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

yup my bad forgot lol

-Posted with Wayfinder

The Exchange

N Dwarf Ranger 9

Say, GM... is the eidolon taking a -2 to hit and damage for the adjustment stuff you mentioned? If so, just realized that it should be taking an additional -2 for being grappled... which would have had only 1 of those attacks hit Fairbeaks on the way down.
Just clarifying, as it was half his hit points otherwise!

Now need everyone else to do their turns! Slackers! =)


Core Helms ! Wizards Wanted Gameday X

R4 Party is up!
Fairbeaks (R3): maintains grapple
Garinol (22): <-- here now
Theo (20): thumps with club
Savage (17): <-- here now
impish outsider (17): R=6+9+8+5+15+12
Enora (7):

I'm ruling the fly check as against the grapple. Likewise penalty do not apply to those involved in the grapple (still has a minus to Dex though) and its prone.


Core Helms ! Wizards Wanted Gameday X

I am assuming delays on Savage & Garinol's part. I will make razor's attacks though.

talon1: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24, 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
talon2: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8, 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
bite: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14, 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

6+9+8+5+15+12+6=61

The creature continues to thrash about with nowhere to go while caught in the axebeak's grip. The raptor then bites down on its small form and sends it to the only place it could have gone, back to the abyss.

Combat is over. Reposting room description for convenience.

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.

"I remember waking up here," Valais says. "When I discovered, discovered...." she can't bring herself to say it, but gestures at her broken and stitched form. She relays that it was then that Thurl stepped up and told her, “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.”

The Exchange

N Dwarf Ranger 9
Venture Teller Play b'Post wrote:
The raptor then bites down on its small form and sends it to the only place it could have gone, back to the abyss.

Technically... it could go into Razor's belly too... =)

Fairbeaks gives an angry squawk at Razor as the raptor seems to come in and try to steal his hard-won prey.

But a quick word from Theo calms the bird down, combined with the realization that the little demonic creature does not taste very good.

Little Foot goes about tending to the axebeak's wounds, issuing soothing sounds as he does so, before turning to his own injuries.

9d8 ⇒ (7, 8, 1, 2, 2, 2, 7, 1, 4) = 34 (jeeze, I might use up my wand at this rate)

"Damned Thurl was a right awful bastard, for sure." Little Foot growls, as Valais seems to get all meloncholy again.

He proceeds to look around the room, including checking out the doors on the far side.

Perception: 1d20 + 13 ⇒ (16) + 13 = 29

Perception N Door: 1d20 + 13 ⇒ (3) + 13 = 16
Perception S Door: 1d20 + 13 ⇒ (14) + 13 = 27

RandomD20ForGM: 1d20 ⇒ 13


Core Helms ! Wizards Wanted Gameday X

CLW is 1d8+1 so you it should be 9d8+9 (or if you don't need the last charge... 8d8+8. 'Tis not much but it might save you some charges :)

The Exchange

N Dwarf Ranger 9

I was adding the 1's after the fact. Just trying to save space =)

The first five were on Fairbeaks, healing 25 (leaving him 2 short of full). The last four were on Theo, healing 18, bringing him to full.


Core Helms ! Wizards Wanted Gameday X

Razor decides to leave the second imp with the axebeak. In the way of animals aware of a nearby treat he returns to the cauldron and scratches at its metal surface. There is a first one he remembers, waits for him in the stew pot.

sorry to hijack the critter, but... not very :)

Several shelves along the eastern wall hold a small fortune in esoteric and valuable reagents which Theo is able to quickly find.

At the western door Theo detects nothing from this side.
N S should be E W doors, & east is the one you arrived from)

West door:
Maps of varying sizes drawn on paper, papyrus, and parchment of dozens of styles cover the walls of this chamber. Most of these bear sketched annotations of some form or another, and bare, rectangular spaces in the cartographic wallpaper attest to maps that have been hastily removed. An enormous parchment map of the Worldwound dominates the east wall above a solidly built wooden desk covered in a haphazard array of books and papers. Scores of charcoal symbols and indicators dot this map, pointing out sites of interest that are named less often than not. A hand-sized statue of a fiend stands on top of
the desk.

"That's a glabrezu demon, very powerful of their kind. Enora looks at the statue as her eyes glow with an amethyst color. "And it has a powerful magic on it," she warns.

The Exchange

N Dwarf Ranger 9

Nope, meant north south... there are two doors on the far side of the room on the map.

But any old door will do if they don't appear trapped!

Seeing just a single room, Little Foot commands Fairbeaks to wait outside, and proceeds to look around the room with the others.

"Looks like someone bugged out in a hurry." He growls, noting the missing maps pulled from the walls.

Possible to determine what the maps were for or where they are leading, et al? Or what might be missing?

Perception maps and walls: 1d20 + 13 ⇒ (3) + 13 = 16

After studying the maps for a bit, he will go over to search the desk as well, being sure to not disturb the demon statue.

Perception desk: 1d20 + 13 ⇒ (19) + 13 = 32

"Gotta be something here. Looks like an office."


Core Helms ! Wizards Wanted Gameday X

Got it. they go to the same place so I didn't realize there were more than one :) I'll give you more info after everyone has a chance to post.

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)

Sorry, internet is being very wonky here. Very hard to load maps.

If any of the impish outsiders are still alive, I'll attempt to stabilize, but not Heal them.

Heal Check: 1d20 + 13 ⇒ (18) + 13 = 31
Heal Check: 1d20 + 13 ⇒ (17) + 13 = 30 more if needed

Once that's done, I'll help out with the search, while asking Valais "Are you doing ok? I know it's still hard, and going to get worse before it gets better, but just keep hanging in there. Lean on us if you need to, but we will get you through this. Them too, if we can. Who knows what that bastard has done to them. For all we know, they could be children. . ."

Perception (upstairs): 1d20 + 11 ⇒ (1) + 11 = 12
Perception (downstairs): 1d20 + 11 ⇒ (6) + 11 = 17

Perception (next door/room): 1d20 + 11 ⇒ (5) + 11 = 16


Core Helms ! Wizards Wanted Gameday X

Garinol stabilizes the two imp-creatures before checking the doors and Theo's leading the Pathfinders into the next room.

(from spoiler above...)Maps of varying sizes drawn on paper, papyrus, and parchment of dozens of styles cover the walls of this chamber. Most of these bear sketched annotations of some form or another, and bare, rectangular spaces in the cartographic wallpaper attest to maps that have been hastily removed. An enormous parchment map of the Worldwound dominates the east wall above a solidly built wooden desk covered in a haphazard array of books and papers. Scores of charcoal symbols and indicators dot this map, pointing out sites of interest that are named less often than not. A hand-sized statue of a fiend stands on top of the desk.

"That's a glabrezu demon, very powerful of their kind." Enora looks at the statue as her eyes glow with an amethyst color. "And it has a powerful magic on it," she warns.

Theo makes a study of the maps and notes most of them are from the Inner Sea Region. He notices a spot marked with his hometown and another on an area of the Five Kings Mountains. He then quickly determines that most of the annotations relate to sites tied to dwarven history. +2 circumstance bonus (dwarf) is enough (based on your 'perception' roll :)

Of the desk he can make out very little, the notes are in Abbyssal Dwarven and Common. even with the +2 +2 bonus for speaking two of those languages, Theo's Linguistics check is not enough to reveal it all. Garinol & Savage will also get a +4 on the Intelligencd/Linguistics check.

Careful as he is to avoid the statue, it turns its head when he approaches the desk. Then it opens is mouth and begins to speak. "Ah, Thurl, you’re back. I trust your little vacation to Jormurdun was pleasant and that my brethren did not demolish your laboratory in their conquest of Nerosyan. Now that I know where you are, I shall join you shortly. There are plans in motion that go far beyond our original compact, and I wish to make you a part of them."

The voice booms deeply from such a small source and the room seems very quiet after if finishes.

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 will take a look at all of the papers

linguistics: 1d20 + 7 ⇒ (20) + 7 = 27

-Posted with Wayfinder

The Exchange

N Dwarf Ranger 9
Venture Teller Play b'Post wrote:
Of the desk he can make out very little, the notes are in Abbyssal Dwarven and Common. even with the +2 +2 bonus for speaking two of those languages, Theo's Linguistics check is not enough to reveal it all.

Yes, one rank in a cross class skill with an -1 stat bonus, does not a high modifier make =) But at least I get to make a roll!

Little Foot goes instantly on guard as the statue starts speaking, looking for a moment like he's going to smash it with his weapon.

After a moment he calms down, however, when it becomes apparent that whoever is speaking is not aware of who he's speaking to.

"Clearly Thurl wasn't working alone in all this." He growls.


Core Helms ! Wizards Wanted Gameday X

The silence of the room remains palpable as the Pathfinders spend a minute searching through the notes for evidence.

Valais whispers, "Something is coming. Another of her voices repeats "SOMETHING IS COMING," and another finishes, "We should not be here."

The research continues....

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)

Linguistics (with +4) Aid Another: 1d20 + 12 ⇒ (2) + 12 = 14

"The statue itself should be nearly perfect evidence that he betrayed the Society. Perhaps, a priest of mage can use it to trace the magical path back to the speaker." as I try to place the statue in a sack without touching it directly, and then the sack into my backpack.

"What do you think of the maps? Mind if I take a look?"

If we have a few minutes, again, I'll try to take quick, but clear notes in my journal about what's going on.

"And for these two? It seems that I have lost my rope (Unless I'm just not seeing it, how the heck did I get to Lvl6 without a Rope!!!), "We could bind them and see if they have any answers, if someone has a means too. I believe my Manacles are two large, even for them, and even so, I only have one sized for Halflings, not two."


Core Helms ! Wizards Wanted Gameday X

The vermin, which had been following you throughout the tunnels and had concentrated around the cauldron's mixture, suddenly all turn and run.

The party's research continues.

The Exchange

N Dwarf Ranger 9

Have we managed to find any clues here? Don't think we're getting better then the 27 linguistics Savage managed.

Little Foot eyes Valais oddly, as she starts to act odd yet again. "What's coming?" He asks, looking around.

Perception: 1d20 + 13 ⇒ (16) + 13 = 29

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

With all of the creatures running away and knowing something is wrong and about to happen Savage will cast stone discuss and hold it untill he sees what ever is coming

-Posted with Wayfinder


Core Helms ! Wizards Wanted Gameday X

The ground trembles and a thunderous whomp happens somewhere behind you. It is followed by a wave of water crashing through the halls.

The evidence gathering is/was successful. Like the other attempts it takes some time....

The Exchange

N Dwarf Ranger 9

Don't mind it taking time... just wasn't sure if we actually found anything is all =) You didn't say other than that Theo couldn't make anything out

Did Valais reply to Theo's question at all? Or is she going into crazy-mode again?

Little Foot scowls at the sound of the glass and water. "What in the nine hells...." He mutters, looking back towards the doorway.

"The larvae? Or those two monstrosities in the tanks by the exit?" He asks. "Or something worse."

Were the sounds close or far?

He quickly starts shoving any remaining notes and journals into the bag. "We need to get moving, or we might not have a way out anymore."

He makes his way to the door to calm down a suddenly agitated Fairbeaks.

Oh, say, can I use that oil of magic fang we found on Fairbeaks? If we do have to fight something on the way out, might be helpful


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

Enora's been pondering the statue. "The statue has such a simple spell: magic mouth. Yet is registers as very powerful magic. It must have a mighty source.


Core Helms ! Wizards Wanted Gameday X

Perception DC 18:
One of the glass vats in the first room you entered shatters. It's contents scream as the water splashes on the floor.

After ten minutes the Pathfinders turns up a folio entitled The Grimoire of the Beast, which contains detailed instructions regarding the worship of Baphomet—recognizable (from info earlier info check) as the demon lord of beasts, mazes, and minotaurs. Notes stuck in the book’s pages suggest Thurl studied this text in depth, and one section details dozens of hand signs, secret handshakes, and other body language that believers might use to signal to one another their true allegiance. The notes regularly reference someone named Karsos, whom Thurl describes "as a mentor."

Also among the desk items are three magical scrolls, and two packets of dust.

*bing bing* the party has gained two evidence points. Also see the handout on the map.

"He comes!" Valais shouts. She leaves the room in a panic.

The Exchange

N Dwarf Ranger 9

Little Foot is just finishing applying the oil to the much aggrieved axebeak, when Valais goes running past in a panic.

"What the..." He exclaims before breaking into a long string of Tien curses. "Where the hell is she going?"

"Garinol, can you rein her in? You seem to be able to talk her brand of crazy."

Perception: 1d20 + 13 ⇒ (15) + 13 = 28

Still cursing, he calls a quick command to Fairbeaks, and starts chasing after the woman. The bird, for once, seems all to happy to follow.

"That glass breaking sounded like those vats by the stairs." He calls back. "She runs into that, I doubt there'll be any kind of sisterly solidarity just cause she's all demoned-up too"

"Lets go, before we're fighting on two fronts!"

Not sure where we're supposed to be... but can't imagine her running off on her own is a good idea.

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)

Perception: 1d20 + 11 ⇒ (1) + 11 = 12

Taking a moment to study the blasphemous book, and take note of the notes within it, I'll stuff it safely away in my Haversack, (if no one else does). Next, turning my attention to the desk

Spellcraft (Scroll 1): 1d20 + 9 ⇒ (8) + 9 = 17
Spellcraft (Scroll 2): 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft (Scroll 3): 1d20 + 9 ⇒ (11) + 9 = 20

Spellcraft (Dust): 1d20 + 9 ⇒ (9) + 9 = 18

Seeing dear Valais begin to freak out, and agreeing with Theo, "I'll get her.", and also begins chasing after the VC, though his intentions are more to find and protect here that the call to battle, or avoidance of it.

The Exchange

N Dwarf Ranger 9

Heh... why spellcraft the scrolls? That's what read magic is for =)

Theo will let Garinol take the lead as they chase down the errant venture-captain.


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

"I'm with Valais. We have what we came for right? Let's go." Erinol follows after the VC.


Core Helms ! Wizards Wanted Gameday X

Theo, not sure if I answered this: Valais does not know what is coming, just that it is very powerful (Enora also sensed the power.) I need to make sure everyone is on the map accurately. If this were in rounds the round 1 would be right after the note was found. Valais, Eronal & Garinal (double) moved, Theo applied oil to axebeak. I need to know what everyone wants to do for the next couple of 'rounds.' If you want we can go into initiative.

The Exchange

N Dwarf Ranger 9

I just assumed she got all panicky and ran off. =) So its all good.

As for the rest, apply the oil then follow the others... I assume back towards the entrance... unless other factors intervene.

Though hopefully we can get a leash on Valais before she charges into whatever's waiting for us back near the entrance

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 going after VC Valias, so double moving. Is it possible to mark what direction "something" is coming from?

"Come back, lady. What? What is coming. I told you we would protect you. Here, I have something for you, but you need to stand still."

Enhanced Diplomacy: 1d20 + 13 ⇒ (8) + 13 = 21

If she stops so I can get close, I'll draw and use my wand of Disguise Self to make VC Valias appear as a young adventureress-mage.

"Come, help us with this will ya, then we can leave this place and turn this in so Thrune can get what is coming to him."


Core Helms ! Wizards Wanted Gameday X

She looks over her shoulder with honest bewilderment at the question. From where? From hell! she answers as she continues running.

Retrieving the wand is a move action, so she will get ahead of you. Diplomacy is a full minute action (and she is already helpful to the pathfinders.) Disguise self is a personal spell.

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 wasn't sure how she would react, so I wasn't sure how many actions would be required. I was intending to give the wand to her to try to use. The Diplomacy was, well, there really isn't any roll appropriate outside of Diplomacy to try to get her to stop. The question about where was OOC. I mean where on the map are we hearing these sounds coming from? It's really hard to do anything when we really, OOC don't understand what is going on.


Core Helms ! Wizards Wanted Gameday X

I will go into a little bit more detail post scenario, but this part isn't written very clearly. Two other things contribute to the confusion which is probably on me. My apologies for that, but please ask questions if you are confused. :) You did ask a question & I misread it as in character. (yeah the OOC formatting is quite clear, I am just that big of a dork.) Apologies for that, not being able to gather non-verbal clues due to PbP is just a nature of the beast. I am trying to be vague to avoid railroading, but again with PbP it is confusing more than it needs to be.

The answer: The glass breaking was a perception check, though Theo determined it was from the incubation vat in the first room. The earth-shaking was all around you. It splashed water from the area you haven't been in. Valais felt something akin to a shiver, not something one could hear.

Do you wish to keep exploring? Do you wish to follow Valais? That answer will let me push on to one of two options.

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)

Sorry, I'm extremely frustrated with PFS PbP right now. I DM much more than I play, and I'm playing in 4 games right now, with three of them I'm at the point of just telling the DM to count mine and other characters as dead and failed. Most of the table is just not having fun and it's been about two weeks of this. I know I failed the Perception check, but I just wasn't sure if there was any more obvious noise as I'm right by the stairs Theo pointed out. I'm also a little unclear on where we are, time wise. Originally you had said "I need to know what everyone wants to do for the next couple of 'rounds", but then seemed to not like when I tried to give a few different actions to attempt.

I'm going to follow Valias, I just don't know what else I can do to get her to stop. It's a weakness in the system, not you, as I don't want to attack her, even for nonlethal, so the only real option for words is Diplomacy, but like you said the rules don't actually follow logic. My intention is to stay with, protect, and try to calm her, so I guess I'll just keep double moving, even if it splits the party, which we all know is a bad idea.

The Exchange

N Dwarf Ranger 9

Valais ran off. Garinol went after her. Theo went after her. Enora went after her. Savage... dunno... he's not posted in a while..

Seems like we're all already going after her.

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 for the, your game IS NOT one of those games I'm frustrated with. :P

I meant that as something going on in other games are making it difficult to play, not your game is. Sorry. I am enjoying this game, just not understanding it completely.


Core Helms ! Wizards Wanted Gameday X

I just wanted to be sure everyone was following. There was mention of studying scrolls, & potions & wands. I shall reposition everyone on the maps for the start of the next event. We shall then get into something a little more familiar to everyone: Roll initiative!

Valais flees with Garinol close behind. Eronal and Theo follow though not as quickly. All the larva are spinning circles in their vats, terror keeping them from sitting still but with no where really to go. The library is flooded with murky water that must have splashed over the stairs. The stone floor is covered in the putrid liquid.

As Garinol passes the communication room, he sees lines of red blood forming letters on the door. By the time Theo passes the door it has dried into the letters similar to those inside. It warns: "He comes!"

Valais flees into the incubation room. One of her 'cousins' has broken from its vat. It strikes at her as she attempts to run by.

ini: 1d20 + 3 ⇒ (9) + 3 = 12 (if you beat a 12, post an action). AoO: 1d20 ⇒ 17

The Exchange

N Dwarf Ranger 9

Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

For the record, I still think you should roll the initiatives for us... things move slowly enough as is! =P

We're really that far behind? Oi.

Anyway, double move (60') for Theo and the bird.

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)
Venture Teller Play b'Post wrote:
I just wanted to be sure everyone was following. There was mention of studying scrolls, & potions & wands. I shall reposition everyone on the maps for the start of the next event. We shall then get into something a little more familiar to everyone: Roll initiative!

I did roll Spellcraft checks to try to identify above. I do have Read Magic as well, (sorry I assumed it went without saying).

Garinol wrote:


Spellcraft (Scroll 1): 1d20 + 9 ⇒ (8) + 9 = 17
Spellcraft (Scroll 2): 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft (Scroll 3): 1d20 + 9 ⇒ (11) + 9 = 20

Spellcraft (Dust): 1d20 + 9 ⇒ (9) + 9 = 18

I didn't see a potion. :P

Init: 1d20 + 6 ⇒ (13) + 6 = 19

I'll take a Full Round Action to Double Move, (possibly drawing an AoO) as I do, to go to the other side of what ever it is attacking Valais.

I do have Mobility, so AC for the AoO would be AC: 26. FF: 21, T: 19


Core Helms ! Wizards Wanted Gameday X

The stitched eidolon has the lower body of a serpent (much like a marilith’s) patched together from a dozen different creatures, and its upper half is that of a wormlike vermlek with four extra arms borrowed from a nabasu demon. The creature strikes at the venture captain again, and then swings a huge fist that is disturbingly quiet for its size as Garinol passes.

The second creature smashes at it's vat spewing water & glass shards all over. This eidolon is stitched together from the body of a succubus and the arms of a dretch with a visage made entirely of quasit faces.

The arcanist passes Theo and rounds the corner. She shouts something arcane and the world seems to slow down for everyone. (haste. Valais just attacked by the creature unleashes a fury granted by her new form and bites, slashes, and gore the creature.

AoO: 1d20 + 13 ⇒ (10) + 13 = 23, crunch: 2d8 + 5 ⇒ (2, 6) + 5 = 13
glass: 1d20 + 13 ⇒ (4) + 13 = 17, crunch: 2d8 + 5 ⇒ (8, 2) + 5 = 15

please note, I got the size of the creature wrong (looked at the wrong tier). Also I might have called it an attack of opportunity, but the attack against Valias was a surprise round. If that changes your desire to provoke an AoO, just say so.

R1
Valais (22): attacks creature
Garinol (19): double moved (retcon?)
Theo (17): double moved.
Eronal (17): moves forward and casts haste
R Stitched horror (12): attacked V
G Stitched horror (12): smashed glass
Savage: delay

Val: 1d20 + 7 ⇒ (15) + 7 = 22, Eronal: 1d20 + 2 ⇒ (14) + 2 = 16

V: claw 1: 1d20 + 14 ⇒ (7) + 14 = 21, dmg: 1d6 + 4 ⇒ (1) + 4 = 5 plus acid: 1d6 ⇒ 1
claw : 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30, dmg: 1d6 + 4 ⇒ (3) + 4 = 7 plus acid: 1d6 ⇒ 2
gore: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16, dmg: 1d6 + 4 ⇒ (4) + 4 = 8 plus acid: 1d6 ⇒ 3
gore: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27, dmg: 1d6 + 4 ⇒ (4) + 4 = 8 plus acid: 1d6 ⇒ 5


Core Helms ! Wizards Wanted Gameday X

Valais attacks again, her claws seeming to only break through sometimes.

R2
Valais (22): attacks creature
Garinol (19): <--here now
Theo (17): <--here now
Eronal (17):
R Stitched horror (12):
G Stitched horror (12):
Savage: delay

V: claw 1: 1d20 + 14 ⇒ (5) + 14 = 19, dmg: 1d6 + 4 ⇒ (1) + 4 = 5 plus acid: 1d6 ⇒ 1
claw : 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19, dmg: 1d6 + 4 ⇒ (5) + 4 = 9 plus acid: 1d6 ⇒ 3
gore: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31, dmg: 1d6 + 4 ⇒ (4) + 4 = 8 plus acid: 1d6 ⇒ 6
gore: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19, dmg: 1d6 + 4 ⇒ (6) + 4 = 10 plus acid: 1d6 ⇒ 2

The Exchange

N Dwarf Ranger 9

Am going to assume the vat spaces are occupiable? if not can adjust Theo and the bird to compensate.

Unfortunate time for Savage to go awol =) Perhaps his first round could just be to move closer? (So that haste would have affected them as well?)

Little foot, now moving considerably faster, attempts to move into the room and avoid the strange creature's long reach.

Acrobatics to avoid AoO: 1d20 + 2 ⇒ (13) + 2 = 15 (was sure I had ranks in acrobatics when I started typing this =) But alas)

"Are you daft woman!?" He grumbles in annoyance at Valais.

"Wha the hell are these things?" He quickly adds, seeing the strange abominations What knowledge skill might apply here to ID these?

He then takes a swing at the nearer one, with his weapon, calling for Fairbeaks to attack as well.

Melee Attack, PA, haste: 1d20 + 10 + 2 + 1 ⇒ (7) + 10 + 2 + 1 = 20, for 1d10 + 11 ⇒ (9) + 11 = 20 damage (B, Magic)

The bird moves partway into the room as well. Though part of it is in the narrower doorway, it does not seem hindered in the least, and attacks the creature with an angry squawk as soon as it can reach.

Bite Attack, PA, haste, MF: 1d20 + 8 - 2 + 1 + 1 ⇒ (13) + 8 - 2 + 1 + 1 = 21, for 2d6 + 13 + 1 ⇒ (1, 6) + 13 + 1 = 21 damage (B/S/P, Magic).


Core Helms ! Wizards Wanted Gameday X

Knowledge (planes) DC 17 (iirc). Let me know what information you'ld like as they are kind of unique. You can occupy the vat's space, but the broken glass affect the area like caltrops.

I will move & haste Savage.

The Exchange

N Dwarf Ranger 9

Sounds good. I'll stay on the glass then.

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 ⇒ (15) + 4 = 19

sorry for delay. if i can retcon for round 1 savage and razor will move up into room

Round 2

Savage will move 60ft into room. because i held my spell earlier can i release it now or is it a standard to release? Non touch spell?

razor will full attack crazy thing with haste.

talon 1: 1d20 + 8 ⇒ (11) + 8 = 19

Dmg: 1d6 + 1 ⇒ (3) + 1 = 4

talon 2: 1d20 + 8 ⇒ (1) + 8 = 9

Dmg: 1d6 + 1 ⇒ (4) + 1 = 5

talon 3 haste: 1d20 + 8 ⇒ (16) + 8 = 24

Dmg: 1d6 + 1 ⇒ (6) + 1 = 7

bite: 1d20 + 8 ⇒ (13) + 8 = 21

Dmg: 1d4 + 1 ⇒ (3) + 1 = 4


Core Helms ! Wizards Wanted Gameday X

The later attacks of a held charge are a standard (requires a touch attack). Holding a charge is related to touch attacks, which this spell isn't. Knowing that, you would have had a double move earlier and only need a move this round. As the discus attack is a free action as part of casting it will take your standard either way. I hope that all makes sense, the short answer is to attack with the discus now. & Welcome back :)

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

ok i was jw. He will move to current then location and cast. Using full move on round 1 and 30ft round 2

Attacking the big guy

stone discus: 4d6 ⇒ (5, 6, 3, 2) = 16

-Posted with Wayfinder


Core Helms ! Wizards Wanted Gameday X

ranged attack needed for the discus :)

The Pathfinders team up against the first creature, but it does manage to swing at the tumbling Theo. It doesn't drop yet, but it is not looking very good.

AoO v Theo: 1d20 + 13 ⇒ (6) + 13 = 19, whomp: 2d8 + 5 ⇒ (5, 2) + 5 = 12
61

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

Wow my bad lol

ranged touch attack: 1d20 + 5 ⇒ (15) + 5 = 20

-Posted with Wayfinder

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)

Sorry everyone, internet here on base has been extremely poor these last two days, and I was not able to get on yesterday. Double moving is fine for me.

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