[PFS] GM ShieldBug's Black Waters (#0-06) - OutPost I (Inactive)

Game Master ShieldBug

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Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Hi GM, just inquiring about Enzo's last attack with a vial of acid. Thanks.

Dog continues to growl.

"Here we go Paras."
Enzo casts cure light wounds on Paras.
cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Fort: 1d20 + 1 ⇒ (6) + 1 = 7
Fort: 1d20 + 1 ⇒ (3) + 1 = 4
Fort: 1d20 + 1 ⇒ (12) + 1 = 13

Tera goes stiff, and cannot move.


Year of the Skykey

Woops! Sorry about that, Enzo. The acid flask missed and I totally forgot to roll for where it lands, I'll do that now.

GM Rolls:

Belated miss direction for Enzo's Acid Flask:
Miss Direction: 1d8 ⇒ 6

Red attacking Paras:
Atk. Bite (Paras): 1d20 + 2 ⇒ (4) + 2 = 6
Dmg. BPS: 1d6 + 1 ⇒ (3) + 1 = 4
Atk. Claw (Paras): 1d20 + 0 ⇒ (6) + 0 = 6
Dmg. Slashing: 1d3 ⇒ 2
Atk. Claw (Paras): 1d20 + 0 ⇒ (20) + 0 = 20
Dmg. Slashing: 1d3 ⇒ 2
Confirm Critical: 1d20 + 0 ⇒ (1) + 0 = 1
Extra Damage: 1d3 ⇒ 3

Tera succumbs to the paralytic poison, unable to help as the ghouls continue to attack her friends. Positively gleeful that it has incapacitated yet another tasty human, the ghoul turns its attention to Everbloom, diving forward with claws outstretched, drooling in anticipation the feast to come. Its dreams are cut short, however, when a tree trunk thumps hard into its chest. Everbloom's latest blast lifts the ghoul of its feet and sends it tumbling down the stairs into the darkness beyond, never to be seen again.

Meanwhile, Enzo reaches out and touches Paras. She immediately feels a warm tingling as her wounded tail starts to heal, and within seconds it's as good as new. Unfortunately, it doesn't last long as the ghoul lashes out at her yet again, grabbing her tail with its right hand. However, before it can cause too much harm, the ghoul's feet are burnt by the acid that has slowly trickled over from the smashed flask on the wall behind. It hops up and down, letting go of Paras' tail, leaving only a small scratch and nothing more.

Paras, Fortitude save (DC 12) or open this spoiler:
As soon as the claw draws blood, you feel your body starting to slow down until, finally, it just stops moving completely. You are paralyzed for 1d4 + 1 ⇒ (3) + 1 = 4 rounds.

The dog continues to growl threateningly at the ghoul right in front of its face, but it is still unable to move even a little. However, with a lot of concentration, Mr. Ice is just about able to twitch a finger.

You'll be back in the action in the next turn, Mr. Ice.
___

COMBAT TRACKER - Round 3 - Bold may act - Map
------------------------------------------------------------

Everbloom ( )
----------------------
Round 4 - Bold may act
----------------------
Bunny Paras ( )
Paras (-2hp)
Tera (-9hp, paralysed 4/5)
Mr. Ice (paralysed 0/3)
Enzo ( )
Dog (-2hp, paralysed 2/5)
----------------------
Red/Square (-4hp)
Yellow/Circle (-13hp)
Blue/Pentagon (-17hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
Paras needs to make a three fortitude saving throws.

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Everbloom lets out a cruel yipping laugh as she blasts the ghouls down the stairs. She shuffles over a few steps and thrusts her arms forward again, at the last remaining ghoul. This time a burst of sharp pine needles flies from her hands, over the dog, and right at the ghoul, in a barrage of needle-like projectiles.

Attack: 1d20 + 3 + 1 - 4 ⇒ (6) + 3 + 1 - 4 = 6
Piercing Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Mr. Ice stares really hard at the last ghoul.

I wish I could kill him! Come on body! MOVE! STAB! THRUST! SOMETHING! Go get him, body!

Mr. Ice does not move.

WHOAH! That fox is weird! What's with the tree trunks?!?

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Fortitude Save: 1d20 + 4 ⇒ (15) + 4 = 19

Paras listens to Bunny Paras and moves back out of the fight.

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Bunny Paras moves over a step towards Paras. "I'm coming, Paras!"

Then she starts to cast a spell. She stares really hard at the floor in front of her and wiggles one finger on her hand. She whispers quietly: "Abra-cadabra."

I am casting summon nature's ally.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

"Well done Everbloom!"
Enzo draws an alchemist fire and lobs it the ghoul.
ranged touch attack: 1d20 + 2 + 1 + 1 - 4 ⇒ (14) + 2 + 1 + 1 - 4 = 14 Plus splash
fire damage: 1d6 + 1 ⇒ (6) + 1 = 7

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Tera stands still next to the very still Mr. Ice. Go, get them. You can do it team.


Year of the Skykey

GM Rolls:
Ghoul, Reflex Save: 1d20 + 2 ⇒ (2) + 2 = 4
Additional Fire Damage: 1d6 ⇒ 1

Paras slips away from the grasping hands of the ghoul, making it safely back to the corridor behind Enzo. Before it has time to follow her, Everbloom attempts to pepper it with pine needles. Unfortunately, it ducks out of the way just in time, its face just inches away from the frozen dog's teeth. As the ghoul stands again, ready to attack, it is hit on square on the side by Enzo's flask. A great fireball erupts around the creature, and it spends the next few moments futilely trying to pat out the flames.

Meanwhile, Mr. Ice breaks free of the paralysis that had been holding him back for so long.

It spent a full-round action to put out the flames but failed, it suffered 1 additional hp of damage. ;)
___

COMBAT TRACKER - Round 4 - Bold may act - Map
------------------------------------------------------------

Everbloom ( )
----------------------
Round 5 - Bold may act
----------------------
Bunny Paras ( )
Paras (-2hp)
Tera (9hp, paralysed 3/5)
Mr. Ice ( )
Enzo ( )
Dog (-3hp, paralysed 1/5)
----------------------
Red/Square (-12hp)
Yellow/Circle (-13hp)
Blue/Pentagon (-17hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Dark: Counteracted by Enzo's torch.

PENDING
None

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Everbloom snarls at the ghoul, frustrated by her failure to strike. She whips her hands forward, causing a tangle of lashing vines to crack across the room and lash the flesh of the ghoul.

Ranged Attack: 1d20 + 3 + 1 - 4 ⇒ (10) + 3 + 1 - 4 = 10
Slashing Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Suddenly, Mr. Ice roars in anger and lunges forward (five foot step) stabbing his swords into the ghoul's tummy and tearing!

Attack 1: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Piercing Damage 1: 1d6 + 2 ⇒ (5) + 2 = 7

Attack 2: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Piercing Damage 2: 1d6 + 1 ⇒ (2) + 1 = 3

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Paras stands still in the hall looking scared and worried.

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Bunny Paras finishes her spell, making a dire rat appear in front of her. He is actually, kind of cute and very clean. Bunny Paras pats the rat on the back.

"Good girl! Get him!"

The rat bites at the ghoul.

Bite Attack: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Damage: 1d4 ⇒ 2

Then Bunny Paras moves closer to Paras and loads her sling.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Enzo moves forward drawing his dagger. 5 foot step
"Nethys watch over us!"
Enzo attacks the ghoul with his dagger.
attack: 1d20 + 1 ⇒ (19) + 1 = 20
damage: 1d4 ⇒ 4

confirming critical attack: 1d20 + 1 ⇒ (9) + 1 = 10
extra damage: 1d4 ⇒ 3


Year of the Skykey

In a quite incredible display of agility and prowess, the ghoul manages to fend off attacks from all sides. He shreds the Everbloom's vines with its sharp claws, rendering them useless, limbos under Mr. Ice's swords as they approach his tummy, and hops away from Bunny Paras' rat as she bites at its feet. However, in avoiding all these attacks, the ghoul starts to tire and slow down. It doesn't even notice Enzo emerge from the hallway behind, and it hops straight into his dagger. With one final hiss of surprise, the ghoul drops to the ground, dead.

COMBAT OVER!!!
Party Status (Please update your headers accordingly):
Paras (-2hp)
Tera (-9hp)

Deris pops out from the other hallway, where he had been hiding, and whistles appreciatively, "Woah! That was a bit hairy for a second there, wasn't it? You folks really know how to handle yourselves!" He looks back to his ghostly daughter as she silently retells the same story as before, and says. "It's far too dangerous down here for children. I'll stay here, make sure Cassiel and the others are safe while you continue your search for Junia." He gives everyone a confident, friendly smile. "Don't worry about us. When Cassiel and the others have had enough time to calm down, I'll lead them to the surface myself."

Just as Deris finishes speaking, Tera breaks free of her paralysis, taking a deep breath and a step forward.

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Everbloom lets out a triumphant, barking laugh. She spits on the ghoul and kicks him in the face.

At Deris' words she lets out another cruel laugh. "Yes, I think staying put is best for you." She smiles at the man's powerful delusions and madness.

Then she turns and faces the stairs. "Lets go that way next. I need to make sure the ghoul I shot down the stairs is dead."

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Bunny Paras quickly pats the rat before it vanishes. "Great job, cutie!"

Then she hurries over to Paras and gives her a big hug. "Oh, my poor dear! Are you alright!? Look at your tail! Oh, there, there!"

Bunny Paras pulls out her wand and uses it on Paras.

Healing Paras: 1d8 + 1 ⇒ (8) + 1 = 9

"There! Good as new! All better!"

When she is done cuddling her dinosaur she looks at everyone else. "Tera, you look hurt!" She uses her wand on Tera next.

Healing Tera: 1d8 + 1 ⇒ (2) + 1 = 3
Healing Tera: 1d8 + 1 ⇒ (1) + 1 = 2
Healing Tera: 1d8 + 1 ⇒ (4) + 1 = 5

Everyone is healed now.

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Paras is happy to cuddle with Bunny Paras. She calms down and wags her tail.

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Mr. Ice looks angry at the ghouls but he smiles when Enzo kills the last one.

"Good id-d-dea, Everbloom. Let's go d-d-down the stairs."

"Bad idea, Deris. You might get k-k-killed."

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Enzo approaches dog and gives him a scratch behind the ears. ”Thank you friend.”

”Is everyone alright?”

”Stay safe Deris.”


Year of the Skykey

Bunny Paras quickly makes sure everyone is alright, completely healing Paras and Tera of their wounds. "Don't worry about me, Sir." Deris says to Mr. Ice, "I've got a few tricks up my sleeve." He cups his hands, a few bursts of colourful light shoot up from his palms, and he gives Mr. Ice a wink.

"Thank you, I will!" He calls after Enzo, waving to everyone and wishing you luck, as you head down the stairs to check on the ghoul Everbloom, threw down there. The puddles get deeper as you descend the staircase, black water now rising to your shins, and just there at the bottom is the ghoul. Its legs and arms are facing in all sorts of directions they shouldn't, and it is most definitely dead again. The small room to the right looks to have been made into a ghoul nest of some sort with dirty rags piled up in the corners.

Perception (DC 15):
Searching through the room, you spot a set of bronze full plate armour that is in excellent condition. It's resting in a recess on the south wall in front of a relief depicting some sort of battle. This is +1 full plate.

If you succeed at a Know. History (DC 15) check, open the following spoiler

Spoiler:
You realise that the relief on the south wall depicts Taldor's first victory over the Chelish rebels. The armour must have belonged to a famous general or something.

With the small room thoroughly searched, and still no sign of Junia, you head back upstairs and through the western door. Another set of stairs to the north disappears into the water below, the stairs to the south lead up to an empty room, and just ahead of you some one hundred stairs lead up to a closed, solid stone door.

Perception (DC 10):
The storm must still be going strong outside since, as you approach the stone door, you can hear the sounds of wave after wave crashing against rocks on the other side.

Map updated

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Everbloom breaks out into a toothy grin when she sees the dead ghoul. She barks out a laugh.

"Deader than dead! Serves him right." She looks very proud of herself.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Despite the stink of the room, Everbloom wanders around, sifting through rags and sopping filth.

With a wide grin she drags some fine looking bronze armour out of the ghoul nest. "Look at this! It's got be valuable."

It's a +1 bronze full-plate in excellent condition.

"It's in front of a relief depicting a battle. I can't tell which one. Is it important?"

There's a knowledge history DC 15 check hidden in the perception spoiler I unlocked related to the battle. Everbloom's showing the image to you guys so you can roll it.

----

Once they've finished in the ghoul nest and explored the dead end stairs and empty room, Everbloom turns her attention to the long flight of stairs that leads up to the next door.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

"Must still be storming. I think I hear water..." She wanders up the stairs, ear twitching back and forth, and listens at the far door.

"Sounds like... Waves crashing against the rocks."

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Bunny Paras and Paras wait at the top of the stairs while the others go down to see if the ghoul is dead. When she hears it's dead, and there's a room to explore down there, Bunny Paras and Paras slowly go down the stairs, stopping when they reach the yucky water. They do not go any lower underground.

When Everbloom calls out about the armour and the pictures of the battle, Bunny Paras looks a little scared, but she finally finished going down the stairs to go see what Everbloom found. She looks at the armour.

"That looks heavy, heavy, heavy! I don't want to carry that!"

Then she looks at the pictures on the wall. "What battle is THAT? I don't know."

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Paras follows close behind Bunny Paras, even into the stinky room.

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

In the other room, Bunny Paras follows Everbloom.

"Waves? Really? Let's go out there and look." Bunny Paras says.

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Mr. Ice follows Everbloom bravely down the stairs with his swords in his hands. At the sight of the dead ghoul he stabs it again. And then again some more.

"Definitely dead." he agrees.

Then he goes into the ghoul nest. He doesn't care that it stinks, but the water sure is cold on his legs. "Brrrrrr!" He chatters.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15

"No, I have never seen that battle before, Everbloom. But that armour looks really nice! Real heavy, though. I wouldn't want to wear it down here."

---

When they leave the room, and reach the big stairs were Everbloom says she hears water, Mr. ice listens too.

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

"You're right. Its water. And I can hear the storm. Wait! Don't open the door yet! Let me think...."

Mr. Ice thinks about the sounds.

Does he think opening the door will flood this place and we will die? Or does he think it's shallow water and more flooded rooms?

Knowledge Nature: 1d20 + 4 ⇒ (20) + 4 = 24
Survival: 1d20 + 6 ⇒ (7) + 6 = 13

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Enzo wrinkles his nose seeing the ghoul nest.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
“What have we here?”
Enzo inspects the armour casting detect magic. Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
“Hmmm.” Enzo strokes his moustache. Knowledge History: 1d20 + 8 ⇒ (2) + 8 = 10
“Not sure which battle that is Everbloom. Let me have a couple of minutes, and I will draw a sketch of it.”
Enzo draws a sketch of the battle using his inkpen and journal.
Enzo packs the armour neatly into his sack.
“Ooof. This is heavy.”
Enzo carries the sack of armour with the intention of dropping it if the group becomes engaged in combat or if we stop to inspect a room or item.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
"Yes, that sure does sound like waves."
Knowledge Engineering: 1d20 + 8 ⇒ (6) + 8 = 14

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

"Thank you for healing me Bunny Paras. I feel much better." She follows the group down the stairs.

She thinks about the water, and suggests "Crashing waves? We are along the edge of a cliff. This might take use outside."

Did any of the ghouls look like they were of noble birht?


Year of the Skykey

None of the ghouls look noble, but...

Mr. Ice and Enzo put their heads together, and in an impressive combination of natural and engineering knowledge, they decide that it will be safe to open the door. As you step through the door, the source of the sound is immediately obvious. With the frequency of storm waves approaching the shore, saltwater erupts from cracks in the floor of this large hexagonal room. Foamy, blinding spray jumps in every direction, then drains from calf-height to ankle-deep before the next wave hits. Occasionally a length of black-brown seaweed shoots in and adds one more strand to a room that already appears draped in long wet hair. In each of the chamber's six corners, a fluted pillar rises to the fifty-foot ceiling. Between each pair of pillars, an open arch connects the chamber to an attached space. Beyond the northwest and southwest arches, three tiers of recessed spaces form three massive steps. A stone sarcophagus rests on each step.

In the western alcove is a creature that looks remarkably similar to the ghouls you just fought, and it seems to have made this room its lair. This creature is dressed in rotting finery, wisps of fetid, expensive cloth still dangling from its limbs. Perched atop its head is a golden crown, resplendent with a dozen glittering gems, while its putrid fingers each bear extravagant rings made from a dozen different precious gems and metals. Even from this distance, its smell rivals that of the nest you just investigated.

Initiative:
init, Tera: 1d20 + 3 ⇒ (7) + 3 = 10
init, Everbloom: 1d20 + 3 ⇒ (7) + 3 = 10
init, Bunny Paras: 1d20 + 3 ⇒ (5) + 3 = 8
init, Mr. Ice: 1d20 + 3 ⇒ (11) + 3 = 14
init, Enzo: 1d20 + 2 ⇒ (1) + 2 = 3
init, Red: 1d20 + 3 ⇒ (5) + 3 = 8
init, Waves: 1d20 + 0 ⇒ (12) + 0 = 12
Roll off, Bunny Paras: 1d20 ⇒ 8
Roll off, Red: 1d20 ⇒ 19

Know. Religion (DC 13):
This is a Ghast. Similar to a ghoul, but much more cunning and deadly. They have a particularly intense stench about them, which can be overpowering if experienced up close. For each 5 you beat the DC you can ask a question from this list.

___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Mr. Ice ( )
----------------------
Waves
----------------------
Tera ( )
Everbloom ( )
----------------------
Red/Square ( )
----------------------
Bunny Paras & Paras ( )
Enzo ( )
----------------------

ONGOING EFFECTS / ENVIRONMENT
Dark: Counteracted by Enzo's torch.

PENDING
None.

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Bunny Paras enters the room behind the others. Seeing all the seaweed, she thinks about it for a moment.

Knowledge Nature: 1d20 + 6 ⇒ (6) + 6 = 12 Does she think it will be slippery or tangle us up?

When she sees the undead she waves her hands, getting ready to cast a spell. I know it is not my turn yet.

"Careful Paras!"

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

When Paras sees the undead she toots in fear! That last one hurt her tail!


Year of the Skykey

Bunny Paras knows that while the seaweed will be quite slippery, it isn't clumped together enough to be too much of a problem. She also knows that rather than tangling you up, at worst, the seaweed will only be a minor annoyance as rogue strands stick to your clothing and between the toes of those without shoes.

The ghoulish creature stands up from its throne and bares its teeth as the Pathfinders enter the room. It twitches its claws as Bunny Paras starts waving her hands, and hisses at Paras when she toots. It looks poised to pounce, but Mr. Ice is just that little bit faster...

Know. Religion (DC 13):
This is a Ghast. Similar to a ghoul, but much more cunning and deadly. They have a particularly intense stench about them, which can be overpowering if experienced up close. For each 5 you beat the DC you can ask a question from this list.

___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Mr. Ice ( )
----------------------
Waves
----------------------
Tera ( )
Everbloom ( )
----------------------
Red/Square ( )
----------------------
Bunny Paras & Paras ( )
Enzo ( )
----------------------

ONGOING EFFECTS / ENVIRONMENT
Dark: Counteracted by Enzo's torch.

PENDING
None.

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Mr. Ice opens the door and heads into the room. As soon as he sees the ghoul he charges right in and stabs at him! Move action, attacking with one of my short swords.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

As soon as Enzo sees the ghoul-like creature, Enzo drops the sack of armour.
Enzo was ready to drop the sack as soon as he saw an enemy.


Year of the Skykey

The clatter of armour striking the ground signals the attack, and Mr. Ice charges forward with his sword, thrusting it at the ghoulish creature. However, he didn't account for just how bad the undead thing would smell up close, and his sword flies wide as Mr. Ice starts feeling a little sick. Just then saltwater erupts from cracks in the floor, and the foamy spray threatens to momentarily blind everyone in the room.

Mr. Ice, you must succeed at a Fortitude save (DC 15) or be sickened for 1d6 + 4 ⇒ (6) + 4 = 10 minutes. (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.)

A complication: Each round a wave sweeps into the room. From now on you must make a DC12 reflex save or be blinded until for the next round by the spray. To make things simple, please each make a save at the start of your post.
___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Mr. Ice ( )
----------------------
Waves (see below)
----------------------
Tera ( )
Everbloom ( )
----------------------
Red/Square ( )
----------------------
Bunny Paras & Paras ( )
Enzo ( )
----------------------

ONGOING EFFECTS / ENVIRONMENT
Dark: Counteracted by Enzo's torch.
Stench: Anyone who gets within 10' of Red must make a Fortitude save (DC 15) or be sickened for 1d6+4 minutes.

PENDING
Waves: Everyone needs to make a DC 12 Reflex save at the beginning of their turn—those who fail the save are blinded for the round. (-2 AC, lose Dex bonus to AC, move 1/2 speed, 50% miss chance.)
Mr. Ice needs to make a Fortitude saving throw.

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Fortitude Save: 1d20 + 4 ⇒ (20) + 4 = 24

"Oh! Pee yew! You smell disgusting!"

Is that a one-time save? Or do I have to do it each round I am within 10 feet of red?

Reflex Save: 1d20 + 5 ⇒ (8) + 5 = 13

"Ack! Blasted sea water! So C-C-COLD!"


Year of the Skykey

It's just a one-time save for the stench. ;)

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Reflex: 1d20 + 6 ⇒ (12) + 6 = 18

Blinking the seawater out of her eyes, Everbloom moves over and thrusts her arms forward at the ghoul, causing a blast of razor sharp pine needles to fly at his face.

Ranged Attack: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Piercing Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Reflex: 1d20 + 3 ⇒ (12) + 3 = 15

Tera manages to keep from falling into the waves. Then she moves forward so she can see what is going on. She uses her last spell of the day and casts Bless on the party again. "Careful Mr. Ice. He looks tough."


Year of the Skykey

GM Rolls:
Red, Reflex: 1d20 + 4 ⇒ (9) + 4 = 13

Red vs. Mr. Ice
Atk. Bite: 1d20 + 5 ⇒ (3) + 5 = 8
Dmg. BPS: 1d8 + 3 ⇒ (8) + 3 = 11
Atk. Claw: 1d20 + 2 ⇒ (4) + 2 = 6
Dmg. Slashing: 1d4 + 1 ⇒ (4) + 1 = 5
Atk. Claw: 1d20 + 2 ⇒ (14) + 2 = 16
Dmg. Slashing: 1d4 + 1 ⇒ (3) + 1 = 4

The blast of pine needles takes the creature by surprise, it tries to dodge out the way but is still a little flat-footed and quite a few of the nasty little projectiles stick into its side. It hisses at Everbloom, covering its eyes as the wave hits and Tera hustles behind her comrade to cast a blessing on the party of Pathfinders.

With dripping wet claws, the creature takes out its frustration at being hit on Mr. Ice. It grabs hold of both of the trapper's arms, pulling itself in for what could very well be a fatal bite to the neck. Fortunately, Mr. Ice breaks free just in time, shrugging his left arm and jumping back to dodge the ridiculously sharp teeth. However, the creature's claws dig deep into his right arm, leaving a nasty scratch and a familiar, yet more potent, feeling of sluggishness as the paralysis poison enters his system.

Mr. Ice, Fortitude save (DC 15) or open this spoiler:
Once again, you feel your body slowing down until it stops completely. You are paralysed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.

___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Bunny Paras & Paras ( )
Enzo ( )
----------------------
Round 2 - Bold may act
----------------------
Mr. Ice (-4hp, already saved vs. waves this round, saved vs. stench)
Tera ( )
Everbloom ( )
----------------------
Red/Square (-8hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus to attack rolls and saves vs. fear
Stench: Anyone who gets within 10' of Red must make a Fortitude save (DC 15) or be sickened for 1d6+4 minutes.
Dark: Counteracted by Enzo's torch.

PENDING
Waves: Everyone (except Mr. Ice) needs to make a DC 12 Reflex save at the beginning of their turn—those who fail the save are blinded for the round. (-2 AC, lose Dex bonus to AC, move 1/2 speed, 50% miss chance.)
Mr. Ice needs to make a Fortitude saving throw vs. paralysis.

Scarab Sages

Male Ranger (trapper) 4 HP: 28/36 | AC 15 (T13, FF 12) | CMB: +6 CMD: 19 | F:+5 R:+6 W:+2 | Init +3 | Perc +2 (+2 vs. traps), SM +5, Bluff +0, Diplomacy +2, Intimidate +7 | Speed 30 ft. | Favoured Enemy (animals +2), Trapfinding, Wild Empathy +4 | Fugitive from Numeria: 1/1, Master of Shadows: 1/1, Tattoo of the Open Road: 1/1, Shameless Opportunist: 1/1, Student of 12 Rites: 3/3, Active Conditions: None

Fortitude Save: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Mr. Ice raises his swords to attack and then freezes.

He cannot move.

No! Curses!

Auw, man! That sucks.

Dark Archive

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1 | Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1 | Active Conditions: Physical Enhancement (+2 Dex)

Reflex Save: 1d20 + 2 ⇒ (7) + 2 = 9
"Blasted water!"

“Servitor attack!”
Enzo summons a dog to attack the nasty creature.
Enzo spends 1 point of his mental focus to summon a celestial riding dog as a standard action.

Dog appears behind Mr. Ice and moves in to attack the creature.
Reflex Save: 1d20 + 5 ⇒ (10) + 5 = 15
Fortitude Save: 1d20 + 4 ⇒ (3) + 4 = 7
Dog coughs as it approaches the creature and attacks.
Smite evil.
Chomp! Attack: 1d20 + 1 + 3 ⇒ (11) + 1 + 3 = 15
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Includes +2 damage from smite.
If hits, trip attack.
Trip: 1d20 + 3 ⇒ (3) + 3 = 6

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Reflex: 1d20 + 3 ⇒ (14) + 3 = 17

Tera stands firm agains the wave, and manages to keep the water out of her eyese. Tera loads her crossbow and fires at the creature. "Mr. Ice not again."

Crossbow: 1d20 + 7 + 1 - 4 ⇒ (14) + 7 + 1 - 4 = 18
Damage: 1d6 ⇒ 6


Year of the Skykey

The undead creature sneers as another opponent suddenly materialises behind his dinner and starts attacking. Unfortunately for the Pathfinders, the creature's smell is too pungent for the celestial dog and the thought of biting such a smelly creature is a little off-putting. With the dog snapping at air, the creature turns to attack, only to be hit by a crossbow bolt. Tera's quite extraordinary shot sees her bolt shoot under Mr. Ice's armpit and stick into the side of the creature's belly.

The dog is sickened for 1d6 + 4 ⇒ (1) + 4 = 5 minutes.
___

COMBAT TRACKER - Round 1 - Bold may act - Map
------------------------------------------------------------

Bunny Paras & Paras ( )
Enzo ( )
Dog (sickened)
----------------------
Round 2 - Bold may act
----------------------
Mr. Ice (-4hp, paralysed 1/2, saved vs. stench)
Tera ( )
Everbloom ( )
----------------------
Red/Square (-14hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus to attack rolls and saves vs. fear
Stench: Anyone who gets within 10' of Red must make a Fortitude save (DC 15) or be sickened for 1d6+4 minutes.
Dark: Counteracted by Enzo's torch.

PENDING
Waves: Everyone (except Mr. Ice) needs to make a DC 12 Reflex save at the beginning of their turn—those who fail the save are blinded for the round. (-2 AC, lose Dex bonus to AC, move 1/2 speed, 50% miss chance.)
Mr. Ice needs to make a Fortitude saving throw.

Paizo Employee

Female Kitsune Kineticist 3 | HP: 27/27 Non-Lethal: 0 | AC 18 (T14*, FF 15) | CMB: +2 CMD: 15 | F:+7 R:+8 W:+3* | Init +3 | Perc +7*, SM +1*, Bluff +2, Diplomacy +2, Intimidate +6 | Speed 30 ft. | Dancing lights: 3/3 | Burn: 0/6 | Active Conditions: None

Reflex Save: 1d20 + 6 ⇒ (17) + 6 = 23

Unphased by the seaspray, Everbloom sends another blast of pine needles from her hands at the ghoul.

Attack: 1d20 + 3 + 1 - 4 ⇒ (7) + 3 + 1 - 4 = 7
Piercing Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Then, realizing that Mr. Ice is defenceless, she quickly approaches the ghoul.

Fortitude Save vs. smell: 1d20 + 5 ⇒ (16) + 5 = 21

Scarab Sages

Female HP: 18/18 | AC 17 (T13, FF 14) | CMB: +2 CMD: 15 | F:+4 R:+5 W:+7 | Init +3 | Perc +3, SM +3, Bluff/Diplo/Intim +2 | Speed 30 ft. | Spells: 2nd: 1/2, 1st: 3/3 | Charm Person: 2/2, Dancing Lights: 3/3, Disguise Self: 2/2 | Totem Transformation: 0/2 | Active Conditions: Thundercloud (1/3 rounds)

Reflex Save: 1d20 + 3 ⇒ (1) + 3 = 4

Bunny Paras gets sea water in her eyes. "Ow! It stings!"

"Paras! Back away!" Ordering Paras to leave the room and stay safe! I cannot fail my check.

Bunny Paras casts a spell, by wiggling her fingers and whispering some magic words, "Come-out-Come-out-wherever-you-are!" Beginning to cast summon nature's ally.

Scarab Sages

HP: 11/15 | AC 17 (T15, FF 12) | CMB: +2 CMD: 16 | F:+2 R:+7 W:+2 | Init +4 | Intimidate +5, Perception +1, Swim +4 | Speed 30 ft. | Active Conditions: None

Reflex Save: 1d20 + 7 ⇒ (11) + 7 = 18

Paras does not mind the water at all. Paras listens to Bunny Paras. She moves out of the room, just outside the door. Then she toots at Bunny Paras! She is worried for Bunny Paras!


Year of the Skykey

GM Rolls:
Red, Reflex: 1d20 + 4 ⇒ (10) + 4 = 14

Bite at Everbloom
Atk. Bite: 1d20 + 5 ⇒ (4) + 5 = 9
Dmg. BPS: 1d8 + 3 ⇒ (7) + 3 = 10

Claws at Dog
Atk. Claw: 1d20 + 2 ⇒ (19) + 2 = 21
Dmg. Slashing: 1d4 + 1 ⇒ (4) + 1 = 5
Atk. Claw: 1d20 + 2 ⇒ (3) + 2 = 5
Dmg. Slashing: 1d4 + 1 ⇒ (4) + 1 = 5

The crack in the floor near Enzo and Bunny Paras is particularly wide, and a great gush of sea water sprays into both people's eyes. Momentarily blinded, Bunny Paras sends Paras back to the safety of the hallway as she starts calling on another friend to join the fight. A similar gush of water near Everbloom brushes her needles aside, causing them to miss the creature by some distance. Worried for her furry friend, she rushes up beside Mr. Ice, not even a little bit phased by the powerful odour in the immediate area around the undead thing.

The creature is busy fighting off the dog, using its sharp claws to leave a nasty gash in its side as Everbloom approaches. Turning sharply at the fast approaching kitsune, the creature snaps at her with those terrifyingly sharp teeth, but she is too agile and easily lunges away from the rushed attack with ease.

Dog needs to make a fortitude save (DC 15) or be paralysed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.
___

COMBAT TRACKER - Round 2 - Bold may act - Map
------------------------------------------------------------

Bunny Paras & Paras ( )
Enzo ( )
Dog (-5hp, sickened)
----------------------
Round 3 - Bold may act
----------------------
Mr. Ice (-4hp, paralysed 0/2, saved vs. stench)
Tera ( )
Everbloom (saved vs. stench)
----------------------
Red/Square (-14hp)
----------------------

ONGOING EFFECTS / ENVIRONMENT
Bless: +1 morale bonus to attack rolls and saves vs. fear
Stench: Anyone who gets within 10' of Red must make a Fortitude save (DC 15) or be sickened for 1d6+4 minutes.
Dark: Counteracted by Enzo's torch.

PENDING
Waves: Everyone (except Paras) needs to make a DC 12 Reflex save at the beginning of their turn—those who fail the save are blinded for the round. (-2 AC, lose Dex bonus to AC, move 1/2 speed, 50% miss chance.)
Dog needs to make a fortitude save.

Scarab Sages

Female ifrit oracle 1 | Init +3; Senses darkvision 30 ft.; Perception +4 AC 17 | T 13 | FF 14 | HP 13/13 | Fort +1, Ref +3, Will +1 Resist fire 5 | CMD 13

Reflex Save: 1d20 + 3 ⇒ (6) + 3 = 9

Tera can't keep the water out of here eyes and face this time. "Blech that water is terrible." She stumbles but loads and fires again.

Crossbow: 1d20 + 4 + 1 - 4 - 2 ⇒ (4) + 4 + 1 - 4 - 2 = 3
Damage: 1d6 ⇒ 6

My last roll should have been 3 less for a 15. I typed 7 instead of 4.

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