[PFS_CORE_Aerondor] 00-02 The Hydra's Fang Incident (Inactive)

Game Master Aerondor

Map

Initiative:

[dice=Theodic]1d20+3[/dice]
[dice=Gregor]1d20+4[/dice]
[dice=Zolaffer]1d20+8[/dice]
[dice=Ledt]1d20+4[/dice]
[dice=Peter]1d20+5[/dice]
[dice=baddies]1d20[/dice]

Chronicles


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Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

"There's still the affair of what you did in Andoran, my home country. I cannot allow you to go unpunished for that. I might accept all the richness in this ship, the tablets, and the promise to never again attack Andoran holdings as a payback for your destruction. In that terms I can agree to help you with the undead and let you free with just enough coin to find a decent job. You have my word if I can have yours" Ledt looks around to the rest of the party "I cannot speak for the rest of the party on this topic though. They might have another ideas"
Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14

Sense motives: 1d20 - 2 ⇒ (1) - 2 = -1

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

"No. This is no longer your ship, and you will no longer prey upon the lives of innocents. This ends here, DuMoire! Ledt, you were willing to kill guards for doing their jobs, but are willing to negotiate with this pirate? No! Justice demands his neck in a noose, or his head on this deck."

The Druid jabbed his spear at the pirate, followed closely by Ironclaws' teeth and claws.

Gregor, spear: 1d20 + 1 ⇒ (5) + 1 = 6
damage: 1d8 + 1 ⇒ (1) + 1 = 2

bite: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 + 3 ⇒ (5) + 3 = 8
claw: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d4 + 1 ⇒ (2) + 1 = 3

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

"Nice words, Gregor."

Peter claps his hands for the dwarf and his companion after their attacks.

"Thankfully, we know where the tablets are, huh?", the ranger distills sarcasm in his words.

Lantern Lodge

Silent tide map

"Blasted Bear!"

As ironclaw moves to attack, the captain retaliates against him
attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d8 + 1 ⇒ (8) + 1 = 9

"You had your chance. I might still accept surrender!" he cries out.

He then realises the extent of his wounds and slumps to the floor.

Captain was disabled, took his attact and one point of damage that took him to unconscious.

No need for initiative.

Now DuMoire is quiet, you can hear a faint thumping sound from the front of the boat...

Status,
Peter - 1 temporary hp
Zolaffer -
Theodic -
Gregor
iron claw - 14 damage
Ledt -
Captain - 25 damage - dying.

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Stealthy, Peter will check the font of this sound.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

"Little one!" Gregor cried and leaned to inspect Ironclaw's wounds. "Please Ledt, lend me your wand that I might heal him!"

if ledt hands over the wand:

clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (7) + 1 = 8

if not:

Gregor turned away in disgust and called upon Erastil's power, using a spell that might better have been used in combat to heal his companion.
clw: 1d8 + 1 ⇒ (7) + 1 = 8

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

Can I go up to him and shock him?

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Ledt does not seem to like the idea of healing animals, but concedes while observing the still fresh pirate blood on the beast claws.

Once the thing is done he closes by to the door, and opens it without hesitation "Let's face those undead aberrations"

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

Or how long can I hold the charge of the spell?

I think I am all out of claws. :(

Lantern Lodge

1 person marked this as a favorite.
Silent tide map

You can keep holding the charge until you cast another spell I think. But if something bad happens I might get you to make a concentration roll. Or you could finish off the pirate.

Below decks, the dimly-lit hold has taken on a foot of brackish bilge water, and clammy air laps against your skin. The sole light emanates from a small whale-oil lamp mounted on the lower mast. The cavernous hollow contains dozens of water-damaged crates roped in neat stacks secured tightly to the sidewalls. The remaining portion of the hold is set up like a common room with hammocks, an open larder, and a small kitchen where food is prepared. The accommodations appear radically stripped down, presumably to make room for contraband or increased speed. Toward the bow, loud banging echoes from a wooden door, sodden and swelled shut and held fast with thick black chains.

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

Finishing him off might not be a lawful good thing to do

Lantern Lodge

Silent tide map

Well, not a good thing anyway. There is a price on his head in a number of countries. So it realluy depends on whose law you are thinking of :-) Good is a little more absolute. Killing a helpless person is not a good act as such.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

"Thank you, Ledt. It is appreciated"

Lantern Lodge

Silent tide map

(current status after healing)
Status,
Peter - 1 temporary hp
Zolaffer -
Theodic -
Gregor
iron claw - 3 damage
Ledt -

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Ledt pronounces an arcane word and with a gesture of his hand 3 balls of dancing lights are thrown to the place where the sounds are coming.

With all the care possible, the halfling inspects the chains.
Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
Perception: 1d20 + 0 ⇒ (14) + 0 = 14

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

"To hell with this stealthy", Peter whispers while opens the door in font of him, looking for what is doing that scary sound that comes from there, with his shortbow in hands.

Lantern Lodge

Silent tide map

The sounds come from behind the door with heavy chains.

Grand Lodge

M Gnome 182235-7 Cleric 1 HP 11/11 | AC 20/14/17 | Init +4 | F +4, R +2, W +4

"If we're about to do this, we should maybe do things smart for a change. Smart means safe. Safer, at least. Also means I can actually contribute."

That said, Zolaffer knows nothing of undead nor of their capacity for language, so he begins to whipser, just in case.

"I've still got Grease and Silent image primed and ready to go. The former, kinda useless in close quarters when we've got big, bad bruisers keen to put those qualities to use. The latter though, with proper preparation, perhaps very useful. Once that door is open, I'll conjure a vision-obscuring mist. Well, only if you believe it. So... don't believe it. Asymmetry of vision wins conflicts, from duels to wars. Concerns? Objections?"

Explaining the illusion I intend to cast so they get a +4 on will saves against it. If they are within the illusion, it should be an automatic interaction and save

Lantern Lodge

Silent tide map

Sounds fair, also noting that grease when the whole hold is covered in water would probably not be very effective. What is the effect you are hoping for from the silent image? That is what is the mist intended to accomplish?

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

"Mmm... undead are immune to most mind-affecting spells, but perhaps a figment might work... I am not expert neither though. The grease will be very useful to disarm them in case it is needed, so let's prepare.... I could enlarge someone, but in such close quarters I believe this is already to small" instead Ledt just makes the gesture of readying an electrical shock against the creatures.

Do we have to remove the chains or do something explicitly or are they coming to us?

Grand Lodge

M Gnome 182235-7 Cleric 1 HP 11/11 | AC 20/14/17 | Init +4 | F +4, R +2, W +4

The intent is to look like fog cloud/obscuring mist, save that if anyone or anything disbelieves, they are then able to see through it per disbelieving other image spells. If that's not quite kosher, I'd like to know.

Specifically...

PF SRD wrote:
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

Lantern Lodge

Silent tide map

A general purpose 1st level spell (silent image) won't duplicate the effects of a specific 1st level spell (obscuring mist).

So for example, I'd not give a miss chance to people fighting in a mist created by silent image. But I would allow it to hide people who were not moving to potentially allow them to remain hidden and have others go past them.

The banging is coming from behind the chained door. Presumably to get in there, or them to get out, someone will have to remove the chains.

Grand Lodge

M Gnome 182235-7 Cleric 1 HP 11/11 | AC 20/14/17 | Init +4 | F +4, R +2, W +4

It doesn't duplicate obscuring mist. You can't save against obscuring mist to see through it. I could just as easily choose to conjure a volume of full-density red or blue or whatever, so that anyone within sees only that color if they fail their save and anyone without sees the affected space swallowed up by a mass of that color until they are allowed a save and make it. That said, I will stand by and accept your ruling, as, if my interpretation happens to be kosher, yours is still more reasonable.

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7
GM Aerondor wrote:
The sounds come from behind the door with heavy chains.

Peter tries to put the door down.

Str check: 1d20 + 3 ⇒ (11) + 3 = 14

"Can somebody help me here?"

Grand Lodge

M Gnome 182235-7 Cleric 1 HP 11/11 | AC 20/14/17 | Init +4 | F +4, R +2, W +4

"Hahahahaha! No."

Lantern Lodge

Silent tide map

Well, I'm keen to let folk try inventive things, obscuring mist is also not a concentration effect. I'll compromise on a 20% miss chance and initial concealment. As the whole cabin is full of the mist, then they will be getting a save eachround. Happy to assume on that basis that the party starts with having already made their saves.

It takes Peter a bit of time, but he eventually manages to get the chains off the door...As he is working on the door, Zolaffer slowly fills the cabin with mist.. which after a little practise the team can all see though.

The flooded cargo bay beyond the door holds several dozen drowned slaves, proof positive of Du Moire’s despicable nature. With a rush of water the bodies are carried through the doorway and into the main cabin - knocking over the oil lamp which spreads flames quickly through the cabin - floating on the sea water.

Horribly, after the initial rush of water, three of the bodies start to stand up... But with the flames licking the side of the boat.. there is not much time to dispose of them.

Status, bold may post
Fire: Round 1
Peter - 1 temporary hp
Zolaffer -
Theodic -
Gregor
iron claw - 3 damage
Ledt -

Body-red
-green
-blue

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

Gregor, spear: 1d20 + 1 ⇒ (4) + 1 = 5
damage: 1d8 + 1 ⇒ (6) + 1 = 7

Iroclaw, bite: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Iroclaw, claw: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Iroclaw, claw: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d4 + 1 ⇒ (1) + 1 = 2

Having nowhere to move to cast a spell safely, hemmed in by friend, foe, and fire, Gregor does the only thing he can do. He drives his spear forward at the thing before him. The fire licking the wall beside him was unnerving, though, and the dwarf barely managed to avoid Ironclaw. The little bear backed off, hesitating in his attacks.

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

Since I already have the Shocking Grasp cast can I move up past the fighter and touch one without casting it?

Lantern Lodge

Silent tide map

Standard action to do the touch attack. Given you planned the door opening, Theodic can have been at the bulkhead ready to use shocking grasp as soon as something came though. Touch away.

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

1d20 + 2 ⇒ (14) + 2 = 16
1d6 + 1 ⇒ (4) + 1 = 5

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

K. religion (is this a zombie?;untrained): 1d20 + 2 ⇒ (6) + 2 = 8

Assuming the first undead is already dead by the time Ledt reacts, he points to the one behind, his hair sparkling and an electrical bolt jumping towards the foe from the halfling's hand.
Elemental ray+PB (touch): 1d20 + 7 ⇒ (19) + 7 = 26
Electrical damage+PB: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

"Stop the fire! Stop it before it can get out of control!" shouts Ledt, trying to close to the place affected by the fire in case anyone allows him to do so.

Lantern Lodge

1 person marked this as a favorite.
Silent tide map

The first undead is not dead before Ledt acts! I'll assume the elemental ray goes into it..

As the undead come to their feet, Iron claw reaches out and demonstrates where his name came from. Theodic then puts his own plan into effect, further damaging the creature. It keeps coming, only finally being put down when Ledt blasts it with his small bolt of lightning.

Status, bold may post
Fire: Round 1
Peter - 1 temporary hp
Zolaffer - concentrating on mist.
Theodic -
Gregor
iron claw - 3 damage
Ledt -
Bodies:
-green
-blue

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Peter goes a step foward and strikes the green undead with his greatsword.

Atk Grt Swd + PA: 1d20 + 3 ⇒ (4) + 3 = 72d6 + 4 + 3 ⇒ (6, 4) + 4 + 3 = 17

Lantern Lodge

Silent tide map

Peter's strike is powerful, but off target.

The foul creatures seem unaffected by Zolaffers phantom mist.
Saves made, see below

The slime covered corpse flails at Peter with ugly claws and then tries to bite him
attack: 3d20 ⇒ (19, 11, 2) = 32

A filthy claw hits him, digging deeply into his flesh. As it does so, the image of the slaves death, slowly drowning while chained to a bench fills his mind. The horror of the chains around its wrists as the water level rises.... it is almost too much.

damage: 1d6 + 1 ⇒ (1) + 1 = 2 & Will DC13 save or paralyised.

The second corpse steps forward and also lays into the living ranger
attack: 3d20 ⇒ (17, 1, 11) = 29

It also manages to claw him.
damage: 1d6 + 1 ⇒ (2) + 1 = 3

Meanwhile the fire burns hotter.

Status, bold may post
Fire: Round 2
Peter - 4 damage ; 2 DC13 will saves or paralyzed with fear.
Zolaffer - concentrating on mist.
Theodic -
Gregor
iron claw - 3 damage
Ledt -

Bodies:
-green
-blue

The blue Ghoul has cover (+4 to AC) from people not in the same room. But Peter also has cover from it.
And forgot the miss chance. First saves
saves: 2d20 ⇒ (20, 16) = 36

Go Pathfinders!

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

The sorcerer will attempt to stab the blue one with his spear.
1d20 + 2 ⇒ (17) + 2 = 19
1d8 + 2 ⇒ (3) + 2 = 5

Lantern Lodge

Silent tide map

I assume you mean green. There is a wall directly between Theodic and the blue one.

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

Green

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

will 1: 1d20 + 1 ⇒ (16) + 1 = 17
will 2: 1d20 + 1 ⇒ (19) + 1 = 20

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

the green zombie falls on the floor with Theodic hit?

Lantern Lodge

Silent tide map

Nope. Still up and fighting.

Grand Lodge

M Gnome 182235-7 Cleric 1 HP 11/11 | AC 20/14/17 | Init +4 | F +4, R +2, W +4

On mobile, keyboard doesn't support brackets. Can someone move Zolaffer up two squares and roll ranged touch at -5 to hit after cover and into melee penalties? 1d6 acid. At a con. Expect iffy and iffier posting.

Lantern Lodge

Silent tide map

Moved you, actually I moved you to the captains room, where there is no extra cover penalty for you, so attack is only at -1

ranged attack in melee: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
acid: 1d6 ⇒ 6

A jet of acid splashes into the slimy corpse, but it still keeps going!

Status, bold may post
Fire: Round 2
Peter - 4 damage ;
Zolaffer -
Theodic -
Gregor
iron claw - 3 damage
Ledt -

Bodies:
-green -11 damage
-blue

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

"Peter, I can't help you or send Ironclaw through you. Do you want to back up and let them in one at a time?" Gregor was unsure of how he could contribute if Peter said no.

If Peter says yes and backs up:

Gregor yapped at Ironclaw to send the bear to the side, to give Peter a means to back up. As Peter backed up and the things followed him into the room, Gregor stabbed his spear at the lead one, and Ironclaw followed up with his own attacks

spear: 1d20 + 1 ⇒ (6) + 1 = 7
damage: 1d8 + 1 ⇒ (8) + 1 = 9

bite: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 + 3 ⇒ (5) + 3 = 8
claw: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d4 + 1 ⇒ (4) + 1 = 5
claw: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d4 + 1 ⇒ (2) + 1 = 3

bite confirm: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 + 3 ⇒ (2) + 3 = 5

if not:

Gregor sent Ironclaw to the side to get the bear away fromt eh fire, which was making the furball nervous. Truth to tell, it made Gregor nervous as well. He looked around for any means of smothering the oil fire. Water might stop the flames licking up the wooden hull, but the oil on the water was just going to keep things burning.

perception: 1d20 + 7 ⇒ (13) + 7 = 20
wisdom: 1d20 + 3 ⇒ (17) + 3 = 20

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Fearing it might extend to the rest of the ship, Ledt steps next to the fire and tries to put it out with the water of the floor, or if not enough, his cloak.
Reflex if needed: 1d20 + 7 ⇒ (10) + 7 = 17

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

How beat up do they look?

Lantern Lodge

Silent tide map

The one in front of Peter looks pretty beat up. But to be fair, it is dead to start with. The one behind is hard to see but presumably uninjured.

Peter From the post above, if you wanted to do an attack at 5' step back into the bears square, you can do that.

The burning oil floats on top of the water, making Ledts initial attempt to put it out unproductive. Throwing his cloak over it seems to have a better effect. If not actually out, it looks to have stopped it growing ... for the moment.

Status, bold may post
Fire: Round 2
Peter - 4 damage ;
Zolaffer -
Theodic -
Gregor - contingent action
iron claw - 3 damage - contingent action
Ledt -
Bodies:
-green -11 damage
-blue

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

So as not to hold up the game he will attack the green one again with his spear
1d20 + 2 ⇒ (14) + 2 = 16
1d8 + 2 ⇒ (6) + 2 = 8

Lantern Lodge

Silent tide map

NPCing Peter and altering actions very slight

Peter nods at Gregor who then backs up a space, giving the ranger room the strike and step back

Peter strikes with his greatsword
attack: 1d20 + 4 ⇒ (7) + 4 = 11 but can't seem to land a solid blow on the foul creature. Stepping back he makes way for Ironclaw ..

To have an animal companion attack an undead would normally be a 'push', something to remember for the future, but I don't want to slow this round down any more.

Ironclaw steps up and rips the undead into little pieces. A fearsome bear indeed.

The last of the undead slaves shambles into the cabin and strikes out at Ironclaw!

attacks: 3d20 ⇒ (11, 11, 19) = 41

The undead unleashes its full fury upon the poor bear!

damage: 3d6 + 3 ⇒ (5, 5, 4) + 3 = 17

Status, bold may post
Fire: Round 2 <-currently suppressed by Ledt and his cloak.
Peter - 4 damage ;
Zolaffer -
Theodic -
Gregor -
iron claw - 20 damage! Dying, 4 saves (3xwill DC13 vs paralysis; 1xfort DC13 vs ghoul fever) and a stabilize check <- probably not really required as it looks like ironclaw is out of this fight.
Ledt -

Bodies:
-blue

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Seeing a spot as Iron Claw collapses, Ledt aims with his hand, now unhampered, and shots another bolt of electrical energy at the remaining undead.
Elemental ray+PB (touch): 1d20 + 7 ⇒ (18) + 7 = 25
Electrical damage: 1d6 + 2 ⇒ (1) + 2 = 3

He then steps back, making sure the creature cannot full attack him.

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

I posted my action on Saturday.

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Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

Thanks. I will have to look for the sheets that I had for another character who is now 2nd level.

Lantern Lodge

Silent tide map

Marking this as inactive now. Any chronicle questions, just send me a PM.

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