[PFS] GM Zoomba's Tapestry's Toil (Inactive)

Game Master Zoomba

Map and Handouts

A simple retrieval mission takes an unexpected turn when the Pathfinder Society learns a valuable treasure was under its nose — within the curious demiplane connected to the Hao Jin Tapestry. The descendants of the original owners have changed in the centuries since their sequestration, though, and initial attempts to parley have ended in failure. Can the PCs discover what became of this lost people and secure the relic they guard?


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Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

Balooo keeps pace with Tomas easily. "Probably both. I could check for either."

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Fendel also finds a spot to take cover and observe the area.

Perception: 1d20 + 26 + 1d6 ⇒ (10) + 26 + (2) = 38
stealth: 1d20 + 17 ⇒ (20) + 17 = 37

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Well isn't that quite the scenery! Farg remarks as he takes in the Waterfalls. Hearing no reply he turns around to see all his companions have disappeared and does his best to do likewise.

Stealth 1d20 + 8 ⇒ (6) + 8 = 14


Blooming Catastrophe Return to Grave

GM:
R: 1d20 + 10 ⇒ (17) + 10 = 27
B: 1d20 + 10 ⇒ (14) + 10 = 24
Y: 1d20 + 10 ⇒ (7) + 10 = 17
G: 1d20 + 10 ⇒ (6) + 10 = 16

As several of the party try to take cover and observe carefully, Fendel and Tomas notice four waterlogged bodies below the water, several seemingly snagged of stuck on rocks. Others however, seem to have no explicable reason for not having been carried down by the current, and the pair think that they see each corpse occasionally shift and swim to keep its place under the water. All four bear tattered leather armor and a greataxe clasped firmly in their hands.

Terrain details: The stones seem like they would provide a leaping path accross the water and the the other side of the path leading to the mountain, but each rock looks a bit slippery. Acrobatics may be slightly harder than normal. Swimming across is also an option, but poor swimming could have you start to get swept down the river from the current.

Also Milo, the clearing around the river and the river itself is less canopied, making this Bright Light

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Zoomba was our walk up here 20 minutes or longer?

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

Stealth: 1d20 + 22 ⇒ (15) + 22 = 37

Kikil moves as quietly as he is able along the way, refreshing a spell from his wand as they go, and at the pool, he looks up at the waterfall and whistles softly.


Blooming Catastrophe Return to Grave

Your journey to this point has taken 20 minutes from the village so far, yes.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Do you all see them? This is certainly a trap. Perhaps find a different place to cross?" Whispers the detective.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1
Tomas Stormborn wrote:

Scabbards are slottless items

This is not correct. The Scabbard of Vigor says right in it: Slot: belt

As do most scabbard items I can find (which isn't many, to be honest)

GM, if the light got bright, then Milo will have his smoked goggles pulled down (Doesn't actually help him any, but its an rp thing =)

Milo stays hidden in the bushes, though its hard to tell if its to keep out of sight, or to take advantage of the small amount of shade they provide. Either way, he does not look happy about it.

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Can't we just burn the corpses or sometin till they come out?

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

"They're wearing rocks on the floor. Can't torch 'em down there." Milo responds. "Would have ta sharp it some." He adds, pondering.

He pulls a small rod off of his belt.

Shrug, could possibly fireball them on the bottom of the pool, if I converted to another element that worked underwater... though they're a little spread out.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Milo, if you can hit the two to the east, you may set off whatever trap is on the gold. That would be ideal as I would hate to have to disable it while having to hold my breath. That would also effectively split their forces."

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Wait, blast the gold too?

Is it possible to get line of sight without alerting everything?
And if so, can one attempt to ID what we're looking at?

Knowledge (any): 1d20 + 11 ⇒ (16) + 11 = 27 (+3 if arcana) (Mostly interested in resistances at the moment, to know what best to convert the fireball to)

Otherise, Milo's more than happy to blow stuff up for the cause!

Assuming no objections:

He quickly climbs up the large boulder beside him, and sneaks up to the top to peer out into the pool beyond.

Only going to go as far as I need to to get line of sight, stealthing as much as possible

Climb: 1d20 - 1 ⇒ (11) - 1 = 10
Stealth: 1d20 + 17 ⇒ (17) + 17 = 34

Once he sees all the beasties in question, a wicked little smile flashes across his face, and he starts to intone a magical spell.
Elemental energies start to course down his arms.

Dunno if I get this off without alerting anyone... but if so

Casting a regular intensified fireball, converting to something other then fire so it can work underwater. Will use Versatile Evocation to convert it to cold (seems least likely to harm the treasure), unless the ID says they have resistance... then will go with electricity (or whatever they don't seem resistant to)
Put a template on the map to show the burst radius! Aiming for the 2 to the east and trying to avoid icing up the rocks in case we need to cross them.

Intensified Fireball: 10d6 + 10 + 3 ⇒ (6, 6, 6, 2, 4, 5, 6, 3, 6, 4) + 10 + 3 = 61 <element> damage. (DC 21 Reflex for half)

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Great damage! Awesome way to start the fight!


Blooming Catastrophe Return to Grave

That is a very good stealth at a very bad time for them. Big post here

GM:
B Per: 1d20 + 19 ⇒ (9) + 19 = 28
G Per: 1d20 + 19 ⇒ (2) + 19 = 21

Milo makes his way forward very stealthily as he fishes out his wand. the gnome determines that given the clearly dead state of the bodies despite their movements, the most likely identification is that of a group of Draugr. Undead created when men are left to die by water, draugr resist piercing and fire damage, and can swim just as easily as walk. These specimens seem unusually hardy however: they may be more fearsome draugr captains whose weapons and slams can drain away the life from the living.

Climbing up the rock with only some difficulty, the halfling aims his spell, utters arcane words and gestures and...

More GM:
Farg Init: 1d20 + 2 ⇒ (8) + 2 = 10
Tomas Init: 1d20 + 6 ⇒ (4) + 6 = 10
Kikil Init: 1d20 + 7 ⇒ (18) + 7 = 25
Baloo Init: 1d20 ⇒ 15
Fendel Init: 1d20 + 8 ⇒ (1) + 8 = 9
Milo Init: 1d20 + 4 ⇒ (10) + 4 = 14

P Init: 1d20 + 7 ⇒ (7) + 7 = 14
O Init: 1d20 + 7 ⇒ (1) + 7 = 8
B Init: 1d20 + 3 ⇒ (2) + 3 = 5
R Init: 1d20 + 3 ⇒ (1) + 3 = 4
Y Init: 1d20 + 3 ⇒ (12) + 3 = 15
G Init: 1d20 + 3 ⇒ (12) + 3 = 15

B Ref: 1d20 + 4 ⇒ (9) + 4 = 13
R Ref: 1d20 + 4 ⇒ (15) + 4 = 19
Y Ref: 1d20 + 4 ⇒ (20) + 4 = 24
G Ref: 1d20 + 4 ⇒ (13) + 4 = 17
P Ref: 1d20 + 10 ⇒ (11) + 10 = 21
O Ref: 1d20 + 10 ⇒ (9) + 10 = 19

A silvery-gold bead rockets from the caster and erupts underneath the water into a freezing explosion. One of the undead is obliterated outright, while another is badly blasted. More surprising is that as the spell's sphere expands outward, the treasure disappears.

The remaining draugr begin to shift from their positions. Any chance of ambush is over. Now they seem mad...

Initiative
'Kikil'
Some things
Baloo
Something
Milo
Tomas
Farg
Fendel
Some things

yellow -30 hp

Last GM, just a bit you guys:

Orange (N) -61hp
Purple (B) -30 hp

Kikil is up!

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

multiple Energy Draining things? Uh oh.

Hope I didn't blow up the loot.

As the sphere of ice expands beneath the pool, obliterating the one draugr and seriously injuring the other, Milo stands atop the rock yelling angrily at the remaining creatures in orcish, all thoughts of stealth seemingly abandoned.

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

Kikil holds back and awaits the reaction from the Draugr, hidden in the undergrowth.

Stealth: 1d20 + 22 ⇒ (14) + 22 = 36

Delay


Blooming Catastrophe Return to Grave

The distant-most, and frostbitten, draugr swims forward, undeterred by the river's current. Moving up the Milo's boulder's edge, it reaches the water's edge and readies to climb.

Double Move

Initiative
'Kikil' (delaying)
Yellow Darugr
Baloo
Something
Milo
Tomas
Farg
Fendel
Some things

yellow -30 hp

Kikil, feel free to jump in whenever, just let post an action when you would like to return to initiative.

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

Balooo roars, inspiring rage before moving forward and Total Defense. If you accept my raging song, you gain +4 str/+8con/+4 will and -1 and access to Savage Dirty Trick.


Blooming Catastrophe Return to Grave

GM:
Farg Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Tomas Perception: 1d20 + 15 ⇒ (1) + 15 = 16
Kikil Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Baloo Perception: 1d20 + 17 ⇒ (15) + 17 = 32
Fendel Perception: 1d20 + 26 + 1d6 ⇒ (13) + 26 + (3) = 42
Milo Perception: 1d20 + 13 ⇒ (19) + 13 = 32

As Baloo begins yelling a triumphant song, you can hear muted burbling noises coming from under the water near the far side of the river. Out of nowhere a rolling sphere of water appears next to Milo and Baloo, its churning waters threatening to pull in and batter the pair.

Fendel, Baloo, and Milo think that the noise right before the sphere came from around the 'X' on the map, but they cannot see anything there.

Spellcraft 18:
This is an Aqueous Orb

Baloo and Milo need a DC 18 Reflex save or take nonlethal damage: 2d6 ⇒ (6, 4) = 10. If they fail that, you need a second save or else are entangled by the sphere and have to hold your breath or start drowning.

Initiative

'Kikil' (delaying)
Yellow Darugr
Baloo, need DC 18 Reflex
Something

Milo, need DC 18 Reflex
Tomas
Farg
Fendel

Some things

yellow -30 hp

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Just to clarify, ALL the bad guys are still underwater, correct?


Blooming Catastrophe Return to Grave

Yellow is underwater but closer to the surface (5 feet down). The others are currently 10 feet below, near the river's floor

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Spellcraft: 1d20 + 14 + 1d6 ⇒ (7) + 14 + (4) = 25

The investigator knocks a blunt arrow and takes a moment to seek out any vulnerabilities in his opponent and waits for a clear shot. Move action for Studied Target on "BLUE". Ready action to shoot the first bad guy I have a clear shot at.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Reflex Save: 1d20 + 6 ⇒ (14) + 6 = 20

Question: what sort of maneuverability do I have on the rock? Was using more as a high perch to see from, didn't think they'd want to come up =)

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg unslings his bow and knocks an arrow.

What the FOCK is goin on here? the bad mannered Tiefling calls out.

Move action draw bow. Ready to shoot anything that comes out of the water.


Blooming Catastrophe Return to Grave

Normal maneuverability of that rock Milo. The ones on the shore are mostly dry, and a few feet above the path and the waterline.

The slightly raised nature of the rocks would also give soft cover to targets on the opposite side of them Farg

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Would the blue and/or red one be able to reach me this round, if they too decided to climb up the rock? (Not sure how high it is)


Blooming Catastrophe Return to Grave

The blue, yes if it chose to. Based on how fast the other swam and what you know, you doubt red could get up to you and still swing at you in just 6 seconds.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Wanted to see if Balooo got sucked up in the water thing, and to see what some of the others would do before deciding on an action...
I've too many options, and was was hoping it would get whittled down some =)

So delay til after the others, but before the next group of bad guys.

Silver Crusade

Male Aasimar (Angelkin) Warpriest 4 / Brawler (Steel-Breaker) 3
Spoiler:
| HP: 21/57 | AC: 22 (12 Tch, 21 Fl) | CMB: +12, CMD: 24 | F:+9 , R: +6, W: +9 | Init: +6 | Perc: +16, SM: +10 | Speed 30ft | Re-roll (+2) 0/1 | Fervour 2/5, Martial Flexibility 4/5 Blessings 4/5 Sacred Weapon 3/4 | Active conditions: +1 Attack vs Aspis, Dragon Style

Letting the Rage Song flow through him, Tomas hops onto the rock with an easy stride, stepping low into a fighting stance mimicking the fearsome Dragons. Facing the Draugr preparing to clamber up the rocks the Warpriest readies a smack it back into the water.

Ready attack with Power attack on an enemy that gets within range

Powerattack, Rage song, dragon style: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 for damage, Magic, Cold Iron: 1d6 + 19 ⇒ (1) + 19 = 20


Blooming Catastrophe Return to Grave

Going to roll for Baloo;s Reflex save then, to keep this moving as most of you are readying actions.

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18

Baloo and Milo are both not caught up in the orb. However if you're still in one of its squares at the end of your turn you will need to make the save once more.

Initiative

'Kikil' (delaying)
Yellow Darugr
Baloo
Something

Milo
Tomas (readying)
Farg (readying)
Fendel (readying)
Some things

yellow -30 hp

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

OK, thanks!

Milo continues to yell angrily (in orcish). At the draugr, at the large orb of water, at Tomas as he gets too close, and at the river in general and whatever unseen attacker is out there.

As he does so, blue flames start to flicker along his arms and hands, and the air around him drops in temperature a few degrees as if he's drawing the heat from his environment itself. The angry orcish comments suddenly become arcane draconic ones, until much like before, a small bead of energy flashes out over the river to burst just below the water.

Alright, repeating what I did last round, this time aiming for the red draugr and the spot where he caught a glimpse of invisible casting activity. Intensified fireball converted to cold damage once more.

10d6 + 13 ⇒ (5, 2, 3, 2, 1, 5, 3, 6, 3, 2) + 13 = 45 cold damage (DC 21 reflex for half)

Placed the template again to show where. Not nearly as high a roll as last time! =)

With a contemptuous snarl, he then turns and hops off the rock.


Blooming Catastrophe Return to Grave

R Ref: 1d20 + 4 ⇒ (2) + 4 = 6

A second icy fireball erupts in the water, destroying the draugr caught at its edge.

From just outside the blast’s reach, a badly frozen yet still strikingly beautiful man appears in the water where there was once treasure. A harp at its side, it calls out to you in Common ”Hold! An agreement’s not worth a life! Cease attacking me and the treasure – the real treasure is yours!”

Know Nature to identify

Despite the creature’s offer, two of the draugr seem to pay it no heed. The southern-most one scrambles up the rock to attack Tomas. The fighter’s swing cuts him, but it strikes back with its own axe.

Fendel and Farg: your readied actions go off now – shooting at blue.

If it is still up after those hits, its attack will be:

Attack: 1d20 + 12 ⇒ (14) + 12 = 26 for damage: 1d12 + 10 ⇒ (1) + 10 = 11 plus 1 Negative Level

Initiative

’Kikil’
Yellow
Baloo (should probably move)
Something
Milo
Orange
Tomas

Farg (Need a shot on Blue)
Fendel (Need a shot on Blue)

Blue -20 hp+

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Knowledge (nature): 1d20 + 11 ⇒ (8) + 11 = 19

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Blunt arrow: 1d20 + 12 ⇒ (17) + 12 = 29 damage: 1d8 + 9 ⇒ (2) + 9 = 11

Know, Nature: 1d20 + 22 + 1d6 ⇒ (19) + 22 + (3) = 44

Toward the surrendering creature, "What agreement? Who have you struck a bargain with? We will spare you if you truthfully tell us what you know."

Diplomacy: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (1) = 25

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

Kikil draws a wand, not seeing any need for more spectacular magics at the moment, and fires off a force dart at the more injured Draugr.

Wand of Magic Missile on Blue
1d4 + 1 ⇒ (1) + 1 = 2

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Attack1d20 + 12 ⇒ (12) + 12 = 24 Damage 1d6 + 5 ⇒ (1) + 5 = 6


Blooming Catastrophe Return to Grave

Both Fendel and Farg's arrows hit home, though Farg's piercing shot seems mostly ineffective. Neither can stop the draugr captain's axe from slicing into Tomas however.

As the wayang shoots a bolt of force at the injured undead, his remaining counterpart moves forward to slice at Tomas again.
attack: 1d20 + 12 ⇒ (3) + 12 = 15 for damage: 1d12 + 10 ⇒ (9) + 10 = 19 plus 1 negative level

Looking beyond at the newly appeared creature, Fendel immediately recognizes it as a fossegrim: a wicked fey creature who lures travelers to their drowning deaths both through the illusion of treasure they can take a 'treasure form', appearing to resemble gold or jewels and its haunting music They can play on their harps to cast an unnatural lust spell on a nearby target. They can drown with a touch (or kiss) and possess mastery over certain water magics, as well as sharing most fey's resilience towards non-cold iron attacks.

The fossegrim replies earnestly. "Truth is what I offer. Come Brahlim, I don't know what the grey dwarves offered but we can find somewhere else to roam!" The figure looks around at the river he treads in as he speaks, then nods towards the wayfinder at Fendel's belt. "See their sigil: they'll care nothing of slaying you if it will get them your wealth!"

Fendel also recalls that fossegrim can choose to be fully transparant and essentially invisible in the water.

Initiative

’Kikil’
Yellow draugr -30 hp

Baloo (should probably move)
Something
Milo
Orange Fossegrim
Tomas 41/52* hp, 1 negative level
Farg
Fendel
Blue draugr -34 hp

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

Balooo moves forward and throws a furious punch at yellow.

Power Attack, Rage: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Arcane Strike: 1d6 + 16 ⇒ (1) + 16 = 17


Blooming Catastrophe Return to Grave

As he ducks away from the roiling water sphere, Baloo swings hard at the draugr slowest to him, which crumbles.

Another fossegirm appears in the water, also injured but in better shape than his colleague (purple). Harp in hand, he dismissively calls back to the other fey. "You think they will spare you Narimid? These Pathfinders have no morality! They would kill you anyway."

He then begins playing a hauntingly beautiful song. The melody fills the air, but Tomas in particular feels strange emotions stirring within.

Tomas Will, DC 20: 1d20 + 8 ⇒ (9) + 8 = 17

Tomas feels Unnaturally Lustful towards the closer fossegrim. He is compelled to rush towards the target of his desire (the purple fossegrim) and kiss them on his next turn. This will take all of his actions (though Swim checks will be needed when going through the water) and any movmenet will provoke.

The other orange fossegrim shakes his head at his fellow and continues to tread with his hands raised. [smaller]"Fine, let it be your funeral then..."[/smaller

Initiative

’Kikil’
Baloo
Purple Fossegrim -30 hp

Milo
Orange Fossegrim -61 hp
Tomas 41/52* hp, 1 negative level
Farg
Fendel
Blue draugr -34 hp

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

gah, the 2nd blast just missed them both?

Milo, still seething, especially once he realizes he missed not one, but two invisible creatures with his blast, mutters another arcane spell, though not nearly as dramatically as the others, and fires a bunch of magical missiles of pure force, that split up and head towards two targets.

Casting magic missile, sending the first two at the remaining draugr, and the other two at the uppity critter in the river with the harp

At Draugr: 2d4 + 4 + 3 ⇒ (3, 1) + 4 + 3 = 11
At the purple Fossegrim: 2d4 + 4 ⇒ (4, 2) + 4 = 10


Blooming Catastrophe Return to Grave

You were extremely close, but they were both in a square right next to the blast radius (but did hit them both with the first one)

Teo of the annoyed gnome's missions slam into the aggressive fossegrim, hurting it further with a grunt. The other pair of force attacks crash into the draugr, while crumbles and drops its axe.

Purple -40 hp

Everyone but Milo is up.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Fendel moves up closer the shore and targets the fossegrim PURPLE

"I assure you fossegrim, we have no interest in your demise. However, we will defend ourselves with extreme prejudice. Follow Narimid's lead. Stop playing, release the enchantment on our friend and we can discuss this before any lives are lost this day."

Diplomacy: 1d20 + 10 + 1d6 ⇒ (4) + 10 + (3) = 17

Sorry, I suck at intimidating, so Diplo it is.


Blooming Catastrophe Return to Grave

The fossegrim still with his harp sneers at the human. "Sure. Let me cede my ground today. Then cede it again when you and your ilk return looking for more goods to pillage. I know of you, Pathfinder."

Despite his injuries, he doesn't seem swayed by your words, nor especially trusting of your intentions.

Initiative

’Kikil’
Baloo

Purple Fossegrim -30 hp
Milo
Orange Fossegrim -61 hp
Tomas 41/52* hp, 1 negative level, Lusting towards purple
Farg

Fendel

Dark Archive

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 3 | HP 45/45, AC 13 (17), FF 11, T 13, F +5, R +6, W +7, Init +7, Perc +6

Kikil slips forward and eyes the Fossegrim.

How deep is the water where they are?


Blooming Catastrophe Return to Grave

The water is generally 10 feet deep. Both fossegrim are right near the surface at the moment.

Liberty's Edge

Ulfen Bear 10 HP: 92/92 AC:24 FF:24 T:13 F:+14, R:+8, W:+9, Perception +24, Survival +12 (Effects:)

"We have no quarrel with you and as far as we know you have nothing we want. End this peacefully."

Diplomacy: 1d20 + 17 ⇒ (19) + 17 = 36

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Hmm... I shouldn't be up again, should I? Tomas still hasn't jumped into the water!


Blooming Catastrophe Return to Grave

You're correct Milo. I boldest you in error.

The closer Fossegirm spits at Baloo's very honeyed words. "Lies! I won't be tricked!"

Diplomacy seems ineffective given its state and the adrenaline of combat

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Attack Purple 1d20 + 12 ⇒ (3) + 12 = 15 Damage 1d6 + 8 ⇒ (5) + 8 = 13
Spirit surge bonus to attack 1d6 ⇒ 1

Farg lets loose yer another arrow. But his aim is poor.

Forgot to add my spirit and seance damage last time round...

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