PbP GameDay 3: PFS 01-29 Shipyard Rats (1-7) (Inactive)

Game Master Andrew Trexler

BATTLE MAP


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Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Attack: 1d20 + 4 ⇒ (17) + 4 = 21 Not sure if Drystan has a weapon out, therefore no flank bonus taken. If he has add 2
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Isabella steps up to the undead creature and tries to get it's attention by slashing it over it's arm.

Possible Parry: 1d20 + 4 ⇒ (12) + 4 = 16
Riposte if Parry succeeds: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

"Whoa there ugly, hands off the goods." Drystan says. He draws his battleaxe and waves it around threateningly, taking a few halfhearted chops at the undead beast.

Battle Axe Attack: 1d20 - 1 ⇒ (7) - 1 = 6
Battle Axe Damage: 1d8 - 2 ⇒ (3) - 2 = 1

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

"Time for you to return to Urgathoa!" Jamamros shouts as he slashes at the creature.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5

Crit Confirm: 1d20 + 4 ⇒ (17) + 4 = 21
Crit Damage: 6d4 + 9 ⇒ (3, 2, 3, 3, 2, 4) + 9 = 26

31 damage if everything hits

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 3
Wow ... nice Jamamros :-)
Miaka performs another 5 ft step and attacks with a flurry of arrows ... into melee.
Flurry: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10 for Piercing: 1d8 ⇒ 1
Flurry: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 for Piercing: 1d8 ⇒ 3


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Isabella and Miaka do some minor damage, weakening the creature. With exclamations of glee, Jamamros literally carves out the creature's spine with his scythe, almost vertebrae by vertebrae. It is utterly destroyed.

Out of initiative!

The locked cells to the south are crammed full of Cassomir citizens, including the bruised and bloody (but alive) Pathfinder Cestis.

Half of the crates in this room are marked with gigantic red X’s, painted on with a wide brush. The supplies include flour, grains, sugar, coffee, tea, dried goods, and so on--everything a cult needs to supply its operations. On the body of the cleric you find a strange magical amulet, though putting it on seems to have no effect. You also find letters in the same hand as the one on Luscilia, identifying him as the author Dalirio Teppish.

The citizens held captive here thank the you profusely for helping them and tell tales of dark- or grey-skinned humanoids with enormous grey eyes who came frequently to negotiate with Dalirio before buying a handful of captives and taking them from the room.

Anyone who can please make a Knowledge (Local) check to identify the creatures whispered about!

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Knowledge (Local): 1d20 + 5 ⇒ (16) + 5 = 21

"I am glad that we where in time to rescue most of you! I strongly urge you to be more carefull in the future and discuss with your major whether you want to have the connection to the darklands as open as it is. We will try to free the captives that where sold, but first we need some rest."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Despite the conflicting rumors among the prisoners, Isabella successfully identifies the strange creatures as derro!

For now, the more brazen kidnappings stop and the Pathfinders have restored some semblance of peace to the city. How long that peace will last is unknown...

Part II Complete! Well done everyone! Chronicles are HERE!

And, lest I forget! Boon rolls!

Boon Rolls:

GM: 1d20 ⇒ 3
Drystan: 1d20 ⇒ 8
Grenda: 1d20 ⇒ 9
Isabella: 1d20 ⇒ 16
Jamamros: 1d20 ⇒ 14
Miaka: 1d20 ⇒ 16

Boon of players choice on a natural roll of 1 or 20
**Re-Rolls not allowed on boons**


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

No boons :(

The thread for the next portion is HERE. This is supposed to be the really good one, so I'm looking forward to it!

I'll need a couple of days to prep, so you can dot now and take your time making purchases/leveling and such. See you over there!

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

Thanks Miaka...it's one way to end an encounter :)

Jamamros walks up to the captives and begins looking them over. "How many people did it take to capture you? Is there anything else unusual about these visitors that took the other captives that can help us? Tell us, and do it quickly."

FYI, this will get Jamamros to level 2 so I will have to work on that when we get the sheet.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Jamamros Samulkin wrote:
FYI, this will get Jamamros to level 2 so I will have to work on that when we get the sheet.

See above!

Jamamros wrote:
Jamamros walks up to the captives and begins looking them over. "How many people did it take to capture you? Is there anything else unusual about these visitors that took the other captives that can help us? Tell us, and do it quickly."

Many of the captives were grabbed at different times and locations, but almost exclusively within the Navy Yard. All speak of being hit hard, without warning, and being taken off before they really knew what was happening. They describe the otherwordly creatures with some conflicting features--some say jet black hair, others say bone white--but Isabella knows enough to identify them as derro (like the one you fought in Cassomir Below.)

See above for Chronicles and the link to Part III!

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