PFS: First Steps (Sep-Oct 2014) (Inactive)

Game Master R D


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Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Caranthir searches more thoroughly for a way in.

Perhaps there is an unlocked window nearby...

Take 20 on perception to search near the door, nearby windows, etc.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Sir Dydimus will shadow the elf and helpfully point out places where he might not have looked.

Did you check over there?

Take 10 Aid another for +4

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

"This is the last thing, right? Let's speed things up." Van walks up to the nearest door and uses the wand of Knock.

Caster Level +10 vs. DC of lock: 1d20 + 1 + 10 ⇒ (12) + 1 + 10 = 23

"We come in peace, probably." He calls out as he tries to open the door.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Van, you use the wand's caster level so its +3 +10 = 25

Silver Crusade

Ha!

Just as Caranthir discovers a hidden key sandwiched between two rickety slats on the building near the doorframe, Van wands the door open.

Darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting off the water through a splintered hole in the floor. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"Here's the ke...! Oh..." Caranthir says as he finishes his careful search.

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

If no one comes running out at us for opening the door, Opal will cast light on a nearby pebble (if any) and throw it in to the warehouse.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

After leaving the Varisian's shop, Alek can't shake the greasy feeling he got from being in the strange shop and the greasy feeling he got from then himself. "Does anyone else think we should have obtained more information on the shop before strolling in here like this?" He looks at his comrades. "I don't trust that man..."

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Yeah, I thought Knock was a level 1 spell.

"Good work, Elf. You can lock it up when we leave." He says matter-of-factly to Caranthir, then directs his comments to Alek, "Meh, it's getting late. Let's just get this over with."

Despite his comments, Van just crosses his arms and waits, obviously choosing not to be the first to enter.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Sir Dydimus draws his sword and charges forward.
Back foul beasts of the dark!

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Caranthir enters behind Dydimus, his eyes easily adjusting to dim lighting.

perception: 1d20 + 3 ⇒ (19) + 3 = 22

Silver Crusade

Perched in the middle of the hole, teetering on split planks, sits a large crate stamped with three crows arranged in a triangle—the very crate the party has come to find! Handholds cut into the stout wooden crate ring the rim.

Other barrels, boxes, and crates sit stacked along the walls of the warehouse. Just inside the door sits a handful of crates and kegs of beer. Most of these smaller crates and barrels contain foodstuffs in various states of freshness. Some crates reek of rot. Stacks of simple coffins sit against the east wall. The rest of the crates stacked along the north and south walls contain simple sundries including, but not limited to beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, nails, nets, raw cotton, rough wool, spare sails, timber planks, various pulleys and tools, and cheap weapons.

A crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors along the west wall.

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

Alek, it isn't our place to decide who we assist. We were sent to assist him, and that is what we are going to do. Slime or no.

Looking around the room, Is that what we are looking for? The one most precariously placed item in the entire warehouse? How do we get it? Sir Dydimus and Van are probably small enough to not break through those floorboards, but probably not strong enough to shove the crate.

How big is the crate?

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Caranthir moves toward the crates, looking for a way to secure it to the crane before moving it.

perception: 1d20 + 3 ⇒ (15) + 3 = 18

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

"I understand we cannot choose who we are assigned to assist; however, we do not have to follow that person blindly, Opal. How do we know he is not sending us to break into this place and steal a crate he has no legal rights to? I'm not saying we don't do the job we were sent to do, just don't rush in blindly..."

Once they step into the warehouse, Alek looks at the crate... "That may prove to be difficult in obtaining..."

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Van ventures in after the others and his mind boggles, "Wow, look at all this cool stuff. I could fun for hours with this junk!"

Realizing his cool exterior was eroding, he clears his throat and looks around, "Yeah, I mean, I could build something with the crane to pull the crate out, no problem. Might take awhile though."

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Lets see if I can make it out there. Dydimus says cheerily as he wonders over to the crate.

Silver Crusade

Please position yourselves inside the warehouse. Wherever you wish to examine stuff: the crate (next to the hole), the crane (next to the southernmost double doors), or the boxes.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Hmmm, I'm not seeing a link to the warehouse map (says warehouse but has no link). I was wanting to be by the crane, so that position is fine. Thx.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Check under the GM's name in the last post

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Ah, thx. I'm in position.

Silver Crusade

Whoops! Apologies for the omission. I have added a link to the map at the top of the page, too. :-)

Silver Crusade

I've taken the liberty of moving Alek into the building.

As soon as the wolf enters the pelican warehouse, he knows the party is not alone. Cinderpaw growls a warning...

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Watcha growling at boy? You find a tasty little rat?
Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Alek pauses when Cinderpaw growls his warning; he quickly draws his shield and axe. He then turns to his companion. "Cinderpaw, seek!" he follows behind the wolf as he begins to sniff and smell around the area, attempting to sniff out anything alive.

Cinder Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Alek Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Using the Seek trick, assuming that's what the warning was about lol.

Silver Crusade

Irritated at the intrusion, rodents of unusual size squeeze through the crates and attack head towards the PCs surrounding the hole.

Initiatives:
Alek: 1d20 + 1 ⇒ (18) + 1 = 19
Caranthir: 1d20 + 6 ⇒ (12) + 6 = 18
Dydimus: 1d20 + 4 ⇒ (2) + 4 = 6
Opal: 1d20 + 3 ⇒ (14) + 3 = 17
Van: 1d20 + 2 ⇒ (5) + 2 = 7
ROUS1: 1d20 + 3 ⇒ (14) + 3 = 17
ROUS2: 1d20 + 3 ⇒ (10) + 3 = 13
ROUS3: 1d20 + 3 ⇒ (9) + 3 = 12

The ROUSes spend their surprise round getting next to the PCs nearest the crate.

First up: Alek, Caranthir, Opal
Then: the ROUSes
Finally: Van, Dydimus

This is round 1.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Caranthir steps back and unleashes a pair of arrows at the creatures, careful not to hit Dydimus.

Attack rapid fire: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21for damage: 1d8 + 1 ⇒ (3) + 1 = 4
crit?: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13if so, extra dmg: 1d8 + 1 ⇒ (2) + 1 = 3
Attack rapid fire: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6 for damage: 1d8 + 1 ⇒ (2) + 1 = 3

Silver Crusade

Caranthir discovers that he must make an acrobatics check not to fall through the hole in the bottom of the warehouse!

Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14

And he makes it like a champ! His arrow strikes true. Alas, it is not a critical hit.

ROUS3 has 1 HP remaining. With an arrow through its shoulder, ROUS3 reconsiders his life choices...

This is round 1.

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

Opal moves forward, then throws a bomb at ROUS 2.
Bomb: 1d20 + 4 ⇒ (19) + 4 = 23
Fire Damage: 1d6 + 3 ⇒ (4) + 3 = 7

If it misses, then minimum splash damage is 4 points fire damage.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Not Little! Not Little!

Silver Crusade

Opal, you're going to catch Dydimus in your splash damage. What's the DC for your splash?

Dydimus, are you OK with potentially taking damage?

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

I thought the bombs only did splash if they miss, and then it was a d8 to see where it hit.

The flasks splash everywhere, but That is why I didn't throw acid.

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

If I am incorrect, I need to change my notes, and throw a knife instead.

Silver Crusade

Adjacent creatures get a reflex save vs alchemist bombs. (If Dydimus is OK with the splash, that's fine.) At higher levels, you can exclude squares from your splash.

PRD wrote:
Splash damage from an alchemist bomb is always equal to the bomb's minimum damage [...] Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Source

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

Oh, sorry, I can throw a dagger instead if he doesn't want to try the reflex save. My bad.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

naw, throw your bomb! He will be fine, and we can give him a heal when we are done. You will do a lot more damage than he will take, and will save us dmg on the rat turn. He also seems to like action, and will probably love it.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Alek moves further into the warehouse when the ROUSes suddenly pop out from the hidey-holes, Cinderpaw following along. "Cinder,come!"

Poop, wish I could have gotten further... But next round, Alek is going to bring the pain! Now... all we need is some lightning sand... Opal was kind enough to provide the flame spurts :)

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Opal, if you throw a bomb behind rat two's position, all of the enemies will take splash damage, but no ally will.

Silver Crusade

@Alek: I moved you for the sake of expedience, and because Cinderpaw would have scented out the rodents. So, I just gave you a couple of squares of extra movement just now. (Already moved on map.)

@Van: Great idea!
ROUS1: 1d20 + 5 ⇒ (10) + 5 = 15 , ROUS2: 1d20 + 5 ⇒ (13) + 5 = 18 , ROUS3: 1d20 + 5 ⇒ (19) + 5 = 24
Well... The rats all dodged the blast. They each take 2 HP of damage--which means ROUS3 is down! :-)
____________________________________________________________

The ROUSes' turn:

ROUS1 Bite: 1d20 + 1 ⇒ (16) + 1 = 17 (Hits Dydimus' flat-footed AC.) Damage: 1d4 ⇒ 2
Dydimus Fort Save: 1d20 + 3 ⇒ (2) + 3 = 5 (Whoops! Dydimus feels all icky inside...)
ROUS2 Bite: 1d20 + 1 ⇒ (6) + 1 = 7 (Miss!)
____________________________________________________________

Van and Dydimus are up!

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Yeah, one of my other PFS characters is an alchemist so I'm used to figuring out ways to make splash work for me.

"That basement viper should have stuck around." Van laments with a sad shake of his head as he moves forward and casts Acid Splash in the direction of the closest rat.

Acid Splash Touch on Rat 1 - Cover - Melee: 1d20 + 2 - 4 - 4 ⇒ (9) + 2 - 4 - 4 = 3

The Exchange

Elf-Alchemist-6 | HP 31/36 | AC 17 | T 15 | FF 14 | CMD 16 | Fort +7 | Ref +10 | Will +5 Immune blindness, dazzled; Resist poison Init +3 | Perc +11 | USED: 2 of 12 Bombs, 0 of 10 Extracts

That is brilliant! I need to remember that. What is sad is I actually DID do the same thing in my first game with her. Maybe I was just too tired last night.

Silver Crusade

Dydimus is up.

This is round 1
____________________________________________________________

Alek, Caranthir, and Opal can go too.

This is round 2.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

Have at the, vile creatures!
Rapier w/ arcane strike
Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Silver Crusade

Dydimus also makes a reflex save to avoid falling through the hole: Reflex: 1d20 + 7 ⇒ (19) + 7 = 26

Dydimus laughs at the hole. :-)

He also pierces ROUS2 right through the middle of its forehead. Its eyes turn inward following the path of the point of the rapier, and it expires with a confused, cross-eyed look on its face.

Only ROUS1 remains standing.
____________________________________________________________

Alek, Caranthir, and Opal are up.

As an immediate action, ROUS1 slips on a pair of spectacles, looks at Alek and holds up a sign, Wile E. Coyote style: "You wouldn't hit a dire rat with glasses, would you?" His innocent countenance includes drooping ears, very large eyes, and a sad grimace. :-D

This is round 2.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

LMAO!

Alek feels a somewhat sense of remorse for the creature; however, Cinderpaw does not! The wolf shifts forward toward the remaining rodent and snaps his jaws at it!

Cinderpaw Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Bite: 1d6 + 3 ⇒ (1) + 3 = 4

Silver Crusade

1 person marked this as a favorite.

Acrobatics check to avoid falling in the hole: 1d20 + 6 ⇒ (19) + 6 = 25

Cinderpaw saunters forward with a sly look on his muzzle.

The dire rat smiles abashedly at the wolf. He holds up a new sign: "It's my birthday!" And his smile deepens while beads of sweat drip from his forehead.

Cinderpaw holds up a sign of his own: "Happy Birthday!" Then chews off the dire rat's face.

This was round 2.

Combat over!
____________________________________________________________

Taking 10's or 20's the party can retrieve the crate.

The rescued crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds.

The crate also contains 10 sets of masterwork thieves’ tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch, three bags of powder, a deck of marked cards, and two sets of average loaded dice.

The party returns the requested item to Guaril Karella's shop.
____________________________________________________________

Perception Checks:
Alek: 1d20 + 6 ⇒ (8) + 6 = 14
Caranthir: 1d20 + 3 ⇒ (16) + 3 = 19
Dydimus: 1d20 + 4 ⇒ (15) + 4 = 19
Opal: 1d20 + 7 ⇒ (17) + 7 = 24
Van: 1d20 + 0 ⇒ (8) + 0 = 8

Caranthir, Dydimus, and Opal notice a halfling with a handlebar moustache has followed the party off and on throughout the day. But, he's too far away and soon disappears into the crowd.
____________________________________________________________

You all complete the fourth and final task on your agenda and start to head back to the Grand Lodge. You must pass through the Foreign Quarter back to the Society’s headquarters. Along the way, a throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.

The party takes this shortcut also. Then alleyway is thrown into a hazy fog as a strong voice calls out strange sounds. Once that happens, the common citizens flee.

Silver Crusade

Order of the Dragon Daring Champion Cavalier 1/ Arcane Duelist bard 2
Defense:
AC 21, Touch 16, Flat-footed 16, CMD 15, hp 4/25; Fort +5, Ref +8, Will +2
Offense:
Initiative: +4, Spd 30, CMB: +1, Rapier +8 (1d4 /18-20), Sling +7 (1d3/ x2), Arcane Strike: +1 weapon damage as swift action
Skills:
Acrobatics +10*, Climb +5, Diplomacy +9, Escape Artist +9, Perception +6, Perform (oratory) +9, Ride +8, Spellcraft +5 Stealth +8, UMD +8; Daredevil Boots +5 to Acrobatics to avoid AoOs

WOOO! What just happened? Weren't we just in a warehouse? Did I just have a stroke? Sid Dydimus Looks around confused trying to his find his pulse on his neck. He lets out a sign when he finds it I'm still alive! he cries in excitement. After a couple deep breaths he looks around and calmly asks, So why is it so foggy all of a sudden?

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"Be on your guard!" Caranthir calls out as he knocks an arrow. "Something is afoot...no, not you, Dydimus," he adds, anticipating the halfling's response.

spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20 I'd like to identify any spell effects, if any.

Silver Crusade

Caranthir recognizes that somebody has cast Obscuring Mist.

Initiative Rolls:
Alek: 1d20 + 1 ⇒ (19) + 1 = 20
Caranthir: 1d20 + 6 ⇒ (3) + 6 = 9
Dydimus: 1d20 + 4 ⇒ (7) + 4 = 11
Opal: 1d20 + 3 ⇒ (2) + 3 = 5
Van: 1d20 + 2 ⇒ (6) + 2 = 8
Deandre: 1d20 + 1 ⇒ (11) + 1 = 12
Halli: 1d20 + 2 ⇒ (9) + 2 = 11
Larkin: 1d20 + 3 ⇒ (4) + 3 = 7
Ledford: 1d20 + 2 ⇒ (11) + 2 = 13

Sorted Initiative Order:
Alek: 20
Ledford: 13
Deandre: 12
Dydimus: 11
Halli: 11
Caranthir: 9
Van: 8
Larkin: 7
Opal: 5

Alek is up first.

Map

This is round 1.

I'm pretty sure we can finish this scenario with just a few more posts, each. :-)

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