[PFS - PbP Gameday 5] GM Skipper's Wonders in the Weave, Part 1 & 2 (tier 5-9) (Inactive)

Game Master SkipperD

Combat Map


101 to 150 of 544 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Eladrian moves through the eastern room, taking notes and writing down the translations as Lore reads them out. Moving back into the main room, Eladrian stuffs his notes away before heading to the door to help out. '
Strength: 1d20 + 3 ⇒ (5) + 3 = 8

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

[ooc]I assume Jal informs us about what he found about the door[/b]

Guys, if I understand well all, the door will shut close after we enter, right? So, our plan consist in cross a door not knowing what waits us behind neither how are we going to go out of there?

Shouldn't it better to disable whatever was going to close the door, or at least explore the hole and see if there's and alternative way to reach that room?

Then Jhon waits a moment to see if his suggestion sounds well to his companions. If not, he will help to open the door, if only to show he's not afraid of any plan.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

I guess my intent on this post was to try to determine what's going on with the door. Would that roll also have determined what mechanism or force was trying to close it?

"What do you think I've been trying to do, *cara?"
*cara = "friend" in Varisian

He nods to where he and Eldarian work to pry the door open. "If we can get it open, we can see if there's a way to get through and force it to stay open. AS it stands, only Short Stuff there," he points to Lorelendral, "can get through. And I'm not keen on sending her in without us being able to get to her should something go wrong."

Also, in all the unexpected turns we've experienced since Jal started scouting, I'm not sure I hd him check this door for traps. Is it trapped?
Perception: 1d20 + 13 ⇒ (6) + 13 = 19

If it's not, here's a 1-minute block of strength checks. If the door hasta'b been pried open in 1 minute, Jal will suggest another route (the corridor under our feet, perhaps).
Strength: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Strength: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Strength: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Strength: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Strength: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Strength: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

and finally, if any of those do work to pry the doors open, can he use Disable Device to jam them in the open position?


On the sixth try, Jal forces the doors open.

Once opened, he jambs the door, Disable Device: 1d20 + 16 ⇒ (10) + 16 = 26, thoroughly.

The doors open up to a stairway with a large hole in it. Peering into the hole, Jal sees the familiar scene of a bed of spikes and an ancient corpse. The stairway continues into stagnant, murky water. The north wall features two fifteen-foot-tall mosaics of the Dog Pharaoh flanking a series of smaller hieroglyphs arranged in rows and columns. The east and west walls give glimpses of the top half of faded and water-stained frescos depicting pleasure slaves and vast wealth in a desert oasis paradise.

Dark Archive

Half-orc Growling Blade 11 | HP: 91/91 | DISRUPTIVE & SPELLBREAKER | AC: 25 | T: 16 | FF: 23 | CMD: 29 | Fort: +11 | Ref: +15 | Will: +12 | Init: +3 | Perc: +4 | SM: -1 | Speed 30 ft.
Tracked resources:
Bardic Performances: 24/25 ; Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 5/5 ; 3rd - 25/4 ; 4th - 2/2 ; Weapon's Spell (Arcane Bond): 1/1

A little slow to react, the stout half-orc doesn't understand the varisian's plan until he bashes the door open, tired to wait on Shamak.

"YEAH YOU COULD DO THAT ON YOUR OWN!"

Once inside, the bard gives a circular look.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

Open the door so we can all enter in a rush? It looks like that to me.

But I prefer what you've done. SDays Jhon as he looks around waiting for the next wave of guardians.

perception: 1d20 + 8 ⇒ (5) + 8 = 13

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore grins at Jal and says brightly, "Thanks for not wanting to volunteer me to go in alone... " She goes in with the others when the door is open to all and looks around... Spotting the hieroglyphics, she'll take a moment to read them, and if small enough, will make a rubbing of them, if carved, or just write down what they say if they are painted or inked.

When looking around the room in general, she'll cast 'detect magic' as she scans the room.

perception: 1d20 + 21 ⇒ (6) + 21 = 27

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Jal blocks Lorelendral's passage on the stairs, nodding down towards the hole. "Again, mind the step."

He considers the hole, then looks down at the body lying on the spikes beneath. "I'll go use my rope to drop down that other hole and check out what our dead friend down there has on him. Then, I'll toss my grapple back up onto the far side of these stairs and climb up. Once over there, we'll make a simple rope bridge to get into the room."

unless a better plan is proposed, Jal puts his idea into action, inviting someone to drop his grapple hook down to him once he's climbed down.

If we're not rushed on any of these attempts, Jal's Climb mod hits the DC 5 even on a roll of 1.

Down in the corridor beneath everyone, Jal stoops to investigate the body.
Perception, ancient body, take 20: 20 + 13 = 33

As he searches, he calls out whatever he finds to the group waiting above.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

^^ once all that is taken care of (and again, unless Jal's actions spring some kind of threat or encounter), I'd assume we can make whatever rolls are necessary to get the crew across a two-rope bridge held by the groups two strongest members.

I want to balance between being proactive to help push things forward and not posting actions making a lot of inappropriate assumptions. If you'd prefer I slow my roll, DM (or players), just let me know.

Dark Archive

Varisian Human Sorcerer (Sylvan) L13 | HP: 96/96 | AC:13+4+1 T:13+1 FF:12+4 | CMB:+5+2 CMD:18+1 | Saves F:14+2 R:12+2+1 W:14+2 | Init:+6 | Per:+16+2 | Spd: 30 fly 40 +30 | Reroll: 1/1 | Spells: L1 6/9, L2 5/8, L3: 4/8, L4: 5/8, L5: 5/8, L6:4/5 | Topple Rod: 3/3 | Fleeting Glance: 11/13 | Conditions: false life (13h); overland flight (13h); heroism (130m); mage armor (1h); haste

Myrdon gestures at Aegis to fly across the hole, but the bird only cocks his head to one side, staring blankly at Myrdon and continues sticking closely to his side. Myrdon eventually gives up with a deep sigh.

"Jal, it might not be strong but I can use my magic to help you move and position your grappling hook."

I have no objections. Myrdon is not much use to get people across, but if the hole is 10 ft wide, he can take 10 and jump over it.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

I don't think we can take 10 on this jump. It's on stairs (I'm assuming no running start) with spikes at the bottom (possibly falls into "in immediate danger or distracted"?). If taking 10 is an option, I'm all for it.

Dark Archive

Varisian Human Sorcerer (Sylvan) L13 | HP: 96/96 | AC:13+4+1 T:13+1 FF:12+4 | CMB:+5+2 CMD:18+1 | Saves F:14+2 R:12+2+1 W:14+2 | Init:+6 | Per:+16+2 | Spd: 30 fly 40 +30 | Reroll: 1/1 | Spells: L1 6/9, L2 5/8, L3: 4/8, L4: 5/8, L5: 5/8, L6:4/5 | Topple Rod: 3/3 | Fleeting Glance: 11/13 | Conditions: false life (13h); overland flight (13h); heroism (130m); mage armor (1h); haste

Oh, are the stairs going down or up? I was under the impression that they were leading down since water was flowing from the first room into this one, but I could be wrong.


Staring with what Jal finds by the spikes:

Climbing down the through the hole, Jal finds himself back in the lower corridor. His magically enhanced vision allows him to see further north than before, where two additional beds of spikes dominate the area. In the ancient corpse's rotted backpack, he finds a miraculously intact coil of rope and a vial of liquid.

Assuming you're greedy adventurers and examine the items when Jal gets back topside:

Detect Magic + Spellcraft DC 18 (rope):
This is a Rope of Climbing.

Detect Magic + Spellcraft DC 20 OR Perception DC 20 (vial):
It's a Potion of Heroism.

The stairs descend at such a shallow angle, that you can get a running start. Since none of you have a negative Acrobatics bonus, it is no hindrance.

As you descend into the chamber, you realize that the water is much deeper here; perhaps as deep as ten feet, if you could see the bottom through the muck. As Lore examines the hieroglyphs, she sees that they form an incomplete picture, as the bottom most ones must be concealed by the murky water.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Perception, DC 20: 1d20 + 13 ⇒ (6) + 13 = 19

Jal sniffs at the vial. It's a smell he's experienced before, but can't quiet place it. With a shrug, he gives it to the team to inspect, along with the rope.

"I didn't see anything in his gear to identify him."
Was the body small enough to have squeezed through the double-doors we pried open? Basically, is it possible this dead adventurer put the statue there to wedge the double doors open for himself? Ya know, before he ate it on those spikes?

He nods behind them, to the two holes in the floor. "Under the two floor traps we've seen, there was a set of spikes in that corridor below." He points to two more spots in the watery room before them, spots that are under the water. "in that corridor, there are two more sets of spikes there ... and there."

He regards the water suspiciously, "Maybe I could swim down there and see if I can set off the trap? It might drain the water and give us a better view of everything."

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore casts detect magic and tries to id the vial

perception dc 20: 1d20 + 19 ⇒ (3) + 19 = 22

"Oooh, that's a potion of Heroism... that could be handy for someone on the frontline... well anyone really, but especially one of you brave folks. Draining the water would be good. I'd be able to read the rest of the writings here. But be careful... "

Dark Archive

Varisian Human Sorcerer (Sylvan) L13 | HP: 96/96 | AC:13+4+1 T:13+1 FF:12+4 | CMB:+5+2 CMD:18+1 | Saves F:14+2 R:12+2+1 W:14+2 | Init:+6 | Per:+16+2 | Spd: 30 fly 40 +30 | Reroll: 1/1 | Spells: L1 6/9, L2 5/8, L3: 4/8, L4: 5/8, L5: 5/8, L6:4/5 | Topple Rod: 3/3 | Fleeting Glance: 11/13 | Conditions: false life (13h); overland flight (13h); heroism (130m); mage armor (1h); haste

spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17

Myrdon waves his hands over the items that Jal brought up from below while muttering some arcane words and realises that they are magical. Examining the ropes though, he is unable to ascertain what it might be. Unless someone cast guidance on him...

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore checks out the rope as well...using detect magic.

spellcraft on rope: 1d20 + 6 ⇒ (18) + 6 = 24


The corpse is roughly human sized, so somehow it got in here. Is anybody going for a nice swim?

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

I know one thing or two about swim, so I can take the bath. But I don't trust this place, so if someone can tie a rope around me and hold it firmly in case I need to go out quickly it will be great

Take 10 on swim to obtain a 14

Dark Archive

Half-orc Growling Blade 11 | HP: 91/91 | DISRUPTIVE & SPELLBREAKER | AC: 25 | T: 16 | FF: 23 | CMD: 29 | Fort: +11 | Ref: +15 | Will: +12 | Init: +3 | Perc: +4 | SM: -1 | Speed 30 ft.
Tracked resources:
Bardic Performances: 24/25 ; Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 5/5 ; 3rd - 25/4 ; 4th - 2/2 ; Weapon's Spell (Arcane Bond): 1/1

"YEAH I'M COMING WITH YOU LITTLE MAN!" says Shamak, joining Jhon in the water.

Take 10 as well for a 16.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

On the off-chance there's any traps that need to be dealt with under the water, Jal is likely a better swimming candidate than Jhon. Anyone who wants to take a swim is welcome to it, but I think the strongest ones are Shamak and Jal for the task.

"It was my idea. I'll go. Eladrian, mind holding the lines?"

Once they're tied in, Jal gives the half-orc a smirk and dives in, making quickly for the floor.
Swim Take 10 is 16 for Jal, as well.

Perception: 1d20 + 13 ⇒ (3) + 13 = 16

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

I also think you're the best suited, Jal. But suggest other to go is not how Jhon acts.

Ok Jal, take a swim with Shamak and tell us what's in the body. I´ll hold the rope as hard as I can.


GM secrets:
Jhon: 1d20 + 8 ⇒ (6) + 8 = 14
Jal: 1d20 + 13 ⇒ (19) + 13 = 32
Shamak: 1d20 + 4 ⇒ (12) + 4 = 16
Myrdon: 1d20 + 9 ⇒ (11) + 9 = 20
Eladrian: 1d20 + 13 ⇒ (16) + 13 = 29
Lore: 1d20 + 21 ⇒ (17) + 21 = 38
1d20 + 24 ⇒ (18) + 24 = 42

As your warm, blood filled bodies reach the water, a huge amount of leeches rise up and form into several swarms.

Initiative:
Jhon: 1d20 + 4 ⇒ (20) + 4 = 24
Jal: 1d20 + 7 ⇒ (16) + 7 = 23
Shamak: 1d20 + 3 ⇒ (14) + 3 = 17
Myrdon: 1d20 + 2 ⇒ (16) + 2 = 18
Eladrian: 1d20 + 8 ⇒ (2) + 8 = 10
Lore: 1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 4 ⇒ (18) + 4 = 22

Combat Round 1
Bold may act
______________________________________
Jhon, Jal
Leech Swarms
Shamak, Myrdon, Eladrian, Lore

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Jal furiously waves Shamak back as he reverses direction to climb out of the water.

"Maggots!" he grunts as he rushes back up the stairs, squeezing past people and jumping over the hole. "I have fire and acid in my pack, but we'll need to draw them out of the water."

Double move back up the stairs and into the previous room.
Acrobatics: 1d20 + 11 ⇒ (20) + 11 = 31

Dark Archive

Half-orc Growling Blade 11 | HP: 91/91 | DISRUPTIVE & SPELLBREAKER | AC: 25 | T: 16 | FF: 23 | CMD: 29 | Fort: +11 | Ref: +15 | Will: +12 | Init: +3 | Perc: +4 | SM: -1 | Speed 30 ft.
Tracked resources:
Bardic Performances: 24/25 ; Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 5/5 ; 3rd - 25/4 ; 4th - 2/2 ; Weapon's Spell (Arcane Bond): 1/1

Dang! And I wanted to buy that swarm bane clasp before the scenario... Of course I totally forgot about it. xD


@Shamak: I'll be a really nice GM and let you buy it retroactively. Myrdon has PM'ed me with a neat trick, but you might still need all the help you can get here.

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

Sorry for the slow posting. I was travelling monday and yesterday, and very little went according to plan.

Eladrian keeps to the background, allowing Jal to take the lead as he sets the ropes than goes for a swim. As the rest of the team comes tearing back past him, realizes that he is completely unprepared for such a challenge.
"Back across the trap. At least then we can take them one at a time!"

He quickly follows his own advice.. On his turn, of course.

Dark Archive

Half-orc Growling Blade 11 | HP: 91/91 | DISRUPTIVE & SPELLBREAKER | AC: 25 | T: 16 | FF: 23 | CMD: 29 | Fort: +11 | Ref: +15 | Will: +12 | Init: +3 | Perc: +4 | SM: -1 | Speed 30 ft.
Tracked resources:
Bardic Performances: 24/25 ; Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 5/5 ; 3rd - 25/4 ; 4th - 2/2 ; Weapon's Spell (Arcane Bond): 1/1

Well... I didn't expect that. Thanks a lot!

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

acrobatics: 1d20 + 11 ⇒ (11) + 11 = 22

Running back to pick some acid and alchemist's fire looks great to me! says Jhon as he follows Jal.


The writhing multitude of leeches surge forward, engulfing Shamak, Eladrian and Lore.

Damage v Shamak: 2d6 ⇒ (3, 5) = 8
Damage v Eladrian: 2d6 ⇒ (6, 6) = 12
Damage v Lore: 2d6 ⇒ (3, 5) = 8

Fort v poison, Shamak: 1d20 + 7 ⇒ (1) + 7 = 8
Fort v poison, Eladrian: 1d20 + 6 ⇒ (10) + 6 = 16
Fort v poison, Lore: 1d20 + 9 ⇒ (4) + 9 = 13

Dex drain, Shamak: 1d4 ⇒ 1
Dex drain, Lore: 1d4 ⇒ 1

Fort v distraction, Shamak: 1d20 + 7 ⇒ (14) + 7 = 21
Fort v distraction, Eladrian: 1d20 + 6 ⇒ (5) + 6 = 11
Fort v distraction, Lore: 1d20 + 9 ⇒ (9) + 9 = 18

And just to add insult to injury, as you start in the swarms on your next turn:

Str damage, Shamak: 1d3 ⇒ 1
Con damage, Shamak: 1d3 ⇒ 1
Str damage, Eladrian: 1d3 ⇒ 1
Con damage, Eladrian: 1d3 ⇒ 3
Str damage, Lore: 1d3 ⇒ 3
Con damage, Lore: 1d3 ⇒ 1

The leeches latch on to the poor Pathfinders and start to drain their blood and pump poison into them. Eladrian is completely overcome by the whole ordeal.

If you have any abilities/re-rolls, now might be the time to use them.

Combat Round 1/2
Bold may act
______________________________________
Jhon, Jal
Leech Swarms
Shamak (8 damage, poisoned, 1 Dex drain, 1 Str damage, 1 Con damage), Myrdon, Eladrian (12 damage, nauseated, 1 Str damage, 3 Con damage), Lore (8 damage, poisoned, 1 Dex drain, 3 Str damage, 1 Con damage)

Dark Archive

Varisian Human Sorcerer (Sylvan) L13 | HP: 96/96 | AC:13+4+1 T:13+1 FF:12+4 | CMB:+5+2 CMD:18+1 | Saves F:14+2 R:12+2+1 W:14+2 | Init:+6 | Per:+16+2 | Spd: 30 fly 40 +30 | Reroll: 1/1 | Spells: L1 6/9, L2 5/8, L3: 4/8, L4: 5/8, L5: 5/8, L6:4/5 | Topple Rod: 3/3 | Fleeting Glance: 11/13 | Conditions: false life (13h); overland flight (13h); heroism (130m); mage armor (1h); haste

I've said this before and I'm saying it again. I hate swarms! :)

knowledge(nature): 1d20 + 4 ⇒ (16) + 4 = 20 strange question, but whether leech swarms can leave water. And anything else GM deems useful.

Myrdon stares in fear and disgust at the horde of leeches overwhelming his new found friends. Knowing Aegis is useless against such a mass of creatures, he guides his pet bird back away from the swarm as he follows Jal's lead and flees into the upper room.

He waits for his teammates in the water to jump across the hole first before he starts to intone a spell, "මූලද්රව්ය ජලය කැඳවීමට!"

Myrdon will delay action until Shamak, Eladrian and Lore crosses over the hole before he starts casting summn monster 2. That way, should anyone fail to make their acrobatics jump check across the hole, he can cast feather fall as immediate action on them.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore casts burning hands and if necessary, doesn't care if she catches herself in the area if that's the only way to catch the swarm...

bh dmg, dc 15 reflex for half: 5d4 ⇒ (1, 4, 3, 4, 3) = 15

Dark Archive

Half-orc Growling Blade 11 | HP: 91/91 | DISRUPTIVE & SPELLBREAKER | AC: 25 | T: 16 | FF: 23 | CMD: 29 | Fort: +11 | Ref: +15 | Will: +12 | Init: +3 | Perc: +4 | SM: -1 | Speed 30 ft.
Tracked resources:
Bardic Performances: 24/25 ; Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 5/5 ; 3rd - 25/4 ; 4th - 2/2 ; Weapon's Spell (Arcane Bond): 1/1

Shamak flees the combat scene and tries to jump on the other side.

Acrobatics: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6

But his jump is hindered by the poison and falls!

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Hey, baiting them down into the corridor might actually be the way to go here, Shamak! I'm gonna say "good call"! :D


Myrdon knows that the leeches can move out of water, but their land speed is much lower than their swim speed. Apart from that, you've seen the blood drain and poison in action, so you also know that a handful of salt functions as an Acid Flask against them.

Lore burns the leeches above the waterline and boils those under.
You can hit yellow, blue and green without hitting any allies.

Reflex, yellow: 1d20 + 6 ⇒ (9) + 6 = 15
Reflex, blue: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex, green: 1d20 + 6 ⇒ (15) + 6 = 21

One of the masses disperses due to the fire, while the two others lose a decent amount of leeches.

Shamak miscalculates the distance to the other side and tumbles down the hole, joining the ancient corpse on the spikes.

Fall damage: 2d6 ⇒ (3, 1) = 4
Spikes: 1d4 ⇒ 3
Spike attack 1: 1d20 + 10 ⇒ (4) + 10 = 14
Spike attack 2: 1d20 + 10 ⇒ (17) + 10 = 27
Spike attack 3: 1d20 + 10 ⇒ (2) + 10 = 12
Spike damage 2: 1d4 + 2 ⇒ (4) + 2 = 6

Combat Round 1/2
Bold may act
______________________________________
Jhon, Jal
Leech Swarms (yellow: 10 damage, green: 10 damage)
Shamak (18 damage, poisoned, 1 Dex drain, 1 Str damage, 1 Con damage), Myrdon, Eladrian (12 damage, nauseated, 1 Str damage, 3 Con damage), Lore (8 damage, poisoned, 1 Dex drain, 3 Str damage, 1 Con damage)

Dark Archive

Half-orc Growling Blade 11 | HP: 91/91 | DISRUPTIVE & SPELLBREAKER | AC: 25 | T: 16 | FF: 23 | CMD: 29 | Fort: +11 | Ref: +15 | Will: +12 | Init: +3 | Perc: +4 | SM: -1 | Speed 30 ft.
Tracked resources:
Bardic Performances: 24/25 ; Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 5/5 ; 3rd - 25/4 ; 4th - 2/2 ; Weapon's Spell (Arcane Bond): 1/1

Didn't Myrdon state that he'd use feather fall on anyone falling?


Whoops! Slipped my mind...

Myrdon cushions Shamak's fall, and he lands unscathed among the spikes.

Combat Round 1/2
Bold may act
______________________________________
Jhon, Jal
Leech Swarms (yellow: 10 damage, green: 10 damage)
Shamak (8 damage, poisoned, 1 Dex drain, 1 Str damage, 1 Con damage), Myrdon, Eladrian (12 damage, nauseated, 1 Str damage, 3 Con damage), Lore (8 damage, poisoned, 1 Dex drain, 3 Str damage, 1 Con damage)

Grand Lodge

Male Half-Elf Slayer/9 70/70 HP] [AC: 22 T: 14 FF: 19 (+2 Dodge vs traps)] [Perc +15 {+19 vs trap}] [F+8/R+10/W+5 {+2 vs Enchantment, +2 Reflex vs Traps}] [CMB +13] [CMD 27] [SP 30FT] [INIT +9]

For crying out loud!!!
Eladrian grunts as the swarm of leeches attacks him, then nearly revisits his breakfast as the poison drains his life force away with his blood. He sloshes back through the swarm, trying to get to the other side of the trap where he leans against the wall trying to catch his breath.
Acro: 1d20 + 12 ⇒ (19) + 12 = 31

Looking back down the hole, he cautions Shamak "May want to get back to the other hole, so these things don't come down on top of you!"

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Jal pulls a flask from his bandolier as he steps forward. "I've got another one of these if someone can make use of it quickly!"

Then, getting the timing of the farthest swarm of disgustingness, he hurls it.

Make Green Studied Target. 5’ step forward, retrieve acid flask, and throw it at Green (modified by 2 range increments and Studied Target). I think the splash damage should hit red.
ranged touch: 1d20 + 10 + 2 - 4 ⇒ (15) + 10 + 2 - 4 = 23
fire damage: 1d6 ⇒ 5 + 50% = 7
following round fire damage, if applicable: 1d6 ⇒ 3 + 50% = 4

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

Leepo, do you want to die? Come with us!

Or burn them all.

The Jhon picks an alchemist's fire an toss it to the same swarm as Jaal.

ranged touch: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 211d6 ⇒ 6 So 9 damage
next turn damage: 1d6 ⇒ 4 +50 % = 6 more


I forgot to resolve Shamak and Lore's poison on their turns, so I'll do it now:
Fort v poison, Shamak: 1d20 + 7 ⇒ (8) + 7 = 15
Fort v poison, Lore: 1d20 + 9 ⇒ (2) + 9 = 11
Dex drain, Lore: 1d4 ⇒ 4

Eladrian gets out of harms way, while Jal and Jhon lob a pair of splash weapons onto the swarms, dispersing their main target.

Myrdon starts his conjuration as the remaining leeches thirst for blood. The swarm currently engulfing Lore continues its bloodletting.

Damage: 2d6 ⇒ (2, 1) = 3
Fort v poison: 1d20 + 9 ⇒ (6) + 9 = 15
Str damage: 1d3 ⇒ 2
Con damage: 1d3 ⇒ 3

The other mass of leeches slithers past Lore and into the hole, showering Shamak with tiny bites.

Falling damage: 2d6 ⇒ (6, 5) = 11

Damage: 2d6 ⇒ (3, 6) = 9
Fort v poison: 1d20 + 7 ⇒ (7) + 7 = 14
Dex drain: 1d4 ⇒ 4
Str damage: 1d3 ⇒ 1
Con damage: 1d3 ⇒ 3

I'll need a Fortitude save from Shamak on his turn against the posion.

Combat Round 2/3
Bold may act
______________________________________
Jhon, Jal
Leech Swarms (yellow: 10 damage, red: 13 damage)
Shamak (17 damage, poisoned, 5 Dex drain, 2 Str damage, 4 Con damage), Myrdon, Eladrian (12 damage, nauseated, 1 Str damage, 3 Con damage), Lore (11 damage, 5 Dex drain, 5 Str damage, 4 Con damage)

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

LOre steps back, farther from teh swarms and drinks a potion of lesser restoration...

lesser restoration for con: 1d4 ⇒ 4

fort save if still needed: 1d20 + 9 ⇒ (18) + 9 = 27

Dark Archive

Varisian Human Sorcerer (Sylvan) L13 | HP: 96/96 | AC:13+4+1 T:13+1 FF:12+4 | CMB:+5+2 CMD:18+1 | Saves F:14+2 R:12+2+1 W:14+2 | Init:+6 | Per:+16+2 | Spd: 30 fly 40 +30 | Reroll: 1/1 | Spells: L1 6/9, L2 5/8, L3: 4/8, L4: 5/8, L5: 5/8, L6:4/5 | Topple Rod: 3/3 | Fleeting Glance: 11/13 | Conditions: false life (13h); overland flight (13h); heroism (130m); mage armor (1h); haste

Lore, not sure if you've seen the map but you are in the midst of the swarm and there's a hole behind you that you need to jump over to get away from them. Myrdon will cast featherfall on Lore if she falls.

As Shamak plunges down the hole, Myrdon instinctively utters out an arcane word, "පිහාටුවක් වැටීම!" and Shamak gracefully drifts down the hole. That done, he quickly commences his summoning.

Oblivious to the decimation his teammates are doing with their bombs, Myrdon completes his casting and a water elemental arises near swarm of leeches. The elemental immediately transforms into a swirling vortex, attempting to disperse the mass of leeches. Have added to map

vortex: reflex save vs DC15 or dmg, augment, water mastery: 1d6 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7 so 10 dmg; 2nd reflex save vs DC15 or picked up bodily and held suspended

Not sure who has the rope of climbing now, but if it's ok with the GM, can I assume move action to grab it from whoever has it and standard action to throw it down the hole and activate it?

Myrdon grabs the magical rope that Jal had found, throws one end down the hole and utters the command word discovered by Lore, commanding it to knot itself as it descends. "Shamak, climb up the rope! I doubt the leeches can follow you!

Air elemental (augment summoning): AC17, hp 17/17, F:6 R:3 W:0, immune to poison, bleeding.

Sorry guys, this sorcerer has no blasty spells! Something I'll fix at my next level up, which is after this scenario. Summoning the elemental is the best I can do for now.


Reflex: 1d20 + 6 ⇒ (7) + 6 = 13

The water elemental churns up the murky water and flings the leeches in all directions, dispersing the swarm.

Unfortunately for Shamak, the Rope of Climbing only moves at a speed of 10 feet pr round, so perhaps a regular rope would be more suitable here.

Combat Round 2/3
Bold may act
______________________________________
Jhon, Jal
Leech Swarms (red: 13 damage)
Shamak (17 damage, poisoned, 5 Dex drain, 2 Str damage, 4 Con damage), Myrdon, Eladrian (12 damage, nauseated, 1 Str damage, 3 Con damage), Lore (11 damage, 5 Dex drain, 5 Str damage)

Dark Archive

Half-orc Growling Blade 11 | HP: 91/91 | DISRUPTIVE & SPELLBREAKER | AC: 25 | T: 16 | FF: 23 | CMD: 29 | Fort: +11 | Ref: +15 | Will: +12 | Init: +3 | Perc: +4 | SM: -1 | Speed 30 ft.
Tracked resources:
Bardic Performances: 24/25 ; Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 5/5 ; 3rd - 25/4 ; 4th - 2/2 ; Weapon's Spell (Arcane Bond): 1/1

"HARRRR! YOU JOIN ME IN HELL?"

With the swarm bane clasp...

Shamak begins to get angry and steps out the swarm, trying to hit the swarm with his mighty falchion as he begins his song of courage!

Inspire courage, +2 hit/dmg and +1 against charm and fear effects.

+1 Shock and Cruel Cold Iron Falchion, PA, SBC, IC: 1d20 + 13 + 2 - 1 ⇒ (7) + 13 + 2 - 1 = 21
for Slashing+Electricity+Swarm Bane+IC: 2d4 + 18 + 2 + 1d6 - 1 ⇒ (2, 3) + 18 + 2 + (6) - 1 = 30

Fortitude Save: 1d20 + 7 ⇒ (18) + 7 = 25


With a mighty roar and a blade bolstered by magic, Shamak scatters the remaining leeches all over the lower tunnel.

-----Combat Over-----

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Jal, water beginning to pool under his soaking body now that he's actually standing still for a second, gives the area a quick look. "Damn."

Wiping water from his eyes, he moves back to the first opening. "You alright, Big Guy?" He lowers his rope down to make the half-orc's climb easier, "Helluva brave thing there. Or dumb, but either way it worked, right?"

Once Shamak is back up top, Jal waits for the crew to recover, then nods at the water, "One more time, I guess. I can take it solo this time, I think."

Once I get the go-ahead from everyone, Jal will move once more into the water, taking 10 on swim (16) down to see if he can find any floor trap doors to set off to drain the room. If the water is shallow enough, he'll just take 20 on looking for those traps (for a 33).

Dark Archive

Half-orc Growling Blade 11 | HP: 91/91 | DISRUPTIVE & SPELLBREAKER | AC: 25 | T: 16 | FF: 23 | CMD: 29 | Fort: +11 | Ref: +15 | Will: +12 | Init: +3 | Perc: +4 | SM: -1 | Speed 30 ft.
Tracked resources:
Bardic Performances: 24/25 ; Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 5/5 ; 3rd - 25/4 ; 4th - 2/2 ; Weapon's Spell (Arcane Bond): 1/1

"HEY UP THERE! I KILLED THAT SWARM! ANYONE HAS ANYTHING TO HEAL THE BLEEDING AND ALL? I FEEL CLUMSY AS HELL! MAYBE ALL I NEED IS A GOOD LEECHING HARHARHAR!" shouts as usual the stout bard.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Jal smirks down, "I'm sure we could scrounge some more up if you're really interested, Big Guy."

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore uses her wand to heal folks... was gonna channel, but then realized only 3 people are really hurt... so:

clw on shamak: 1d8 + 1 ⇒ (5) + 1 = 6
clw on shamak: 1d8 + 1 ⇒ (3) + 1 = 4
clw on shamak: 1d8 + 1 ⇒ (2) + 1 = 3
clw on shamak: 1d8 + 1 ⇒ (3) + 1 = 4

clw on eladrian: 1d8 + 1 ⇒ (3) + 1 = 4
clw on eladrian: 1d8 + 1 ⇒ (6) + 1 = 7

clw on lore: 1d8 + 1 ⇒ (6) + 1 = 7
clw on lore: 1d8 + 1 ⇒ (1) + 1 = 2

that gets everyone to full except Lore who's still down 2 pts

"I don't have any restoration spells, so I suggest you use potions and such if you have them"

on that note, lore pulls out her last remaining restoration potion and offers it to Shamak for his con.... if he has his own, she'll offer it to Eladrian for his con, and if he has his own, she'll drink it for her own dex back

lesser restoration, shamak's con or eladrian's con or her own dex, in that order: 1d4 ⇒ 3

101 to 150 of 544 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS - PbP Gameday 5] GM Skipper's Wonders in the Weave, Part I & 2, gameplay All Messageboards

Want to post a reply? Sign in.