PFS Silent Tide (Inactive)

Game Master Beckett

Summoned from the far corners of the world, the adventures meet a local PathFinder with a mission, find Yargos and the Codebook, before some great doom returns to the world.


201 to 250 of 511 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)

Galdur follows,switching the sunrod to his other hand to catch better sparkle from his rings. Then he glances to the stairs, wanting to determine if they are empty or not. moving to O14

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Having internet issues. For the last week, it has been very slow and inconsistant, but a few days ago it went down completely on my base. Shouldn't be too long, but I am not sure when I will be able to get on and post. Once you move up, you do see something.

Grand Lodge

Male Dwarf Alchemist (Trap Breaker) 1
Active Conditions:
[Heightened Awareness (+2 Per & Kn cheks) 10/10 min]
Combat Statistics:
[HP 9/9] [AC 15 | T 13 | FF 12] [Init +3 | Per +7 | Spd 20] [BAB +0 | CMB +0 | CMD 13] [F +1 | R +5 | W +3] [Bombs 4/6]
Weapons and Extracts:
[Ranged Bomb +4 | 1d6+3 F | Splash 4, Ref Neg DC 13 |Rg 20 | 20/x2] [Melee Heavy Pick +0 | 1d6 P | 20/x4] [Prepared Extracts: Heightened Awareness 0/1 | Targeted Bomb Admixture 1/1]

Borador motions to Maximo that he's going up the stairs, then creeps up the staircase carefully, peering cautiously into the room with the ropes and levers. He tries to recall the mechanics of a granary to remember how the system works. It might not prove helpful, but, he decides, you never know.

Knowledge (architecture and engineering): 1d20 + 5 ⇒ (12) + 5 = 17

Not bad. Hooray for the Breadth of Knowledge feat. :D

Liberty's Edge

Male HP 10/10, Init +5, AC: 12, T: 12, FF: 10 F: +3, R: +3, W: +3 Perception -1 <Darkvision 60ft>, CMD: 10, Male Half-Orc Sorcerer 1

Aram follows nervously, to P14.

Grand Lodge

Male Half-orc Invulnerable Rager 1

Ausk, seeing most of the party begin to move down through another path between the piles of grain, looks to Borador to see him heading in another direction; up the stairs. Following after the dwarf, he would remain close behind with his cleaver ready as they ascended the stairs. Ausk did not want to be caught off guard, nor did he want to leave a reliable ally to travel forth alone.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

My internet problems should be fixed now. I will not know for sure for 24 hours, but it should be good.

MAP IS HERE

Borador:
The levers and ropes seem to be a balancing act that allows the silows to open with ease, despite the enormous weight they hold from the grain above. This might be very dangerous, if used as a weapon against someone beneath them. . .

Darkvision 60ft or more:
Once you reach squares 15 or less, you can see figures standing on the very edge of the far wall in room 2. You see humanoid beings, in thick cloaks, that seem to be radiating a dense fog, making it very difficult to see in detail

If you do not have Darkvision:
You notice that those that can see in the dark suddenly stop, (at the row of squares 15), as if noticing something/ If you trace their gaze, it is staight ahead of you, but you see nothing but a thick fog at the furthest wall from you in Room 2.

Round 0.5, Partial Surprize Round
(If you have Darkvision, you have a Surprize round, otherwise, you are not yet sure anything is happening, yet.) <either one Move or one Standard action>

Borador: Init 10, (P19) <stealth 20> (would you like to move up with the others to Q15?)
Aram: Init 9, (P15)
Galdur: Init 4, (N20) (assuming you would continue to move with Maximo, would you like to start in M15?)
Maximo: Init 2, (N15) Though you can't see them, you are still detecting evil and on the 2nd round of it, so you do see some evil auras in that area that others are looking.

Also remember, the squares containing grain count as difficult terrain. It requires 2 squares worth of movement to move through difficult terrain (unless you make a DC 10 Str check), and you can not charge and a few similar things.

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)
DM Beckett wrote:

** spoiler omitted **

Round 0.5, Partial Surprize Round
(If you have Darkvision, you have a Surprize round, otherwise, you are not yet sure anything is happening, yet.) <either one Move or one Standard action>

Galdur: Init 4, (N20) (assuming you would continue to move with Maximo, would you like to start in M15?)

Some shady folks in there! err... Literally. They are... making smoke. Galdur throws the glow rod through the door to the north, hoping to light up the whole of the new room.

aye start next to M in M15

Grand Lodge

Male Dwarf Alchemist (Trap Breaker) 1
Active Conditions:
[Heightened Awareness (+2 Per & Kn cheks) 10/10 min]
Combat Statistics:
[HP 9/9] [AC 15 | T 13 | FF 12] [Init +3 | Per +7 | Spd 20] [BAB +0 | CMB +0 | CMD 13] [F +1 | R +5 | W +3] [Bombs 4/6]
Weapons and Extracts:
[Ranged Bomb +4 | 1d6+3 F | Splash 4, Ref Neg DC 13 |Rg 20 | 20/x2] [Melee Heavy Pick +0 | 1d6 P | 20/x4] [Prepared Extracts: Heightened Awareness 0/1 | Targeted Bomb Admixture 1/1]

Borador slips back to the group as they prepare to converge on the next room, just in time for Galdur to throw his sunrod into the next room. He ducks back, trying to move with the shadows as they skip across the wall. Really wish he hadn't done that,' he thinks with a silent sigh. Holstering his mace, he takes one of his pre-made bombs and prepares to toss in the catalyst and chuck it, should things go sour. And I reckon they're about to, he adds to himself grimly.

Silver Crusade

HP 79/79 (97/97 raging), Init +2, AC: 19 22, T: 12, FF: 19, CMD: 21 (-2 for Rage), F: +12, R: +5, W: +9, (+4 vs Wind, +2 vs Spells, Poison, +2 vs Party Spells, immune to fog/mist/smoke, Protect from Evil) Perception +10 <Darkvision 60ft, Heightened Continual Flame>, CG Asgardian (dwarf) Warpriest 6/Blood Rager 3 Avenger 9, Mjolnir: +8/+3, 2d6+12, Ranged: +11/+6, 2d6+7 (20/x2) B

Ok. Will be on in a few hours to move things along, but do remember that the point of this task is to save the grainery. . .

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As the light is flung into the room, 3 robed humanoid figuers can be seen with some sort of larg sack in squares O4, P4, and Q4. As the light enters the ground, and the sunrod bounces off the ground to rest in the grain in N7, the three turn to face you. Their emotionless, skeletal faces are less obscured by the fog iminating from them (definetly not smoke).

They seem to be planing small vials from the sack into the grain stores above, drop them back into the sack and place it on the ground, before drawing ancient sickles <on their turn>.

DC 10 Perception check:
You notice that with all the motions they make, absolutely no sound comes from their squares. No foot steps, not drawing of the weapons, no clanging of the sack when dropped, nothing. . .

Maximo:
I'm getting a little confussed on the rounds, so what I'm going to do to bypass it is say that your surprize round action was to concentrate on Detcting Evil (for the 3rd round). Your Taldor sense is tingling, so give me a quick Wis check please. You notice 3 distinct auras of vile evil as the three figures above, and. . .

Ausk: Init 21, (?) <?>
Borador: Init 10, (P19) <stealth 20>
Aram: Init 9, (P15)
Galdur: Init 4, (M15) <Throws in the light>
Maximo: Init 2, (N15) <seems to be lost in a divine vision>

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)

Perception: 1d20 ⇒ 3 What a wonderful emerald ring I have.
heh character flaw played out for me in the dice :)

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

Perception 1d20 + 1 ⇒ (6) + 1 = 7 Hmm.. Galdur sure has a wonderful emerald ring.
Wisdom 1d20 + 1 ⇒ (15) + 1 = 16

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Maximo:
Your wisdome check lets you know that while you only see 3 individuals, there are 5 auras of the same strength comming from this room, but 2 are a little closer and towards the right and left walls.

Grand Lodge

Male Dwarf Alchemist (Trap Breaker) 1
Active Conditions:
[Heightened Awareness (+2 Per & Kn cheks) 10/10 min]
Combat Statistics:
[HP 9/9] [AC 15 | T 13 | FF 12] [Init +3 | Per +7 | Spd 20] [BAB +0 | CMB +0 | CMD 13] [F +1 | R +5 | W +3] [Bombs 4/6]
Weapons and Extracts:
[Ranged Bomb +4 | 1d6+3 F | Splash 4, Ref Neg DC 13 |Rg 20 | 20/x2] [Melee Heavy Pick +0 | 1d6 P | 20/x4] [Prepared Extracts: Heightened Awareness 0/1 | Targeted Bomb Admixture 1/1]

Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Hmmm... What's that shiny thing Maximo's looking at? :D
Question: are the ropes/pulleys/etc. visible from down here? If so, I'm thinking of a diabolical plan. :P

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

"Beware, my friends." Maximo warns, gesturing with his hammer to the sides of the room. "I sense two more minions of evil hiding in the shadows. One to our left and another to our right."

Grand Lodge

Male Half-orc Invulnerable Rager 1

Ausk (currently in space Q19, having been following Borador) was unable to see what was happening on the other end of the granary, but could tell from the others' reaction that something was happening. But unlike Borador who would move to the others, Ausk decided to move around the dwarf and try to see from a new angle by ascending the stairs to the floor above; cleaver firmly gripped in both hands.

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)
Maximo Interresante wrote:

Perception 1d20+1 Hmm.. Galdur sure has a wonderful emerald ring.

LOL
Borador wrote:

Perception: 1d20+1

Hmmm... What's that shiny thing Maximo's looking at? :D

ROFL

Nice guys! that was good

Liberty's Edge

Male HP 10/10, Init +5, AC: 12, T: 12, FF: 10 F: +3, R: +3, W: +3 Perception -1 <Darkvision 60ft>, CMD: 10, Male Half-Orc Sorcerer 1

Sorry, guys, been having computer trouble all week.
Aram, who up to this point had been staring in horror at the shadowy figures, snaps out of it and readies the spell 'Acid Splash'.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Borador wrote:
Question: are the ropes/pulleys/etc. visible from down here? If so, I'm thinking of a diabolical plan. :P

Yes they are. It seems to be ropes that run along the cieling to each of the silor hatches, so that from the little control area, one can pull a lever to open each of them individually, as well as each of the silos having a latch that can be released from within a 5ft square of the individual silo, (if one has a way to reach up 10ft, or possibly jump). If that is not clear, let me know.

[ooc]@ Ausk: You actually have a standard or Move action prior to the skeleton-like figures noticing you, and can see them with Darkvision prior to the light being thrown in, if you want to use it. [b]Also, can I get a Perception check real fast, please.

@ Aram: What are you readying the spell against?

Grand Lodge

Male Half-orc Invulnerable Rager 1
DM Beckett wrote:
Borador wrote:
Question: are the ropes/pulleys/etc. visible from down here? If so, I'm thinking of a diabolical plan. :P

Yes they are. It seems to be ropes that run along the cieling to each of the silor hatches, so that from the little control area, one can pull a lever to open each of them individually, as well as each of the silos having a latch that can be released from within a 5ft square of the individual silo, (if one has a way to reach up 10ft, or possibly jump). If that is not clear, let me know.

[ooc]@ Ausk: You actually have a standard or Move action prior to the skeleton-like figures noticing you, and can see them with Darkvision prior to the light being thrown in, if you want to use it. [b]Also, can I get a Perception check real fast, please.

@ Aram: What are you readying the spell against?

Oh, I figured I wouldn't be able to because there appears to be a wall in the way, but my move action is to go upstairs either way.

Perception 1d20 + 5 ⇒ (11) + 5 = 16

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Actually you are correct. I looked at the wrong square. They are just outside your limit of vision. I'll keep the perception check for later though.

Grand Lodge

Male Dwarf Alchemist (Trap Breaker) 1
Active Conditions:
[Heightened Awareness (+2 Per & Kn cheks) 10/10 min]
Combat Statistics:
[HP 9/9] [AC 15 | T 13 | FF 12] [Init +3 | Per +7 | Spd 20] [BAB +0 | CMB +0 | CMD 13] [F +1 | R +5 | W +3] [Bombs 4/6]
Weapons and Extracts:
[Ranged Bomb +4 | 1d6+3 F | Splash 4, Ref Neg DC 13 |Rg 20 | 20/x2] [Melee Heavy Pick +0 | 1d6 P | 20/x4] [Prepared Extracts: Heightened Awareness 0/1 | Targeted Bomb Admixture 1/1]

Acting quickly, Borador abandons stealth to leap for the levers up above, hoping to open the silos and give these foggy freaks an unpleasant surprise.

Acrobatics (jump): 1d20 + 2 ⇒ (2) + 2 = 4

... Anyone else thinking seppuku? 'Coz I'm thinking seppuku. >_<

Liberty's Edge

Male HP 10/10, Init +5, AC: 12, T: 12, FF: 10 F: +3, R: +3, W: +3 Perception -1 <Darkvision 60ft>, CMD: 10, Male Half-Orc Sorcerer 1

@ Aram: What are you readying the spell against?

At the skeletal figures.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

@ Aram: What I mean is that when you Ready an Action, you are prepairing in advance to act before some other action occures, or in other words "In case of _______, I do this". That is what I am asking, what are you Readying your spell against? For example, "in case the enemies approach."

Ready Action:
Ready:
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.

PRD near the bottum

Liberty's Edge

Male HP 10/10, Init +5, AC: 12, T: 12, FF: 10 F: +3, R: +3, W: +3 Perception -1 <Darkvision 60ft>, CMD: 10, Male Half-Orc Sorcerer 1

Okay, I ready the spell in case the figures take hostile actions.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

That works.

Ausk: Init 21, (Q19) <?>
Borador: Init 10, (P19) <stealth 20>
Aram: Init 9, (P15) <Ready a spell>
Galdur: Init 4, (M15) <Throws in the light>
Maximo: Init 2, (N15) <seems to be lost in a divine vision>

Skeletons Init: 1d20 + 1 ⇒ (6) + 1 = 7

Round 1

Fluff to this point:
As Borador tries to hide in the shadows and leap to possibly set up some sort of trap, Aram prepairs a spell to cast into the darkness. Galdur, staying near Maximo, who can not see so well in the pitch, flings a sunrod into the room, illuminating 3 skeletal figures attempting to place poison viles into the grain.

Ausk: Init 21, (Q19)
Borador: Init 10, (P19)
Aram: Init 9, (P15)
3 Skeletons: Init 6 (O4, P4, and Q4)
Galdur: Init 4, (M15)
Maximo: Init 2, (N15)

Grand Lodge

Male Half-orc Invulnerable Rager 1

Ausk is heading up the stairs.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Which stairs? I may have mislead you inadvertantly. The staris in each of the rooms simply go to a raised area. It is still on the same floor, just raised above the level that grain might normally rise to if the room where flooded.

Grand Lodge

Male Half-orc Invulnerable Rager 1
DM Beckett wrote:
Which stairs? I may have mislead you inadvertantly. The staris in each of the rooms simply go to a raised area. It is still on the same floor, just raised above the level that grain might normally rise to if the room where flooded.

Ah geez. How useless... hmm... guess I'll do a move action to space Q15. Not much else Ausk can do.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Could move up and attack? Or ready an action?

Grand Lodge

Male Half-orc Invulnerable Rager 1

Sure. Ready an action to attack any enemy that moves adjacent to me.

Shadow Lodge

Just bumping to see if anyone come back.


M Draco Electricus author 2, herper 4, canine exerciser 9,
Beckett wrote:
Just bumping to see if anyone come back.

bumped... set...

weird, thought I bumped this yesterday :)

Shadow Lodge

Things like that happe to me too. I'll check every day, or every other day for posts, and nothing, then all of the sudden there are like five, and they say they go back a few days time. . .

Right now, waiting on Borador and Aram to make their first full round actions, I believe. Will recheck everything, as it has been a while for me too.

Grand Lodge

Male Dwarf Alchemist (Trap Breaker) 1
Active Conditions:
[Heightened Awareness (+2 Per & Kn cheks) 10/10 min]
Combat Statistics:
[HP 9/9] [AC 15 | T 13 | FF 12] [Init +3 | Per +7 | Spd 20] [BAB +0 | CMB +0 | CMD 13] [F +1 | R +5 | W +3] [Bombs 4/6]
Weapons and Extracts:
[Ranged Bomb +4 | 1d6+3 F | Splash 4, Ref Neg DC 13 |Rg 20 | 20/x2] [Melee Heavy Pick +0 | 1d6 P | 20/x4] [Prepared Extracts: Heightened Awareness 0/1 | Targeted Bomb Admixture 1/1]

My first full-round was to attempt the jump up to the second floor to pull the lever, at which I failed miserably. My second round will be spent attempting to jump again, but I thought we were still on round 1. If I'm mistaken I apologize and will post another jump check. :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I had thoat that was your earlier surprize round action. I'm going to say it was (as I can't really find another one), and say you have a full round action now.

Grand Lodge

Male Dwarf Alchemist (Trap Breaker) 1
Active Conditions:
[Heightened Awareness (+2 Per & Kn cheks) 10/10 min]
Combat Statistics:
[HP 9/9] [AC 15 | T 13 | FF 12] [Init +3 | Per +7 | Spd 20] [BAB +0 | CMB +0 | CMD 13] [F +1 | R +5 | W +3] [Bombs 4/6]
Weapons and Extracts:
[Ranged Bomb +4 | 1d6+3 F | Splash 4, Ref Neg DC 13 |Rg 20 | 20/x2] [Melee Heavy Pick +0 | 1d6 P | 20/x4] [Prepared Extracts: Heightened Awareness 0/1 | Targeted Bomb Admixture 1/1]

Ah, okay. No problem.

Grumbling a bit under his breath, Borador hunkers down and attempts to leap up to the platform again and reach the levers.

Acrobatics (jump): 1d20 + 2 ⇒ (1) + 2 = 3

I really hate the dice roller on here. XD

Liberty's Edge

Male HP 10/10, Init +5, AC: 12, T: 12, FF: 10 F: +3, R: +3, W: +3 Perception -1 <Darkvision 60ft>, CMD: 10, Male Half-Orc Sorcerer 1

Sorry again, guys, dumb computer still not working properly.
Still frightend, Aram casts 'Acid Splash' on the robed figure nearest to him. Am I close enough?

Shadow Lodge

Odd, this wasn't here yesterday when I checked. I was about to cancel as I had not seen any activity since my last post over a week ago. Who is still here? And do we have enough (and a desire) to contiue the game?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Round 1

Ausk: Init 21, (Q19) Readies to attack incomming baddies
Borador: Init 10, (P19) Attempts to jump and hit the ropes above
Aram: Init 9, (P15) Acid Splash has a range of 25ft at the moment. If however, you Ready again, you can as soon as they move right after your turn. Sound good? It would be Skeleton #1, who stops at N10.
Skeletons: All three start to turn your way and move in unison down the stairs on the right side of the room, heading your way. They don't seem to move as clunkily as normal "skeletons do".
Skeleton Guy #1: Init 6 (04) Moves to N10
Skeleton Guy #2: Init 6 (P4) Moves to O9
Skeleton Guy #3: Init 6 (Q4) Moves to P9
Galdur: Init 4, (M15) You are up
Maximo: Init 2, (N15) You are up. You still sense more than 3 Aura's of Evil in the room.

Aram: Can I get an Attack Roll and Damage Roll for the Acid Splash, please.

Borador: While the tactic is sound, I am trying to point out that you can only hit one of the siloes at a time, and they only open directly beneath them. It is probably only going to affect enemies that are very close to you and the silos. . .

MAP

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

Maximo steps forward to meet a skeleton and swings his hammer at it. "Whatever evil you are, begone creature!"

Attack with Power Attack 1d20 + 2 ⇒ (9) + 2 = 11
Damage 1d8 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Male Dwarf Alchemist (Trap Breaker) 1
Active Conditions:
[Heightened Awareness (+2 Per & Kn cheks) 10/10 min]
Combat Statistics:
[HP 9/9] [AC 15 | T 13 | FF 12] [Init +3 | Per +7 | Spd 20] [BAB +0 | CMB +0 | CMD 13] [F +1 | R +5 | W +3] [Bombs 4/6]
Weapons and Extracts:
[Ranged Bomb +4 | 1d6+3 F | Splash 4, Ref Neg DC 13 |Rg 20 | 20/x2] [Melee Heavy Pick +0 | 1d6 P | 20/x4] [Prepared Extracts: Heightened Awareness 0/1 | Targeted Bomb Admixture 1/1]

Borador scratches his head, muttering some very unsavory words in Dwarven at the levers above, and finally abandons his tactic. Really, why do humans have to make everything just a little to tall for dwarves? "If'n it were just a few inches shorter," he growls, ignoring the fact that he missed the ledge by several feet. "Oh bugger it." He hustles up closer to the action, swiftly mixes one of his inert concoctions into a volatile mixture, and tosses it at one of the creatures.

Moving to O16. Throwing a bomb at skeleton at O9. The attack is at long range, which I believe is a -2 to hit?

Ranged Touch Attack For Bomb: 1d20 ⇒ 15
Direct Hit Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Splash Damage to P9 and N10: 4 (Ref DC 13 Avoids)

Woot! That's more like it. :D

Liberty's Edge

Male HP 10/10, Init +5, AC: 12, T: 12, FF: 10 F: +3, R: +3, W: +3 Perception -1 <Darkvision 60ft>, CMD: 10, Male Half-Orc Sorcerer 1

Okay, sounds good. I'll ready again to cast.

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)

Galdur whips out his candle rubbing it against the lizard skin bag. A spark forms ahead of Maximo and quickly turns into another riding dog. The dog bites at the skeleton.

five foot step to M14; summon dog to O8: riding dog bite 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 ⇒ (3) + 3 = 6damage.
If successful: trip 1d20 + 3 ⇒ (17) + 3 = 20 cmb

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Round 1

Crunch:
Ausk: Init 21, (Q19) Readies to attack incomming baddies
Borador: Init 10, (P19) Attempts to jump and hit the ropes above
Aram: Init 9, (P15) Readies an Acid Splash, which will go off just BEFORE Skeleton #3
Skeletons: All three start to turn your way and move in unison down the stairs on the right side of the room, heading your way. They don't seem to move as clunkily as normal "skeletons do".
Skeleton Guy #1: Init 6 (04) Moves to N10
Skeleton Guy #2: Init 6 (P4) Moves to O9
Skeleton Guy #3: Init 6 (Q4) Moves to P9
Galdur: Init 4, (M15)->M14 Summons a Dog
**Dog: Init 4, (O8) Dog attacks and misses
Maximo: Init 2, (N15)->? Moves forward and misses.

Aram: Can I get an Attack Roll and Damage Roll for the Acid Splash, please.

Maximo: Where did you move to?

Fluff:
The mighty Barbarian readies to destroy the incomming threats while the Dwarf tries again to unleash the wrath of the grain from above. Aram begins chanting, awaiting his moment to strike at the undead monsters making their way towards you. As the first one come in range, he lets the magic he's been holding back burst out, and from behind him, Galdur begins his own chanting, calling for aid again from the outer planes. A dog appears, instantly striking forward at the abominations, but still to disoriented from the trip to hit true. Finally, the human paladin rushes forward, a strong hammer ready to crush their unhollowed bones.

MAP

Round 2
Need an Action from Ausk

Ausk: Init 21, (Q19)
Borador: Init 10, (P19) Bombs away!!! Is this correct, only splash dmage gets a save, and how much is the splash damage, 3? Bomb splash damage is each square around the direct hit, yes?
Aram: Init 9, (P15)
Skeleton Guy #1: Init 6 (N10)
Skeleton Guy #2: Init 6 (O9)
Skeleton Guy #3: Init 6 (P9)
Galdur: Init 4, (M14)
**Dog: Init 4, (O8)
Maximo: Init 2, (?)

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

Maximo is at location N11

Grand Lodge

Male Dwarf Alchemist (Trap Breaker) 1
Active Conditions:
[Heightened Awareness (+2 Per & Kn cheks) 10/10 min]
Combat Statistics:
[HP 9/9] [AC 15 | T 13 | FF 12] [Init +3 | Per +7 | Spd 20] [BAB +0 | CMB +0 | CMD 13] [F +1 | R +5 | W +3] [Bombs 4/6]
Weapons and Extracts:
[Ranged Bomb +4 | 1d6+3 F | Splash 4, Ref Neg DC 13 |Rg 20 | 20/x2] [Melee Heavy Pick +0 | 1d6 P | 20/x4] [Prepared Extracts: Heightened Awareness 0/1 | Targeted Bomb Admixture 1/1]

Splash damage is minimum damage for the bomb (which is, at this level, 4). You're correct, only enemies receiving splash damage are allowed a save. An enemy directly hit does not receive one. The current splash radius for Borador's bombs is 5ft, so adjacent squares only. :)

Grand Lodge

Male Half-orc Invulnerable Rager 1

Ausk quickly rushed towards the skeletal figures, in a hurry to close the distance in order to have at them with his cleaver. But knowing he would not be able to reach them quickly, he would pull out his sling with his right hand, his left still gripping onto the end of his cleaver's handle. Swiftly descending the stairs and rounding the corner (moving to area Q16), Ausk would launch a bullet from his sling at the only skeletal figure he could get an eye on (the one in space N10).

Assuming that Maximo is in melee with that skeletal figure, I've included the -4 penalty for attacking into melee since I don't have precise shot or a similar ability.

1d20 + 0 ⇒ (13) + 0 = 131d4 + 3 ⇒ (4) + 3 = 7

Also, I apologize, but this is a tradition where I'm from: "MAX DAMAGE!"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, Ausk destroys one of the skeletons, who do seem a bit more frail than they aught to be.

Maximo:
As you are now within 5 ft, you notice that the fog is a little more intense so clase, and also they seem to have some sort of silence aura that close. You can hear nothing watsoever while within 5ft

Borador, Galdur, & Maximo:
Your bomb will hit both Maximo and the dog for splash damage, (I think, I need to relook at the map). Also note that before you throw it, 1 skeleton (spalsh) is down. Do you want to change your action? If not, I'll roll the Reflex Save, and I'll need one for both the Dog and Maximo.

Ausk: By all means, do what you do and enjoy it. Feel free to add in some fluff for the kill if you want. :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Maximo and Borador: Maximo is not in an area that your splash damage will hit him, the dog however is.

I also still need an attack and damage roll from Aram's Acid Splash.

1 to 50 of 511 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PathFinder Society PbP (Silent Tides S01-01) All Messageboards

Want to post a reply? Sign in.