[PFS] PbP Gameday IV: GM Brew's 7-02 Six Seconds to Midnight (Inactive)

Game Master Wicked Brew

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Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

ref save: 1d20 + 1 ⇒ (2) + 1 = 3
ref save: 1d20 + 1 ⇒ (4) + 1 = 5

What in the hell! Unless I rest this axe in a witch's cleavage, I'm getting no cold iron in this fight.

Caoilte backs away from the flame cursing up a storm and moves to confront the dog faced gremlin at his 10 o'clock.

atk: 1d20 + 8 ⇒ (8) + 8 = 16
atk: 1d20 + 8 ⇒ (13) + 8 = 21
dmg: 1d20 + 6 ⇒ (1) + 6 = 7

Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Tarek also gives himself some space from the flames and advances on the closest Fey.
I have nothing that will assist us in this fight. Time to get a little creative and pounce on these destructive nuisances.
Grapple Combat Maneuver: 1d20 + 5 ⇒ (13) + 5 = 18
if I read the description correctly there should be additional bonuses for grabbing smaller targets. Tarek did not draw a weapon yet. He will either slip his shield across his back or drop it when he gets close to the Fey so he does not get any negatives

Grand Lodge

Male Half-Elf Ranger/3 Init+9|AC19,T13,FF16|HP26/26|F+4,R+6,W+2|Dag+5(1d4+2/19-20),LS+5(1d8+2/19-2 0),MWCLB+7(1d8+2/×3),Fav En Hum+2Hit,+2Dam|Climb+3,Hndl Anml+7,Heal+5,Percp+3(+5 hum),Ride+4,Stlth+9,Surv+7(+9vhum,+8track),Swm+3|Rac Mod:+2 Percp|SacTch|Fav Trn +2

Eloriand backs up a little and delivers another round of ranged fire, not knowing what else to do.

Roll:

MWCLB Attack: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 (+2 Urban, Precise Shot)
MWCLB Attack: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 (+2 Urban, Precise Shot)
MWCLB Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Perception: 1d20 + 5 ⇒ (14) + 5 = 19 +2 more if Humans are involved, +2 for Urban


Caoilte ducks out of the way of the rolling ball of flame and heads toward one of the pesky fey. He give the canine like mite a good slash. The gremlin takes a step back and wrinkles its face. Caoilte takes hp damage from the sphere from the round before.

Kat takes a pot shot at the gremlin in the window, but the arrow clunks in window sill.

Havelock sends arcane power through his ominous black blade. He slices at the nearest gremlin, hitting it twice and discharging arcing electric power into the small fey. The fey falls to the ground, bleeding.

Izzy up.

Scarab Sages

Male Human Rogue 4 |Perc +7 | Init +8 | Fort +2, Ref +8, Will +1 (+2 trait bonus vs. fear) | AC 16| HP: 27

Cold Iron?!? Isador glances towards Eloriand That piece of information would have been helpful BEFORE we started the fight.

He swings his bow towards the nearest gremlin and takes another shot.

Perhaps we can bribe them with some of that fancy drink that you used earlier.

Actions:

Attack (MW Shortbow): 1d20 + 8 ⇒ (8) + 8 = 16

Damage (Arrow): 1d6 + 1 ⇒ (1) + 1 = 2


Isador plunks another gremlin, but the arrow bounces off the tough little bugger.

The gremlins continue to harass the Archons!

The insect like gremlins throw debris and broken furniture at the party while taunting them in the language of the wood.

The last remaining dog face gremlin barks once pointedly at Caoilte and runs away into the forrest.

Tarek attempts to corral one of the gremlins, but the small fey is too nimble and slips the oracles grasp!

End round 2, begin round 3

Eloriand dials into one of the remming gremlins. The creature winces but remains standing.

The flaming sphere begins to move, careening back into Caoilte. The fire once again burns the seasoned warrior.Caoilte takes 15 hp, REF save v DC 15 for half.

A shimmer washes over Havelock. Lock, make a will save v DC 14.

The party is no longer required to roll twice for saves attacks etc. Caoilte is up.

doubles:

Tarek second roll: 1d20 ⇒ 9
blah: 1d20 - 3 ⇒ (7) - 3 = 4
boo: 1d20 - 3 ⇒ (10) - 3 = 7
bruns: 3d6 ⇒ (3, 6, 6) = 15

Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

ref save: 1d20 + 1 ⇒ (3) + 1 = 4

Gods! Can someone do something about this flame.

I'll move south trying to draw the flame away from the party.

Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

Brew, I took 15 HP of damage this round. You said I took damage the previous round but I don't know what the count was.

Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Caoilte, I have nothing to extinguish the flames but if you move closer to the fountain we may be able to put it out there
GM:How big is the great ball of fire? Could Tarek diminish it's size or put it out with create water ability? Think it creates 2 gallons of water

Tarek focuses divine healing on Caoilte and empowers the spell with additional healing benefits.
Cure Light Wounds: 1d8 + 3d6 + 50 ⇒ (2) + (4, 4, 4) + 50 = 64

Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Not sure what happened there
Cure Light Wounds: 1d8 + 3 ⇒ (4) + 3 = 7
add 50% to healing. Tarek expends 1 use of empower a healing spell

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

Reflex Save: 1d20 + 2 ⇒ (13) + 2 = 15

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

Feeling the odd shimmer, I think what it could be.

Arcane Knowledge: 1d20 + 11 ⇒ (14) + 11 = 25

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Not waiting around for, I move up to the pine cushion made gremlin that El has been shooting at and swing.
88 Attack: 1d20 + 7 ⇒ (1) + 7 = 8

Missing gloriously, I hope my less that effective swordsmanship at least causes the creature to be distracted enough to allow El to nail it with more arrows.


The sphere of fire once again burns the party's warrior causing serious damage. The brave fighter moves away from the party in an attempt to draw the danger from his weaker allies. Tarek, ignoring the danger, rushes to Caoilte's aid and administers healing magic to the badly burned axe man. Total damage to Caoilte was 29, then healed 7 by Tarek, so 22 damage leaving Caoilte at 12 hp by my count.

Havelock shakes off the spell levied at him and strikes at the gremlin in the window but he cannot reach the little fey taunting the agents.

Spellcraft Check:

Havelock recognizes that spell levied at him was most likely a sleep spell.

The gremlin by the fountain hisses at the party and runs off into the night. Seeing the last of his fellows flee, the window gremlin disappears into the building. The flaming sphere stops and collapses on itself until it dissipates completely. About ten feet to Caoilte's south a tine dragon like creature winks into view. It gives Caoilte a malevolent stare then calmly flies off into the night, no longer wishing to take on the Archons without it army of gremlins.

Out of combat.

As the fey forces flee, Mayor Ogden emerges from the chaotic crowd. Wind whipping her hair she fights the wind and makes her way to the party's location. Pathfinders! Thank you for defending my town against those blasted fey. I hate to add to the complexity of the situation, but as you were fighting the gremlins I saw another group of them enter the clock tower from over there she points to the tower, indicating the gremlins entered from the east I am sure I do not have to tell you what those little monsters can do to the experiment! She offers the agents a pleading look.

Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

Brew your count is correct except I think Tarek's spell healed more with the empower effect. 7hp + 3.5hp (+50%) = 10hp assuming this spell defaults to the round down rule. That would leave me at 15 HPs.

Caoilte thanks Tarek. I needed that and I might need more

To the mayor Caoilte says I think the question of what them things might do to your experiment hinges on what we might do to them. Our weapons proved a bit less effective than I was expecting. Do you have any solutions to that problem?

Grand Lodge

Male Half-Elf Ranger/3 Init+9|AC19,T13,FF16|HP26/26|F+4,R+6,W+2|Dag+5(1d4+2/19-20),LS+5(1d8+2/19-2 0),MWCLB+7(1d8+2/×3),Fav En Hum+2Hit,+2Dam|Climb+3,Hndl Anml+7,Heal+5,Percp+3(+5 hum),Ride+4,Stlth+9,Surv+7(+9vhum,+8track),Swm+3|Rac Mod:+2 Percp|SacTch|Fav Trn +2

We should be heading in to the tower to chase those gremlins out. Eloriand looks around at his comrades for confirmation. After a short pause, Does anyone happen to have an empty flask or vial handy?

Roll:

Perception: 1d20 + 5 ⇒ (5) + 5 = 10 +2 more if Humans are involved, +2 for Urban


You are correct Caoilte, I missed the empowered text.

The Archons, sensing their task is at hand, heed Mayor Ogden's warning and head to the clock tower. They arrive after a minute only to discover the door of the clocktower locked. The first floor windows are similarly locked, but Kat spies an open window on the second floor. The door does not appear to have any locking mechanism to tinker with but may be forced. The window locks are quite complex and will likely take a full minute of work to even attempt to jimmy.

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

Darn, its locked, guess we can't get in. Shall we go back to the inn?

With a smirk, I shake my head. With a lowered voice We got to get in. I say we try to forced this door, while our more nimble and graceful sister try to get in through the second floor. The noise might distract the fey. We all go in the first way we can...as a team.

Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Before we go rushing in, I think we need a better plan. We have no way to injur these Fey without magic or cold iron. I have no spells to aid us with this issue. Tarek looks to Eloriand as he begins to reach for his scroll case a remove a parchment I do not have a flask but if you have an idea that will help then I will search a shop for one Tarek then turns to Caoilte as he begins to prep his healing scroll. Let's see if we can patch you up a bit more
Tarek begins reciting the divine words of healing
Cure Light Wounds Scroll: 1d8 + 1 ⇒ (7) + 1 = 8

Tarek used his War blessing ability to increase the healing power of his last spell. Caoilte should have healed a total of 10 points last time


Tarek and Havelock take a moment to plan the Archons' next move. Tarek, seeing Caoilte still heavily damaged from the gloom dragon's magic flame sphere, expends some more if his innate divine power to heal the party warrior.

Roger that Taerk. I show Caoilte at 23 hp now.

As Havelock sizes up the door, he believes it may give if enough force is used. Roll a STR check if anyone tries to force the door, one party may add a +2 to this roll if they succeed a DC 15 STR check to aid another.

Grand Lodge

Male Half-Elf Ranger/3 Init+9|AC19,T13,FF16|HP26/26|F+4,R+6,W+2|Dag+5(1d4+2/19-20),LS+5(1d8+2/19-2 0),MWCLB+7(1d8+2/×3),Fav En Hum+2Hit,+2Dam|Climb+3,Hndl Anml+7,Heal+5,Percp+3(+5 hum),Ride+4,Stlth+9,Surv+7(+9vhum,+8track),Swm+3|Rac Mod:+2 Percp|SacTch|Fav Trn +2

At Tarek, My only idea for the flask was in case we had an opportunity to capture some temporal essence. Other than the info I have already provided, I do not have any advice against the fey. I think our weapons will still hurt them, but they are greatly diminished in their effect.

Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Tarek examines the tower closely, looking for any place to attach a rope to aid in climbing.

Tarek will use mage hand to guide his rope around a secure anchor point to aid anyone who wishes to climb to the window above

Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

I can attempt to force the door. There's room for some help in that. Caoilte looks up to the closest window. Kat, y'know these things nearly killed me and I wasn't doing a ton of hurt back. It's your call but, but if you go in through a window you might find yourself in a scrap and cut off from help.

str check: 1d20 + 4 ⇒ (15) + 4 = 19

The door check is just in case we try the door. I'm in favor of forcing it but won't do so until there's majority agreement and folks are ready.

Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

Nevermind the help you noodle-armed girly men, and well, girl.

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

Watching Caoilte, I add my weight behind the effort
let me help

strength help: 1d20 + 2 ⇒ (2) + 2 = 4

Waiting in Kat, I tap the door with my big toe.

Scarab Sages

Male Human Rogue 4 |Perc +7 | Init +8 | Fort +2, Ref +8, Will +1 (+2 trait bonus vs. fear) | AC 16| HP: 27

Isador watches Caolite as he sizes up the door. It does not seem too tough, I bet that one swift kick will send it wide open.

Glancing up towards the windows. I am sure that Kat and I can make short work of any locking mechanisms but I would prefer to just use the front door. He glances towards Caoilte. Now is a good time to use the universal lock pick on that front door.

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

Why be my guest Izzy

Scarab Sages

Male Human Rogue 4 |Perc +7 | Init +8 | Fort +2, Ref +8, Will +1 (+2 trait bonus vs. fear) | AC 16| HP: 27

Isador quirks an eye at Havelockk's response.

umm... Bruce force is Caoilte's department. I will let him do what he does best. *winks*


Caoilte uses his brawn to force open the front door of the clock tower after watching Havelock bounce off the door with a muffled whimper. Caoilte and Havelock enter the famed watch tower. The party once again sees the exposed gears of the tower and they turn and click to forward the time piece. Arcs of purple energy ripple from between the Clock Tower’s gears and the white stones of the walls. The pungent scent of ozone and fresh rain fills the room, and from above, the screeching sounds of metal twisting and wood breaking echoes down, hinting that there my be forces at work messing with the mechanisms upstairs.

The pair of fighters spy a strange sight in the corner of this floor. A large sack is bouncing up and down, grumbling and grunting in a strange low pitch gibber. The magically altered thing seems to take note of the recent visit and turns menacingly toward the party.

Initiative Order:

  • Eloriand
  • Kat
  • Havelock
  • SACK
  • Isador
  • Tarek
  • Caoilte

El is up, game on! Map updated.

A note on navigating the gears:

If anyone attempts to move through a square occupied by gears, they must make an Acrobatics check. The party is able to tell the gears will damage anyone who falls into them for any reason.

da stuff:

SI: 1d20 ⇒ 13

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

Watching the sack thing move, I keep an eye on it.
I am not sure what that thing is...but lets get up the stairs as time is wasting and I am not sure what that thing really is.


Combat round has started, El is first to act.

Grand Lodge

Male Half-Elf Ranger/3 Init+9|AC19,T13,FF16|HP26/26|F+4,R+6,W+2|Dag+5(1d4+2/19-20),LS+5(1d8+2/19-2 0),MWCLB+7(1d8+2/×3),Fav En Hum+2Hit,+2Dam|Climb+3,Hndl Anml+7,Heal+5,Percp+3(+5 hum),Ride+4,Stlth+9,Surv+7(+9vhum,+8track),Swm+3|Rac Mod:+2 Percp|SacTch|Fav Trn +2

Eloriand positions himself to get a better look, keeping bow partially taught and ready to fire if needed ....

Roll:

Perception: 1d20 + 5 ⇒ (3) + 5 = 8 +2 more if Humans are involved, +2 for Urban
Knowledge (Nature): 1d20 + 6 ⇒ (2) + 6 = 8 +2 more if Humans are involved


The party makes a hurried but cautious entry into the tower, not sure of what to make of the situation.

Eloriand gives the turning hears of the tower a wide berth as he moves into the area.

Kat moves into position and takes cover behind the frame of the entryway door. She draws her bow.

Havelock moves towards the stairs, eyeing the strange animated sack.

The sack jumps up once more and wails something undecipherable. It hops toward the party. Once it closes 15 fit in slams onto the floor with an audible plop and the party can hear the clanging of metals and bottles coming from within the sack. Suddenly, the sack opens and it's "neck" begins to ungulate as contents spill forth launched at the party:

A longsword sails out of the sack in the direction of Eloriand. Fortunately, the sword falls well short of the ranger and lands on the tower floor with a loud clang.

Next, a club sails forth in a rapid fashion, striking Havelock in the face, bouncing off his skull and leaving a noticeable gash on his forehead. Havelock takes 7 hp damage from the club.

In rapid succession, the sack launches another barrage at Havelcok and a smoldering flask launches at the magus, striking him causing the burning alchemist's fire to spread onto his person. The flames ignite, burning Havelock and do not extinguish. 'lock takes another 5 damage for a total of 12 and is on fire. Havelock may take a full round to extinguish the flames or he will take additional damage.

The fire splashes Caoilte. Caoilte takes 1 hp splash damage.

Lastly, the sack launches another flask at Havelock but this one falls short, breaking upon the floor of the tower, spilling forth its steaming bubbling contents. The acid burns and smolders where it lands.

Isador is up next.

da stuff:

random: 1d3 ⇒ 1
random: 1d3 ⇒ 2
random: 1d3 ⇒ 2
random: 1d3 ⇒ 2

ls: 1d20 + 3 ⇒ (1) + 3 = 4
cl: 1d20 + 3 ⇒ (17) + 3 = 20
fire: 1d20 + 3 ⇒ (14) + 3 = 17
acid: 1d20 + 3 ⇒ (3) + 3 = 6

dmg: 1d6 + 2 ⇒ (5) + 2 = 7
dmgf: 1d6 + 2 ⇒ (3) + 2 = 5

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

AHHHHH fire...ahhhh

I do whatever it takes to get the fire out.

Scarab Sages

Male Human Rogue 4 |Perc +7 | Init +8 | Fort +2, Ref +8, Will +1 (+2 trait bonus vs. fear) | AC 16| HP: 27

Seeing the chaos break loose, Isador moves into the room and takes a snap shot at the animated bag.

Kat! can you help Havlockk?

Attack MW Shortbow: 1d20 + 8 ⇒ (4) + 8 = 12
Damage Arrow: 1d6 + 1 ⇒ (5) + 1 = 6

Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Tarek watches in horror and amusement as the scene unfolds before him. Watching as Havelockk bursts into flames, Tarek calls upon his innante ability to create water over the Magus' head and hopes it is enough to extinguish the fire

Create Water:
School conjuration (creation) [water]; Level cleric 0, druid 0, paladin 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


The Archons engage the angry sack, though they cannot fathom what forces brought the cloth bag to life nor why it is so aggressive.

Isador snaps off a shot at the angry bundle of cloth but his hurried shot misses wide.

Tarek runs to aid the smoking magus, calling forth his innate divine power to summon a gout of water from the ether. Water pours from Tarek's hands and extinguishes the flames. Tarek's actions have doused 'lock's flames and 'lock no longer needs to take a full round action to put out the fire.

Next cometh the axeman then back to top of the order.

Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

attack: 1d20 + 8 ⇒ (14) + 8 = 22
dmg: 1d8 + 6 ⇒ (8) + 6 = 14

I hope my ancestors aren't watching me hack a sack.

Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Normally I would say that hitting an opponent in the sack is not an honorable action. In this case it seems it is our only option. Caoilte, go tear it a new one


Caoilte advances and attacks the angry sack like a hungry sailor. He gives the animated bag a mighty chop, cutting through the cloth and causing the thing to screech loudly. The bag shakes and bounces and turns its attention to Caoilte.

End of round 1. On to round 2, El is up.

Grand Lodge

Male Half-Elf Ranger/3 Init+9|AC19,T13,FF16|HP26/26|F+4,R+6,W+2|Dag+5(1d4+2/19-20),LS+5(1d8+2/19-2 0),MWCLB+7(1d8+2/×3),Fav En Hum+2Hit,+2Dam|Climb+3,Hndl Anml+7,Heal+5,Percp+3(+5 hum),Ride+4,Stlth+9,Surv+7(+9vhum,+8track),Swm+3|Rac Mod:+2 Percp|SacTch|Fav Trn +2

Eloriand, seeing the contents of the sack as a danger, loosed his arrow.

Roll:

MWCLB Attack: 1d20 + 7 ⇒ (20) + 7 = 27 (Precise Shot)
MWCLB Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Confirmation
MWCLB Attack: 1d20 + 7 ⇒ (6) + 7 = 13 (Precise Shot)
MWCLB Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

Somebody kill this thing before it gets embarrassing.

Scarab Sages

Male Human Rogue 4 |Perc +7 | Init +8 | Fort +2, Ref +8, Will +1 (+2 trait bonus vs. fear) | AC 16| HP: 27

Isador winces as his previous arrow sails wide. He takes aim again and releases another at the aggressive sack.

Actions:

Attack MW Shortbow: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 soft cover

Damage Arrow: 1d6 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Human Magus/5 Base Atk +3; AC 21, HP 47, INIT+7, PER +4, CMB +5; CMD 16 Feats: Blind Fighting, Combat Casting, Toughness, Spell Combat,Spellstrike, Acane Pool, Improved Initiative

Taking a step forward, I extend my arm out launching releasing two arcane bolts of magical energy.

Magic Missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Silver Crusade

Male Aasimar Oracle/4th/ Spells 1st:7/7 2nd:4/4 | Hp:25| AC: 22|Perc:+10| Init:+1| Fort:+1| Ref:+2| Will:+6

Tarek moves beside Caoilte, avoiding any contact with the gears, and engages the sack full of mischief

Melee Attack Falcata: 1d20 + 6 ⇒ (1) + 6 = 7


The Archons continue their game of whack a sack!

Eloriand fires off an arrow and buries it into the cloth. The sack is angry. Just missed the confirm on that one.

Kat continues to take cover from the animated cloth bag.

Havelock unleashes arcane might, blasting the sack with magic missiles.

The sack, fully enraged by the attacks, attacks the nearest foe, Caoilte. The sack slams against the warriors armor without effect.

Izzy and Caoilte then I will resolve the round.

sruff:

11

attk: 1d20 + 5 ⇒ (10) + 5 = 15

The Exchange

Female Elf Rogue (Unchained) / 3

Kat tries to quietly make her way closer to the gears before letting an arrow fly, paying more attention to their surroundings than the sack itself.

Stuff:

Knowledge (Dungeoneering): 1d20 + 8 ⇒ (3) + 8 = 11
Stealth: 1d20 + 12 ⇒ (6) + 12 = 18
Perception: 1d20 + 10 ⇒ (6) + 10 = 16 + 14 for find hidden things
Acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30

Attack: 1d20 + 6 ⇒ (4) + 6 = 10

Do the gears look like they could hold Kat's weight?

DM:

Has Kat's Linguistic skills been able to translate any of the gibberish spouted at them?

Grand Lodge

Male Human Fighter / 4, AC 23, HP 45/41, FORT +6, REF +1, WILL +0

attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 6 ⇒ (5) + 6 = 11

What sort of devilry is this?


The party fully engages the sack!

Caoilte, not taking kindly to almost being engulfed, takes a mighty swing at the sad sack and cleaves the thing in half. Numerous items, vials, and a few weapons spill forth from the split sack and the clothed menace ceases its movement.

Once the sack has been deflated, a small blue fey man appears out of nowhere, Cerotious! He flies over to the party. Pathfinders! Oh thank the heavens and streams you have come. I feared that old supply sack would be the ned of me, really. The small fey dramatically places the back of his hand to his forehead but quickly regains his composure. I believe a surge of energy from the First World gave that nasty sack it bad disposition. In any event, I have no idea what in the world is going on upstairs, but it sounds like the whole tower is being torn apart. I am NOT going up there, but I will not leave. Not when the town and her honor needs me. Not much gets by me, so I will watch the door and let you know if anyone, or anything, tries to follow you. Cerotious prepares to hunker down for guard duty then appears as if he suddenly remembers something. [b]Oh dear! I nearly forgot. Here, take this. I am not sure what it is frankly, but it literally appeared out of nowhere when I entered the tower. I snatched it from the air. I feel it may be important at some juncture.[/ooc] The blue fey man holds out a piece of parchment.

The gears move and churn, their mechanical clicking echoing throughout the tower. In the distance, the party hears the telltale laugh of the small mischievous fey they encountered earlier.

Handout posted above.

Kat:
Hey there stranger!
If anyone attempts to move through a square occupied by gears, they must make an Acrobatics check. The party is able to tell the gears will damage anyone who falls into them for any reason. So the hears will likely hold her weight but navigating them is a bit tricky and can lead to ouches. Kat did not understand any of the sack's ramblings.

The Exchange

Female Elf Rogue (Unchained) / 3

DM:

What about the initial attack outside?

The Exchange

Female Elf Rogue (Unchained) / 3

The red looks over the handout and shrugs.:

Perception: 1d20 + 10 ⇒ (13) + 10 = 23 +14 to find hidden things

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