

Illuthion launches a quick series of attacks, but they mostly bounce off the creatures thick hide. One lucky blow does connect however - albeit only for a light wound.

It could have been slippers of spider climbing. Given They specifically leave the wearers hands free.

Quiven, quick as a Halfling, manages to avoid the beetle that tries to eat him, but Amar and Illuthion are less lucky. Illuthion barely manages to avoid having his head taken off by the beetle.

Status, Bold may post -everyone is hasted.
Elaqis 2 wis damage,
(Amar) 32 damage
Korai
Illuthion 35 damage; ; mage armor

Quiven 1 damage ;
Beetles
blue - 10 damage; sickened (3)
green - 39 damage; sickened (3)
red 49 damage;

rolls:

red attacks Q: 1d20 ⇒ 14
Green attacks A: 1d20 ⇒ 18
Blue attacks I: 1d20 ⇒ 20
Blue crit?: 1d20 ⇒ 2
damage A: 4d6 + 10 ⇒ (1, 6, 6, 6) + 10 = 29
damage I: 4d6 + 10 ⇒ (6, 5, 1, 3) + 10 = 25

All, please include in your next post a spoiler with what you will do if one of the beetles tries to trample you. Either an AOO at -4; or a reflex save for half damage

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Korai looks about to assess the battlefield. Hoping to open up the room a bit, he decides to redoubling his efforts to drop the one in front of him.

Spending a grit for focused aim to add Cha to damage for all attacks this round. Totally provoking AoOs from this.

Attack + Haste vs Touch: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Cold Iron Damage: 1d8 + 1 + 4 ⇒ (8) + 1 + 4 = 13

Iterative Attack + Haste vs Touch: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage: 1d8 + 1 + 4 ⇒ (8) + 1 + 4 = 13

After the first 2 shots, not wanting to waste more of his ghost salt ammo than necessary, he lets his pepperbox clatter to the ground without rotating the chamber and quickdraws his blunderbuss and blasts a cone of buckshot into both the adjacent bug and the next.

Scatter shot vs Blue Touch: 1d20 + 12 + 1 - 2 ⇒ (11) + 12 + 1 - 2 = 22
Scatter shot vs Green Touch: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
Damage to Blue and Green: 1d8 + 4 ⇒ (1) + 4 = 5

He doesn't even attempt to control the kickback from the hand cannon and lets it fly out of his hands and clatter onto the ground. Before it even lands, he's holding a dagger.

"Sorry 'bout the noise..."

If I get trampled...:

Reflex: 1d20 + 13 ⇒ (12) + 13 = 25 + Evasion

Current status so I don't try to use a weapon I've already dropped:
Pepperbox - on ground, 2 ghost salt rounds loaded
Blunderbuss - on ground, empty
Magic dagger - on ground
Currently wielding masterwork dagger


Eidolon HP 51/56 | AC 22 (26) (FF 21 (25)Touch 10) CMD 23| Init +1| Saves (Fort +8, Reflex +4, Will +5 (+4 vs Enchantment)| Per +18, SenMot +9| Spd 30', Fly 30' (good)

Beaten roughly, with a roar Amar unleashes a flurry of blows (but not that type of flurry[/i] on the beetle before him. Green first, shifting to blue if the first frops.

Claw1: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34 for damage: 2d6 + 10 + 1d6 ⇒ (3, 3) + 10 + (6) = 22
Claw2: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34 for damage: 2d6 + 10 + 1d6 ⇒ (5, 6) + 10 + (2) = 23
ClawH: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22 for damage: 2d6 + 10 + 1d6 ⇒ (3, 3) + 10 + (2) = 18

If trample, AoO
AoO: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 for damage: 2d6 + 10 + 1d6 ⇒ (1, 6) + 10 + (4) = 21
[ooc[If trampled again and alive, still AoO (ombat Reflexes)[/ooc]
AoO: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19 for damage: 2d6 + 10 + 1d6 ⇒ (4, 5) + 10 + (1) = 20

Sovereign Court

Gnome Male Gnome Summoner 8 HP 62/62 | AC: 19 | T:14 | FF:17 | CMD:16 | Fort:+6 | Ref:+6 | Will:+8 (7) | Init:+2 | Perc:+2 | Speed 20

Seeing the beetles appear sturdier then they look, Elaqis drops another burst of glitter against the rear wall.

GLITTERDUST vs Green and Blue. DC 20 Will save.

Lantern Lodge

Silent tide map

@Elaqis I also need your "if I am trampled" spoiler

Sovereign Court

Gnome Male Gnome Summoner 8 HP 62/62 | AC: 19 | T:14 | FF:17 | CMD:16 | Fort:+6 | Ref:+6 | Will:+8 (7) | Init:+2 | Perc:+2 | Speed 20

Whoops! Reflex, definitely

Reflex: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Undeterred, Illuthion presses his attack!

Bastard sword vs Green, PA: 1d20 + 11 - 2 + 1 ⇒ (5) + 11 - 2 + 1 = 15
Damage: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Bastard sword vs Green, PA: 1d20 + 11 - 2 + 1 ⇒ (19) + 11 - 2 + 1 = 29
Damage: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Bastard sword vs Green, PA: 1d20 + 6 - 2 + 1 ⇒ (7) + 6 - 2 + 1 = 12
Damage: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Bastard sword vs Green, PA - Confirm: 1d20 + 11 - 2 + 1 ⇒ (2) + 11 - 2 + 1 = 12
Damage: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8

If trampled:
Gonna try that reflex!Reflex: 1d20 + 5 ⇒ (11) + 5 = 16

Lantern Lodge

Silent tide map

Korai pulls off an amazing stunt that bamboozles the beetles and leaves both with extra wounds.

Amar finishes off the green beetle, and then gives the blue one a whack too.

Elaqus brings forth beautiful colours into the darkness, but the blue beetle doesn't seem to care for them.

Illuthion launches some extra attacks against the blue beetle Change from green who is down, further damaging it.

Status, Bold may post -everyone is hasted.
Quiven 1 damage ;

Beetles
blue - 72 damage; sickened (3)
red 49 damage;
Korai
Elaqis 2 wis damage,
(Amar) 32 damage
Illuthion 35 damage; ; mage armor

ROLLS :

aoo ON Korai: 2d20 ⇒ (1, 1) = 2
blue will: 1d20 ⇒ 20
From the one extreme to the other

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

I'd choose Reflex also if it comes to that.

While he no longer has a tactical advantage, Quiven continues to stab and slice at the red beetle!

Attack: 1d20 + 15 ⇒ (3) + 15 = 18 for Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Attack: 1d20 + 15 ⇒ (11) + 15 = 26 for Damage: 1d4 + 7 ⇒ (4) + 7 = 11
Attack: 1d20 + 10 ⇒ (6) + 10 = 16 for Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Lantern Lodge

Silent tide map

Quiven gives a series of quick stabs at the red beetle, but most are deflected by its thick carapace.

The blue beetle, with a variety of targets, goes for the yummy looking bird. Not being keen on dinner, the Tengu manages to dodge the slow blow.

The red beetle rushes at Amar, trying to finish off the large opponent. But the Eldions magical defences thwart it.

Status, Bold may post -everyone is hasted.
Korai
Elaqis 2 wis damage,
(Amar) 32 damage
Illuthion 35 damage; ; mage armour
Quiven 1 damage ;

Beetles
blue - 72 damage; sickened (2)
red 60 damage;

rolls:

blue target, L-r: 1d3 ⇒ 3
blue on Korai: 1d20 ⇒ 2
red on Amar: 1d20 ⇒ 4

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven does more stabby-stabs!

Attack: 1d20 + 15 ⇒ (20) + 15 = 35 for Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Attack: 1d20 + 15 ⇒ (4) + 15 = 19 for Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Attack: 1d20 + 10 ⇒ (3) + 10 = 13 for Damage: 1d4 + 4 ⇒ (4) + 4 = 8

Confirm?: 1d20 + 15 ⇒ (17) + 15 = 32 for Damage: 1d4 + 7 ⇒ (3) + 7 = 10

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Korai finally loses any pretense of tactics and just begins to stab the beetle over and over, biting at it once for good measure.

"Just..."

Dagger attack 1: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Confirm?: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 Nope

"die..."

Dagger attack 2: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

"already..."

Haste Dagger attack: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

"stupid...

Secondary Bite attack: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

"chooch!"

Lantern Lodge

Silent tide map

The last two beetles finally fall to the pathfinders assault.

And a reminder of the description
The temple crypt is dark and quiet, and the whole basement smells of rotting flesh. A dozen caskets line the northern and southern walls. A cluster of giant stag beetles scuttle beneath the hole in the upper floor, tearing apart a pile of unburied bodies. The corpses all bear marks from torture in addition to bite marks from the oversize vermin.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Korai, breathing heavily, slowly calms himself down. He retraces his steps through the room, picking up his discarded equipment, checking each for damage. "Blunderbuss.... pepperbox... dagger... all look good."

He offers up his nearly depleted (2 charges left) wand and a potion to Amar and Illuthion. "Looks like it hurt... take what you need."

With that, he sits down, cross legged on the floor and reloads each barrel of each of his weapons. "Alright... buckshot for the blunderbuss... 1 more ghost salt bullet and 3 more cold iron bullets... perfect."

Gun configurations are once again blunderbuss with standard buckshot, pepperbox with 3 cold iron and 3 ghost salt bullets.

He stows his blunderbuss, re-sheathes his dagger, but keeps his pepperbox on hand. Concealed in plain sight again with Deft Palm.

~~After everyone is patched up~~

Korai begins to carefully pace about in the room, inspecting the caskets for any signs of trap. "Well well... let's see what we've got here... Quiven, double check these for me, make sure I didn't miss anything."
Perception: 1d20 + 13 ⇒ (19) + 13 = 32

Lantern Lodge

Silent tide map

Korai finds a few interesting things, poking around in the trash.

First there is a golden key. Perhaps most interestingly it glows when it is near one of the walls. He also finds a painting of a gorilla king in the Mwangi jungle and a sealed scroll case.

Sovereign Court

Gnome Male Gnome Summoner 8 HP 62/62 | AC: 19 | T:14 | FF:17 | CMD:16 | Fort:+6 | Ref:+6 | Will:+8 (7) | Init:+2 | Perc:+2 | Speed 20

Amar starts to reach out towards the tengu's wand, but Elaqis tut tuts.

"A most gracious offer Korai. But you fought just as hard - my friend being less adept at dodging blows is our problem not yours."

The gnome pulls out his own wand and heals up Amar with it as he looks down and wrinkles his nose.

"It seems we're not the first to come down here. Nasty cuts. Do you think anyone Tookna or Nanji knows?"

Heal to examine the corpses: 1d20 ⇒ 18

Also thank you very much for the cure offer Korai, but for now I have a full one in reserve on top of this :)

CLW for Amar: 1d8 + 1 ⇒ (8) + 1 = 9
CLW for Amar: 1d8 + 1 ⇒ (4) + 1 = 5
CLW for Amar: 1d8 + 1 ⇒ (2) + 1 = 3
CLW for Amar: 1d8 + 1 ⇒ (3) + 1 = 4
CLW for Amar: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

"Hold up chooch. I've got devil-blood on tap" says Illuthion casually as he begins using a wand of Infernal Healing upon himself.

Four charges and four minutes later...

"We can search this shit, but once we done we gotta burn these bodies, grind the bones to dust and let their memories be memories. Shit be wack as shit" he comments, taking a look through the remains of those here.

Would a take ten on Perception be appropriate here?

Lantern Lodge

Silent tide map

Sure, you have heaps of time to take ten, or even twenty

After a while, Illuthion realises there is some type of concealed door that the key glows when it is near.

There are two sets of "bodies" older ones that lie in caskets, and others that show signs of trauma and in some cases, torture. They look to have been dead for quite some time - perhaps there is some residual magic in this place that keeps the rotting smell fresh.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Korai hands the scroll case to Illuthion. "Seems like your type of thing. Anyhow... let's see if we can find how to open that up."

Korai holds the key up to the door and attempts to find a keyhole.

Lantern Lodge

Silent tide map

There is no keyhole, but when presented, the door swings open revealing a low dark passage beyond.

It is 5' wide, so a marching order may be helpful. Also how are you all seeing.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Oh look! That was neat. I wonder where the passage goes... Quiven would be fine with going first, thinking that his skill set might be useful.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

"Lets proceed cautiously... and quietly. Quiven, shall I join you up front?"

I have low-light vision, so as long as there is a torch somewhere behind me I should be able to see pretty far. Gun is still out/concealed. Sleight of hand bonus is 20, Stealth is 23, Perception is 13.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Sure! I would enjoy the company! If you decide to shoot over my head just me a little warning though, that thing can be pretty loud!

Assuming we are now entering,

Perception: 1d20 + 16 ⇒ (4) + 16 = 20 +5 for finding traps.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

"Be happy that it's loud. For some it's deathly silent..."

Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Sovereign Court

Gnome Male Gnome Summoner 8 HP 62/62 | AC: 19 | T:14 | FF:17 | CMD:16 | Fort:+6 | Ref:+6 | Will:+8 (7) | Init:+2 | Perc:+2 | Speed 20

"Do either of you need a light?" Elaqis whispers. He holds his lit torch out in his hand.

Looking over his should to Amar, the gnome looks at the eidolon, then at the tunnel, then back, then back again. "Hmm, it may be a tight fit for you I'm afraid."

Amar has darkvision, but just low-light for me. Also, I'm fine holding the torch, but as I'm also likely to be near the rear (with Amar behind me, squeezing and blocking a rear ambush) if one of you would prefer to hold it while we go single file be my guest.

I could also do a dancing lights, but that's even less subtle.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Oh, but I bet they hear that thing first. Probably could scare them to death! Quiven then peers back at Elaqis. Yeah, I can't see in the dark like some of you fellas can.

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

"That's 'cause you ain't tappin' into the power in ya Stabionics!" offers Illuthion helpfully with a smile that turns into a frown as the two go into the cramped hallway. "Ok fine then. I'll take my dark-seeing eyes and f!~% myself with them in the back!"

I will gladly be in the back. Pay no attention to the character. It's what he does.

Lantern Lodge

Silent tide map

The team slips down the passageway. Around halfway down, the perceptive Quiven is undone by an even more stealthily concealed trap.

Suddenly the corridor erupts with spears! Dozens fly out hitting the leading members of the party. Luckily Quiven is almost supernaturally aware of the danger of traps and manages to avoid most of them, but all three leading members of the group end up with scratches.

At the end of short corridor is a door. A small amount of light leaks out from underneath it.

Status
Korai 3 damage
Elaqis 2 wis damage, 13 damage;
(Amar)
Illuthion ; mage armour
Quiven 4 damage ;

rolls:

attacks on Q: 1d6 ⇒ 5
attacks on K: 1d6 ⇒ 1
attacks on E: 1d6 ⇒ 2
attakc rolls Q: 5d20 ⇒ (20, 6, 18, 4, 7) = 55
attack rolls K: 1d20 ⇒ 15
attack rolls E: 2d20 ⇒ (19, 14) = 33
crit?: 1d20 ⇒ 10
damage Q: 2d8 ⇒ (1, 2) = 3
damage K: 1d8 ⇒ 3
damage E: 2d8 ⇒ (8, 5) = 13

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

That was sneaky! I'm sorry that I couldn't do anything about that, is everyone OK? Quiven then points to the door. I'm sure whoever is behind that door knows we're here now, should we just barge in?

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

"Do it up! Let's get them chooches while we can!"

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Korai winces. "Yup... break down the door... all guns blazing... you know the drill."

Lantern Lodge

Silent tide map

You burst through the door!
The entrance hall to the cathedral is devoid of any furnishings, and dimly lit by candles mounted on the wall near the door. Across the room is a wooden door that bars the way into the inner sanctum.

Three elves, looking similar to the previous one you met, stand guard here.

Status
Korai 3 damage
Illuthion ; mage armour
Quiven 4 damage ;

Elves
Elaqis 2 wis damage, 13 damage;
(Amar)

init:

Quiven: 1d20 + 12 ⇒ (14) + 12 = 26
Korai: 1d20 + 7 ⇒ (10) + 7 = 17
Elaqis: 1d20 + 2 ⇒ (19) + 2 = 21
Herodotus: 1d20 + 7 ⇒ (13) + 7 = 20
1d20 ⇒ 16

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Illuthion closes his eyes and the sword he has drawn glows slightly before the burst travels to everyone in the corridor.

"Gotta go fast yo!" he quips before stepping into the room.

Haste has been cast.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Understanding that the party needs to move quickly, Quiven runs toward the yellow enemy and tries to stab him!

Attack: 1d20 + 17 ⇒ (17) + 17 = 34 for Damage with Sneak: 1d4 + 7 + 5d6 ⇒ (3) + 7 + (3, 4, 4, 3, 1) = 25

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Erm... Quiven? I think that's Illuthion.

Korai rushes in and decides to make quick work of their rearguard.

Pepperbox vs Touch at Red: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

If they are Flat Footed:

Free action: Intimidate: 1d20 + 17 ⇒ (20) + 17 = 37
Increased Fear Duration: 1d4 + 1 ⇒ (2) + 1 = 3, Frightened if shaken for 4 rounds or more.
Sneak Attack Damage: 3d6 ⇒ (5, 2, 2) = 9
Brutal Beating: Sickened for 4 rounds
Debilitating Injury: -2 Penalty to attacks, -4 vs me for 1 round

"Surprise, Chooches!"

Lantern Lodge

Silent tide map

Poor elves. On one hand they were not surprised, but as they were not necessarily aggressive before you came in, I think they will still qualify as flat footed.

The group speeds up. Quiven Moved to blue stabs one elf, while Korai fires at another one. So frightened is he by the bang, that the elf flees through the side door.

The blue shirted elf attacks Quiven, but can't land a blow on the quick halfling.

The elf in green fires a pair of arrows at Korai, but he rushes his shots and both miss.

Status round 1
Elaqis 2 wis damage, 13 damage;
(Amar)
Korai 3 damage
Illuthion ; mage armour
Quiven 4 damage ;

Elves
blue 25 damage

red 13 damage; sickened for 4 rounds; -2 to hit; frightened (5) Fled

@Karai what is it that increases your fear duration by 1d4+1? Thug is extra +1 I get that, where does the d4 come from?

[spoiler=rolls]
blue: 1d20 ⇒ 6
green: 2d20 ⇒ (3, 3) = 6

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven will continue attacking the correct enemy!

If Korai comes to flank with melee weapons I can wait until he does so in order to gain sneak damage.

Attack: 1d20 + 15 ⇒ (9) + 15 = 24 for Damage: 1d4 + 7 ⇒ (2) + 7 = 9 plus +2 to hit if I get the flank, plus Sneak: 5d6 ⇒ (4, 1, 4, 6, 1) = 16
Attack: 1d20 + 15 ⇒ (2) + 15 = 17 for Damage: 1d4 + 7 ⇒ (3) + 7 = 10 same, plus Sneak: 5d6 ⇒ (4, 2, 4, 6, 6) = 22
Attack: 1d20 + 10 ⇒ (17) + 10 = 27 for Damage: 1d4 + 4 ⇒ (4) + 4 = 8 same, plus Sneak: 5d6 ⇒ (5, 1, 4, 1, 2) = 13

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

Illuthion rushes after the running elf. "You can run, but you can't hide!"

Bastard sword vs Red, PA: 1d20 + 11 - 2 + 1 ⇒ (7) + 11 - 2 + 1 = 17
Damage: 1d10 + 5 + 4 ⇒ (7) + 5 + 4 = 16

And apparently Illuthion can't hit.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Thug gets me +1 and Equipment Trick (Cloak) gets me the 1d4. Saps would be great if you've got em, trying NOT to kill them if possible. Or at least 1 sap in that mix somewhere.

"Quiven, clock him with a sap so we can question him."

Korai moves around the corner, draws his dagger and blocks the doorway. He points his pistol at green elf and glares at him. "You... drop your weapons and surrender if you want to make it out of here alive."

Initmidate: 1d20 + 17 ⇒ (7) + 17 = 24
Demoralize boost: 1d4 + 1 ⇒ (3) + 1 = 4
Frightening him into hopefully running into Amar if possible

Lantern Lodge

Silent tide map

And here is where things get messy as we run into two encouters at the same time..

As Illuthion rushes through the door the elf guarding next to it has a hack at him, but misses badly.

Korai dashes up and puts the hard word on the blue elf who doesn't look happy at all. He too flees through the doorway. Unfortunately for him the Halfling on the other side of him has already spread his entrails all through the room.

rolls:

AOO: 1d20 ⇒ 1

Status round 2
Elaqis 2 wis damage, 13 damage;
(Amar)

Korai 3 damage
Illuthion ; mage armour
Quiven 4 damage ;
Elves
Korai 3 damage
Illuthion ; mage armour
Quiven 4 damage ;

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

The demoralize check was on green, not blue

Korai Shardwing wrote:
Korai moves around the corner, draws his dagger and blocks the doorway. He points his pistol at green elf and glares at him.

Lantern Lodge

Silent tide map

No worries, green it is. Not his turn to do stuff yet though.

Status round 2
Elaqis 2 wis damage, 13 damage;
(Amar)

Korai 3 damage
Illuthion ; mage armour
Quiven 4 damage ;
Elves
red 13 damage; sickened for 3 rounds; ; frightened (5) Fled
Green frightened (5)

Sovereign Court

Gnome Male Gnome Summoner 8 HP 62/62 | AC: 19 | T:14 | FF:17 | CMD:16 | Fort:+6 | Ref:+6 | Will:+8 (7) | Init:+2 | Perc:+2 | Speed 20

Sorry for the slow posting: busy weekend followed up by busy work.

Taken aback by the presence of the elves, and then by the speed of the fighting, Elaqis makes his way into a room already filled with blood and shaking elves. About to speak, he hears Korai squawk something about questioning them and shrugs as he pulls out a small silver dagger.

"Yes, surrender and be spared. Trust us, we have no quarrels with you young man: we're here for a tune and silencing it, nothing more. Help us with that, and you can be on your way."

As the eidolon slowly comes up behind him, the gnome leans back and whispers in Sphinx. {Sphinx}The tengu has a rather fine point. If he tries to run, hold him up, but let's try not to kill the jungle man, eh?


Eidolon HP 51/56 | AC 22 (26) (FF 21 (25)Touch 10) CMD 23| Init +1| Saves (Fort +8, Reflex +4, Will +5 (+4 vs Enchantment)| Per +18, SenMot +9| Spd 30', Fly 30' (good)

Amar cracks his back and wings as he enters the room, finally able to spread out in a space that can fit him. he eyes the scared elf.

{Sphinx} Stop him, don't hurt. I have an idea for that.

Readying an action to attempt to grapple Green if he tries to flee this round. As Amr doesn't have improved grapple, he can get and AoO in response.

Grapple: 1d20 + 17 ⇒ (17) + 17 = 34

Lantern Lodge

Silent tide map

The green elf does indeed try to flee, but finds himself wrapped up in Amar's large arm.

Illuthion chases the red elf into a large cathedral. The inner cathedral is a large chamber lit by brightly glowing torches lining the walls. A long rug leads up to a treasure chest sitting against the back wall. Above the chest stands a defaced statue of a tall Mwangi man carrying a staff. Eight altars form a circle at the back of the room.

The red elf flees to hide behind an elderly, decrepit looking man. Illution rubs his eyes, there is not one man there, but several.

The room itself has an almost palatable aura of evil and gloom about it.

Meanwhile the green elf struggles against Amar, but cannot break his hold.

Status round 3
Elaqis 2 wis damage, 13 damage;
(Amar) grappling green.
Korai 3 damage
Illuthion ; mage armour
Quiven 4 damage ;

red elf 13 damage; sickened for 2 rounds; ; frightened (4) Fled
Green elf frightened (4); grappled by Amar
Blue man

rolls:

AOO: 1d20 ⇒ 11
green escape: 1d20 ⇒ 2

Grand Lodge

Male CG Half-Elf (Spireborn) Occultist 8 | HP: 75/75| AC: 24 (12 Tch, 22 Fl) | CMB: +9 CMD: 22 | F: +9, R: +5, W: +7 | Init: +4 | Perc: +16, SM: +11 | Speed 20ft | Mental Focus(Pool=15): Conj:2/2, Transm: 6/6 Divin:6/6 Evoc:1/1 | Spells: 1st (6/6), 2nd (5/5), 3rd (3/3) | Active conditions: None

"'SUP CHOOCHES? HEY BIG GUY, YOU GOT MAGIC? WELL I GOT PIMP MAGIC CHOOCH" yells Illuthion as he approaches up.
Can't charge :( Casting Fireball, DC 18 for half.

Fireball: 8d6 ⇒ (3, 6, 3, 3, 4, 1, 1, 1) = 22

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven will double move into the next room.

Sovereign Court

Gnome Male Gnome Summoner 8 HP 62/62 | AC: 19 | T:14 | FF:17 | CMD:16 | Fort:+6 | Ref:+6 | Will:+8 (7) | Init:+2 | Perc:+2 | Speed 20

As everyone runs off, Elaqis moves to the doorway to see what is happening. The gnome's eyes widen and he calls back. "Nevermind with him Amar. I think we have bigger problems. There's an unsettling old man in here. Let that one go."

He then continues to move in to get a better look.

Double move.


Eidolon HP 51/56 | AC 22 (26) (FF 21 (25)Touch 10) CMD 23| Init +1| Saves (Fort +8, Reflex +4, Will +5 (+4 vs Enchantment)| Per +18, SenMot +9| Spd 30', Fly 30' (good)

Amar looks straight at the grabbed elf. Flexing his enormous arm, he says "BE. GOOD."

He then hurries after the others.

Releasing the elf, then double move.

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