PFS PbP Gameday IV Curaigh's Upper Tier Traitor's Lodge (Inactive)

Game Master Curaigh

Traitor's Lodge Map
PbP Gameday IV


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Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

Oh i understand that lol Savage doesnt like the misstreatment of any creature or soul. evil or good. anything living has a right to live in piece. he sees these experiments as the worst possible thing to do to anything living and or soul of something.


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

Enora explains, "Um... they are not quite 'living creatures' in that sense. Larvae are the form that souls of evil people in the abyss take on their way to their eternal uh... 'reward'... or that eventually become demons themselves. These are not necessarily innocent creatures, just evil souls that haven't quite got where they're going yet... as other evil folks (demons, night hags, evil wizards, et al) like to use them as currency.

"Thurl, for instance, was apparently using them to give life to his stitched up creations (thus why Valais is going all melancholy on us again... as she no doubts is wondering about her soul now)"

There is actually a paragraph written in the scenario about the debate. Destroying a larva is/is not destroying a soul and therefore is/is not an evil act. :)

The Exchange

N Dwarf Ranger 9

Little Foot will leave the strange cases alone, assuming from Enora description, that they are mostly harmless, if damned.

Unfortunately, he does not offer Valais any comfort either (That was Garinol's job! =)), merely careful moves down the room and around the corner.

Continue on! Alot of build up with no conflict so far... this feels like one of those, 'have to fight to get out' scenarios =)

Perception: 1d20 + 13 ⇒ (7) + 13 = 20

RandomGMD20Roll: 1d20 ⇒ 18


Core Helms ! Wizards Wanted Gameday X

hmmm... last night's post didn't go through?

The popping and fizzing of bubbling liquid echoes throughout this rectangular chamber. To the west, a platform towers fifteen feet over the rest of the room. A steel grate extends from this platform like a bridge to a large metal cauldron suspended by rusty chains above the floor. Steep steps descend around support pillars to the level below and a pair of iron doors to the east.

1d20 ⇒ 3

The Exchange

N Dwarf Ranger 9

Nothing since Sunday


Core Helms ! Wizards Wanted Gameday X
Venture Teller Play b'Post wrote:
The popping and fizzing of bubbling liquid echoes throughout this rectangular chamber. To the west, a platform towers fifteen feet over the rest of the room. A steel grate extends from this platform like a bridge to a large metal cauldron suspended by rusty chains above the floor. Steep steps descend around support pillars to the level below and a pair of iron doors to the east.

Theo's perception reveals nothing so far.

The Exchange

N Dwarf Ranger 9

Oi! So I checked in on wednesday, and all the post had was "hmmm... last night's post didn't go through?". To which I responded with the 'nothing since sunday'.... but then you added the room description... and it didn't show up as a new updated ... so I never noticed it!

"What hell horror do we have here now?" He mutters, somewhat rhetorically.

He glances back towards Valais, "You know what that was for?" He indicates the big cauldron.

Assuming no big warnings are incoming, he will slowly makes his way forward once the others are ready, heading towards the nearest stairwell.

Where are the ends of chains attached? (wall/ceiling/other? reachable?)

RandomD20ForGM: 1d20 ⇒ 19


Core Helms ! Wizards Wanted Gameday X

Duly noted Theo, if I notice a post arrive during an edit I will make it its own post instead.

The fiendish larva writhe madly and slam the glass as the large bird brushes its sides along their containers. Theo manages to coax his axebeak past them with a bit of effort. push to squeeze

"I remember waking up here," Valais says. "It was then that I discovered my new form, and Thurl stepped up and told me, 'It seemed like you wanted to learn what I was up to, Pathfinder. Think of this as the first step in teaching you. Ah, but your growth is not yet done.'” Her next memory was of being in an incubation vat.

1d20 ⇒ 9

Theo examines the chains that suspend the cauldron from the ceiling. The top of the cauldron is level with the floor and bridge of the upper part of this chamber. The cauldron also gives off a tremendous amount of heat which Theo feels as he gets closer to it. At the top of the stairs he notices that it's boiling contents contain a pair of noses poking out of it. chains connect to ceiling 25 ft. up from lower half of room.

He notices this before the owners of the noses notice the party, but as soon as they do, two impish creatures rise from the cauldron and begin flinging the boiling matter about.

Roll initiative! If you beat a 17, post an action.
ini: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17, enora: 1d20 + 2 ⇒ (5) + 2 = 7

R1

impish outsiders (17):
Enora (7):

The Exchange

N Dwarf Ranger 9

Fairbeaks has the Narrow Frame feat, so can fit through the narrow bits without much difficulty.

Isn't it easier to roll init for us? =) And do you want the animal companion on the same init, or separate? His modifier is 1 higher than Theo's

Init: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

where are the critters? not on the map

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Init: 1d20 + 6 ⇒ (16) + 6 = 22

I'll spend my action moving up next to Theo.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

int: 1d20 + 4 ⇒ (13) + 4 = 17

-Posted with Wayfinder


Core Helms ! Wizards Wanted Gameday X

Thanks for reminding me about narrow frame, I likely will forget at least one more time before we are done. :P

Party is up!
R1

Garinol (22): moves to Theo (standard?)
Theo (20): <-- here now
Savage (17): <-- here now
impish outsiders (17):
Enora (7):

The Exchange

N Dwarf Ranger 9

Init for Fairbeaks: 1d20 + 5 ⇒ (6) + 5 = 11

"In the cauldron!" Little Foot yells. "Dunno what the hell they are."

Actually do I?

He calls a quick command at Fairbeaks in tien, and moves forward, to swing at one of the creatures with his tetsubo.

1d20 + 10 ⇒ (14) + 10 = 24, for 1d10 + 11 ⇒ (9) + 11 = 20 damage.

How far down to the lower level?


Core Helms ! Wizards Wanted Gameday X

KN (planes) DC 16:
Demonic eidolons: a variant outsider that the scenario uses to explain the stitched together demons Thurl has created. Checks of 21, 26, 31, etc... will let you identify more information if you have questions. :)

Theo steps on the bridge and cleaves one of the creature's ears from its face.

top level is 15 ft. above lower level. The grade extends over the empty space on level with the higher level. (R=20+)

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Just based off of the map, I needed to Double Move to get there. If not, I'll cast Bless, but it's no big deal.

Know Planes Monster Lore: 1d20 + 8 ⇒ (8) + 8 = 16

"It seems more of the stitched together beings Thurl has been tormenting. Perhaps we could talk t them?"

Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23 <Probably my next Rounds action>

"We are not here to hurt you, but we might be able to help. We know what Thurl has done, and we are here to make him pay for his crimes."

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

i will update when i get out of field

-Posted with Wayfinder


Core Helms ! Wizards Wanted Gameday X

Garinol casts a spell and the Dawnflower's blessing settles over the pathfinders.

Your avatar never moved, but I assumed your PC is with the party while you are AFK.
EDIT: 1d20 + 10 ⇒ (7) + 10 = 17 (Enora's knowledge check)

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

Savage moves up a little and cast Shillelagh and Razor will move to flank with Theo.

Talon: 1d20 + 6 ⇒ (12) + 6 = 18

DMG: 1d6 + 1 ⇒ (1) + 1 = 2


Core Helms ! Wizards Wanted Gameday X

The raptor flies at the couldran but its claws do not even get close to the creature. The creature takes flight striking at the dwarf as it moves to the ceiling. The second creature scoops a boiling mass of the blood and throws it at the raptor.

EDIT: it is too close to use spring attack. Green goes full attack on Theo (leaving the other info up).
G claw: 1d20 + 11 ⇒ (17) + 11 = 28, slash: 1d3 + 2 ⇒ (1) + 2 = 3 plus fire: 1d6 ⇒ 6,
G claw2: 1d20 + 11 ⇒ (12) + 11 = 23, slash: 1d3 + 2 ⇒ (3) + 2 = 5 plus fire: 1d6 ⇒ 4
G bite: 1d20 + 11 ⇒ (18) + 11 = 29, crunch: 1d4 + 2 ⇒ (1) + 2 = 3 plus fire: 1d6 ⇒ 6
G sting: 1d20 + 11 ⇒ (1) + 11 = 12, stab: 1d3 + 2 ⇒ (2) + 2 = 4 plus fire: 1d6 ⇒ 1 plus poison
Spring attack vs. Theo, Razor gets [no]an AoO. Please note: the cauldron is in the air, the 'flanking square' is 15 ft. below. (I moved Razor's icon to where he could attack from)

R blood: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20 v. touch. splortch: 4d4 ⇒ (3, 1, 4, 4) = 12 (edited melee modifier)


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

Noticing the creatures were resting in a boiling vat and their claws burned with flame as they struck, Enora curses. "My staff does fire damage." She then opens her mouth and screams a voiceless blast of arcane damage at the flying imp.
4d4 ⇒ (2, 4, 4, 2) = 12
fort: 1d20 + 7 ⇒ (13) + 7 = 20

The Exchange

N Dwarf Ranger 9

Need to know where the critters are, especially along the Z-axis!...

am assuming the 2nd one (red, that threw the gloopy stuff) is in the same location as before. But what about the green one?

Edit: Oops, you updated the post while I was posting... ok... green has not moved. =)

Fairbeaks finally gets in on the action. The large bird hustles forward, onto the ramp, reaching out to peck at the creature attacking Theo.

Large creature, with a 10' reach, is up to 20' from the base of the ramp, I'm assuming he'll be able to reach?

Melee attack, PA vs green: 1d20 + 6 ⇒ (19) + 6 = 25, for 2d6 + 13 ⇒ (5, 3) + 13 = 21 damage.

can I use the 'fetch' trick to have it fetch a creature? =) Otherwise I'd have to push it to grapple I assume?


Core Helms ! Wizards Wanted Gameday X

Theo you beat me while I was editing :)... double check the previous post. As I forgot the four player adjust the total damage is 3 from the claws (fire is as above), stinger misses.)

The axe beak lives up to it's name and takes a huge slice from the creature's stitched torso.

G=20+21. R=6

The Exchange

N Dwarf Ranger 9

Total damage looks to be 27 from 3 hits (both claws and the bite) (cooincidentally, 9 damage from each attack =)
How did the adjustment change anything?


Core Helms ! Wizards Wanted Gameday X

R2 Party is up!

Garinol (22): <-- here now
Theo (20): <-- here now
Savage (17): <-- here now
impish outsiders (17):
Enora (7):
Fairbeaks:

R1:

Garinol (22): moves to Theo & casts bless
Theo (20): chops at green imp
Savage (17): casts shillelagh] Razor misses imp,
impish outsiders (17): G full attacks Theo; R lobs boiling blood at razor
Enora (7): casts ear piercing scream at red imp
Fairbeaks: bites green imp

EDIT: 4 player adjusts is -2 to weapon damage rolls, (3s become 1s).

The Exchange

N Dwarf Ranger 9

Oh... ok ... you didn't adjust the post though right? So I need to subtract 6 damage (2 from each)?

Is it the sickened condition? As that affects the attack rolls too... though looking back, they all still hit, so suppose it doesn't matter =)

Clearly I need a better AC!

The Exchange

N Dwarf Ranger 9

Grunting in pain, as the strange creature manages to hit him with its fiery claws, Little Foot takes a more defensive stance, as he swings his tetsubo yet again, cursing the lack of space to maneuver in.

Fight Defensively, bless, PA: 1d20 + 10 - 4 + 1 ⇒ (16) + 10 - 4 + 1 = 23, for 1d10 + 11 ⇒ (6) + 11 = 17 damage.

He then shouts another, more involved set of commands at Fairbeaks.

Move action to push Fairbeaks to do something he's not quite trained for... ie: use the grapple combat maneuver ... on its turn.

Push Companion: 1d20 + 12 ⇒ (18) + 12 = 30 vs DC 25

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

Gm I am pretty sure i can do this so i will post and if i have to change it i will.

Savage will cast bull strength but hold the spell. He will move to his current location on map and touch razor on his way by.

Razor will full attack the thing infront of him.

Talon: 1d20 + 8 ⇒ (12) + 8 = 20

DMG: 1d6 + 3 ⇒ (5) + 3 = 8

Talon: 1d20 + 8 ⇒ (14) + 8 = 22

DMG: 1d6 + 3 ⇒ (3) + 3 = 6

Bite: 1d20 + 8 ⇒ (18) + 8 = 26

DMG: 1d4 + 3 ⇒ (3) + 3 = 6

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'm a little bit confused. Isn't the cauldron 20ft above us?

I'll step forward and try to heal Theo the best I can in a pinch.

Casting Cure Moderate Wounds: 2d8 + 6 ⇒ (3, 6) + 6 = 15

The Exchange

N Dwarf Ranger 9

No... there are two levels... the upper level, where we are, has a metal ramp extending from it (that Theo and Razor and Fairbeaks are currently standing on) that leads up to the cauldron.
That cauldron (like the ramp) are both 15 feet above the floor of the lower section.
One can access teh lower section by going down either staircase... or I suppose jumping off the ramp... which is the only way Savage would be able to do what he wants... as he can't reach Razor from the lower level where he is now

I drew a side view on the map! Pretty sure that's about what we're looking at here.

the little stars are the impy critters

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Oh, ok. Well, in that case, since I can't reach Theo, I'll instead draw my crossbow and fire a bolt at one of them.

Repeating Crossbow vs Red: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 ⇒ 6

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Holy crap. I m rolling terribly in every single game I'm playing in. And it's since I got back online.

The Exchange

N Dwarf Ranger 9

Heh. I've noticed a few folks in other games seem to roll nothing but single digits. Maybe its catching!


Core Helms ! Wizards Wanted Gameday X

One can hold the charge of a touch spell, however a melee touch attack is a standard action, so it wouldn't be useable in the middle of a move action. As Theo pointed out, moving to your avatar's location requires jumping 15 ft. down (or circling around the stairs). However, without bull's strength...

Theo's axe cuts into the creature again tearing a number of stitches from its broken form. The raptor's claws swing passed the creature and without connecting. It teeth however do, and finishes ripping a vital chunk of the imp into shreds. It dies with a little squeak.

Garinol's crossbow bolt goes wide of its mark. The remaining imp lobs another handful of the cauldron's burning liquid at Theo then moves into the air.
splortch: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23, vs. touch sizzle: 4d4 ⇒ (1, 1, 3, 1) = 6
It did not go into the air originally, I thought it would with a spring attack, but then realized it didn't have enough room.


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

Enora points a finger and opens her mouth wide repeating the spell she cast earlier. The imp does not resist sonic vibrations like it did before and lets out its own scream.
ear piercing scream: 4d4 ⇒ (2, 4, 1, 2) = 9, Fort: 1d20 + 7 ⇒ (1) + 7 = 8


Core Helms ! Wizards Wanted Gameday X

R3 Party is up!
Fairbeaks (R2): <-- here now (technically the end of R2)
Garinol (22): <-- here now
Theo (20): <-- here now
Savage (17): <-- here now
impish outsider (17): R=6+9+
Enora (7):

Savage, if you do not want to cast bull's strength, you have an standard action from R2

R2:

Garinol (22): misses with crossbow
Theo (20): chops green imp
Savage (17): Still have an action if you want it.
Razor: finishes green imp
impish outsiders (17): lobs boiling blood, flies to ceiling.
Enora (7): casts ear piercing scream.
Fairbeaks: (moved to top of R3)

The Exchange

N Dwarf Ranger 9

Oh, I thought it was already in the air! =)

Fairbeaks squawks in frustration at the unfamiliar command Theo gives it... though he seems to understand what he's supposed to do, and waits for an opportunity, his beady dark eyes tracking the strange flying creature.

Bird delays until after Theo moves out of the way =)

Little Foot continues to talk quietly to Fairbeaks in Tien as he moves backwards a bit to give the axebeak room. He calls out to Savage to pull Razor back out of the way as he does so.

Move action to clear the space on the end of the ramp, then ready an action for Fairbeaks grapple attempt, depending on where they end up.

Not waiting for the raptor to move, Fairbeaks hones in on the the strange imp-like creature like its stalking prey. He moves to the end of the ramp, giving a squawk of annoyance as it runs out of room. It pauses for only a moment, before launching itself towards the creature, beak snapping out to grab at its quarry, wings flapping instinctively though uselessly, as if remembering some long ago ability to actually fly.

Heh, jump and attempt to grapple... not sure what happens at that point... hopefully drag it down to the ground below.

Acrobatics to jump: 1d20 + 15 ⇒ (5) + 15 = 20

edit: Hmm.. that would be a 10' standing long jump, or 5' vertical.... for a 10' tall bird with a 10' reach, that should get him in range?

Grapple check: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31

Attacking at 10' reach, so no AoO


Core Helms ! Wizards Wanted Gameday X

Sounds right, & sounds cool. I will give that to you... :)

The giant beak stretches out toward the flying eidolon. The imp squeals and its tail whips around to hit the beast!

tail: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29, stinger+fire: 1d3 + 2 - 2 + 1d6 ⇒ (1) + 2 - 2 + (2) = 3 oh no! confirm tail: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29, stinger: 1d3 + 2 - 2 ⇒ (2) + 2 - 2 = 2 plus poison (need a Fort save)
ack wrong time for two Nat 20's! Tail also has reach, though I am not sure it matters as this is a natural attack making the grapple. grapple check 31-5=26...

And Fairbeaks has the creature firmly in its jaws! not sure how to rule flying right now, but for now they are both in the air.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

for round 2 savage will just hold untill everyone has moved and then touch razor.

round 3

savage will jump down and flank with razor. idk if its a double move down as it is a fall or if i will have a standard left over.

Acro Savage: 1d20 + 2 ⇒ (10) + 2 = 12

If savage gets a standard action then he will cast stone discuss

Razor will move around and flank.

acrobatics Razor: 1d20 + 8 ⇒ (19) + 8 = 27

Talon: 1d20 + 10 ⇒ (13) + 10 = 23

Dmg: 1d6 + 3 ⇒ (5) + 3 = 8

The Exchange

N Dwarf Ranger 9

And here I thought I was safe attacking with reach! Stupid long tails!

Though I suppose I can live with a 5 point crit. Even if it is poisoned

Fairbeaks' Fortitude Save: 1d20 + 8 ⇒ (4) + 8 = 12 (oop, that's not good)

Also, will try to reduce/negate the damage from the drop down to ground level, since he did intentionally jump =) Not sure how high up he is after the jump.

Acrobatics, grappled: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 vs DC 15


Core Helms ! Wizards Wanted Gameday X

no, no its not... poison: 1d4 ⇒ 1 strength damage, another save needed next round.

After much looking and asking a handful of people the best answer I have are the rules for a collision while flying. If the flyer makes this check, it will also have to make a check on its action to remain aloft with an extreme penalty for exceeding encumbrance. On its turn Fairbeaks will fall. If he maintains the grapple he can 'move' the imp as he does so. If any one has a better option or thinks I am way off base here let me know. For now this is how I will rule.

The stitched imp screetches as the massive bird adds its weight to its tiny flying frame. Perhaps the vestigial wings of Fairbeaks are enough to aid, as the creature maintains its altitude! fly: 1d20 + 16 ⇒ (13) + 16 = 29

Savage and Razor move in to position, the raptor ready to strike if the creature comes in reach.
Savage: taking the stairs is a double move but gets you into position. Jumping down directly is a move action, but you take fall: 1d6 ⇒ 3 and are prone (second move to stand, but not in position. Let me know which you prefer.

Garinol is up :)

The Exchange

1 person marked this as a favorite.
N Dwarf Ranger 9

did that fly check include the -2 for being grappled? and there is also a -6 penalty for a heavy load.... Much less greater than that....

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

that is fine i will take the three and stand. Raptor should be good as he has like 60 movement so he should have plently left over to get there and attack at a minus 2 in attack roll.

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Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I'll try another quick shot after moving a little bit more.

Repeating Crossbow: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 ⇒ 6


Core Helms ! Wizards Wanted Gameday X

Garinol sends another bolt careening through the air. The creature ignore the danger its location and goes full aggressive on the large bird. Both creatures crash to the ground. Fairbeaks manages to land on its feet but the imp thuds into the stone floor. It barely notices the stone though as Razor sinks a talon into it's flesh.

claw: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22, slash: 1d3 + 2 - 2 ⇒ (1) + 2 - 2 = 1 plus fire: 1d6 ⇒ 6,
claw2: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25 slash: 1d3 + 2 - 2 ⇒ (3) + 2 - 2 = 3 plus fire: 1d6 ⇒ 6,
bite: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21,crunch: 1d4 + 2 - 2 ⇒ (2) + 2 - 2 = 2 plus fire: 1d6 ⇒ 4
sting: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15, stab: 1d3 + 2 - 2 ⇒ (3) + 2 - 2 = 3 plus fire: 1d6 ⇒ 4 plus poison fall: 1d6 ⇒ 5
6+9+8+5


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

Eronal pulls out a wand as she moves to Theo. UMD: 1d20 + 13 ⇒ (8) + 13 = 21,CLw: 1d8 + 1 ⇒ (2) + 1 = 3

Party is up

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

are all of those on razor if so he only takes 6 fire damage unless the damage is evil then he takes 8 total

and nvm didnt read the part about big bird lol

The Exchange

N Dwarf Ranger 9

Think those were all on the axebeak. The sting missed, the rest hit =) for um... 22 damage.

The Exchange

N Dwarf Ranger 9

Fairbeaks' Fort Save #2: 1d20 + 8 ⇒ (11) + 8 = 19

Fairbeaks seems even more agitated as he and the creature hit the ground. The axebeak continues to clutch the eidolon in its beak and attempts to eviscerate it.

Fairbeaks Maintain Grapple, PA: 1d20 + 10 + 1 + 5 - 2 ⇒ (16) + 10 + 1 + 5 - 2 = 30, doing 2d6 + 13 ⇒ (1, 1) + 13 = 15 damage

Theo moves up as well, and attempts to smash it with his club.

Melee attack, bless, PA: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17, for 1d10 + 11 ⇒ (1) + 11 = 12 damage.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

would falling provoke from savage and razor

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Core Helms ! Wizards Wanted Gameday X

The axe beak continue to hold the imp which squalls as it is crushed. Fairbeaks resists any further damage from the poison.

AFAIK, forced move does not provoke. Also savage is next to ramp after falling.

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