PbP Gameday VII - #6-10 Wounded Wisp - GM NOWRUZ (Inactive)

Game Master noral

Maps & Handouts

Start Aug 13


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Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

While Reggie is less than thrilled to find that he's been eating and drinking in an establishment that has a store room with open access to a sewer, he's no particular stickler for the rules. He just might not partake again.

He shows his complete confidence in Rowdy as he rides the wolf across the plank.

He's still gaping at the massive collection of wines when the secret door is found and he joins the rest of the people in the secret room.

"No doubt, Velthas. No part of me thinks Dreng didn't know about this place and what would happen when we pulled that bottle. What he really wants from us must be in here. Seems like this wasn't a simple fetch job, after all," he comments, thoughtfully.


You enter the tunnel just a little to see what lies ahead.

A sturdy silver chain jutting from the ceiling ends in a glowing orb that radiates yellow light across the rectangular room.

A simple desk of polished wood, stacked with documents and scattered notes, shelters a pair of wooden chests against the south wall. A series of cracks along the eastern and western walls form makeshift entrances into exposed caverns.

The only light source in this room is a plain rock that bears a continual flame spell and hangs from a chain. The illumination is enough to brighten the room but leaves the connecting tunnels dark.

Can you please place your icons on the map and position yourself in area 12 or 13 wherever you want. Thanks

Grand Lodge

Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

Kala deftly traverses the bridge, Stinky padding after her. Unable to read, she wanders around the store room, looking for a "special" wine bottle. They all look the same. Good thing they can read, I guess.

Upon its discovery, she enters the secret room with a low whistle and stands against the wall, looking around.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Reggie rides Rowdy into the room, looking around with curiosity at all that is displayed. "Not a very jolly place, is it? But then, I don't suppose you come to a hidden room in a basement to relax."

He stops next to one of the fissures, peering down it as best he can to see how far it goes.

Grand Lodge

Elf Witch(Tatterdemalion)-1| HP 8/8 | AC14 T13 F11 CMB+0 CMD 13 | F+2 R+3 W+2(+4v.ench) | Init+7, Perception+4, lowlight vision | Current effects:

Nox follows the others pensively. Hmm, while I have no doubt that Dreng sent us here for a reason, I feel like he will still want a bottle of wine out of it at the end. Her rabbit pops up out of her bag, peers around, and then ducks back inside. She walks over to the desk. Her belt grabs a few sheets of paper off the table and holds them up to her eye level.
so she's poking around to see what's on the desk, and then she'll take a look at the chests, to see if they're unlocked

Grand Lodge

Kitsune Guardian 1, HP 14/14, AC 14/12/12. [F+3, R+4, W+0], speed 30ft, darkvision 60ft, CMB +2, CMD 14, Perception +4

Hanzo follows the others into the room.

As Nox's bunny pops out from her bag, so does Hanzo's fox from his own.
Evidently, it's looking at the bunny before the rest of the room, before likewise withdrawing into safety.

Grand Lodge

Male | Human | HP 12/12 | NL Damage: 0 | AC 17, touch 13, flat-footed 14 | CMB +4, CMD 17 | Fort +3, Ref +5, Will +2 | Init +5 | Perception +5, Sense Motive +1 | Level 1 slayer | Active conditions:

Zoltan enters the small room.
"Well this be interesting a secret a room HA HA this should be fun." Zoltan says smiling.


Nox (and others that are interested look at the desk) see that it contains various notes and leads.

A first glimpse shows that these were obviously penned by Selmius Foster with later annotations by a certain Adolphus.

kn(history) or kn(local) DC 10:

Selmius Foster was a Pathfinder who was published in many of the early Pathfinder Chronicles.

Adolphus was a Pathfinder who began his career as the assistant of the Pathfinder Selmius Foster. He published the account of his master's death in Volume 3 of the Pathfinder Chronicles. He went on to found the Pathfinder lodge in Quantium.

See handouts.


You are discussing and standing in the silent room that looks like it was not touched for ages. Suddenly, you hear hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.

GM perception rolls DC 13 – you may look:

Perception

Perc(Kala): 1d20 + 9 ⇒ (11) + 9 = 20
Perc(Nox): 1d20 + 4 ⇒ (12) + 4 = 16
Perc(Zoltan): 1d20 + 5 ⇒ (13) + 5 = 18
Perc(Hanzo): 1d20 + 4 ⇒ (5) + 4 = 9
Perc(Reggie): 1d20 + 3 ⇒ (5) + 3 = 8
Perc(Velthas)1: 1d20 + 4 ⇒ (5) + 4 = 9

Kala, Nox and Zoltan are not surprised when the swarm of bats is audible through various tunnels and probably is all around them soon. The others on the other hand did not hear the screams and are not ready to react.

Kn(Nature)

DC 12:

BAT SWARM CR 2
N Diminutive animal (swarm)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
Speed 5 ft., fly 40 ft. (good)
Space 10 ft.; Reach 0 ft.

DC 17:

DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +7, Will +3
Defensive Abilities swarm traits; Immune weapon damage

DC 22:

OFFENSE
Melee swarm (1d6)
Special Attacks distraction (DC 11), wounding

Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

GM initiative rolls – you may look:

Swarm: 1d20 + 2 ⇒ (5) + 2 = 7

Initiative

Ini(Kala): 1d20 + 1 ⇒ (17) + 1 = 18
Ini(Nox): 1d20 + 7 ⇒ (18) + 7 = 25
Ini(Zoltan): 1d20 + 5 ⇒ (15) + 5 = 20
Ini(Hanzo): 1d20 + 3 ⇒ (13) + 3 = 16
Ini(Reggie): 1d20 + 1 ⇒ (11) + 1 = 12
Ini(Velthas): 1d20 + 6 ⇒ (13) + 6 = 19

Round 0 - Surprise
1. Kala, Nox and Zoltan -> You are up!
2. Swarm

Round 1
1. Hanzo, Reggie, Velthas, Kala, Nox and Zoltan
2. Swarm

Battle wrote:

#Swarm: Full HP

#Hanzo: 14/14
#Reggie: 22/22
#Reginald: 20/20
#Velthas: 12/12
#Kala: 10/10
#Stinky: 17/17
#Nox: 8/8
#Zoltan: 12/12

Grand Lodge

Kitsune Guardian 1, HP 14/14, AC 14/12/12. [F+3, R+4, W+0], speed 30ft, darkvision 60ft, CMB +2, CMD 14, Perception +4

GM, Hanzo's fox would warn him if it noticed anything dangerous. :)

Perception foxy?: 1d20 + 6 ⇒ (9) + 6 = 15
Init foxy companion?: 1d20 + 5 ⇒ (12) + 5 = 17

Can Hanzo act?

Grand Lodge

Elf Witch(Tatterdemalion)-1| HP 8/8 | AC14 T13 F11 CMB+0 CMD 13 | F+2 R+3 W+2(+4v.ench) | Init+7, Perception+4, lowlight vision | Current effects:

kn(nat): 1d20 + 8 ⇒ (16) + 8 = 24
"Bats! Look out!" Nox yells. "Weapons will not help. We need fire." She pulls out a torch from her pack and lights it. Her cloak billows around her trying to protect her. (just flavor text)

Grand Lodge

Male | Human | HP 12/12 | NL Damage: 0 | AC 17, touch 13, flat-footed 14 | CMB +4, CMD 17 | Fort +3, Ref +5, Will +2 | Init +5 | Perception +5, Sense Motive +1 | Level 1 slayer | Active conditions:

Zoltan grabs his torch from his pack and lights it."Ok nox lets burn them all."

Grand Lodge

Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

knowledge (nature): 1d20 + 4 ⇒ (18) + 4 = 22

"Crap! She's right! These things'll eat us alive!" Kala exclaims as she fumbles a torch, flint, and steel from her pack. After quickly lighting it, she stuffs the flint and steel back in her pack and moves past Reggie into the tunnel from which the noises are coming, waving the torch out in front of her.

"This won't hold them off for long! Anyone who only has weapons should get back now! They're too fast to hit!"

Grand Lodge

Male wolverine 6 | HP -17/48 | AC 24, T 13, FF 21 | CMB +7, CMD 20 | Fort +8, Ref +8, Will +3* (see Defense spoiler) | Init +3 | Perception +5 | Speed 30ft | Climb 10 ft | Burrow 10 ft | Active conditions: Dead

High pitched squeaks flying through the tunnel toward them put Stinky on alert. His hackles rise, and a menacing growl surges from his throat as he pivots to face the source of the sound. Every muscle tenses as he prepares for what will come.

Grand Lodge

Kitsune Guardian 1, HP 14/14, AC 14/12/12. [F+3, R+4, W+0], speed 30ft, darkvision 60ft, CMB +2, CMD 14, Perception +4

Hanzo reaches into the backpack, taking out a flask of acid, before moving west.


Hanzo Yamizaki wrote:
Hanzo reaches into the backpack, taking out a flask of acid, before moving west.

All of you acting in the surprise round only have a move OR standard action as this is a surprise round. Zoltan, Kala, Hanzo, you have all posted more actions, e.g. Hanzo would you rather move away or take out your acid?

Grand Lodge

Kitsune Guardian 1, HP 14/14, AC 14/12/12. [F+3, R+4, W+0], speed 30ft, darkvision 60ft, CMB +2, CMD 14, Perception +4

Sorry, my mistake. Moving away.

Grand Lodge

Male | Human | HP 12/12 | NL Damage: 0 | AC 17, touch 13, flat-footed 14 | CMB +4, CMD 17 | Fort +3, Ref +5, Will +2 | Init +5 | Perception +5, Sense Motive +1 | Level 1 slayer | Active conditions:

I will gust take my torch out sorry.

Grand Lodge

Elf Witch(Tatterdemalion)-1| HP 8/8 | AC14 T13 F11 CMB+0 CMD 13 | F+2 R+3 W+2(+4v.ench) | Init+7, Perception+4, lowlight vision | Current effects:

yep, you're correct, she only gets the torch out, no time to light yet

Grand Lodge

Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

OK. Kala just gets her torch out, then. I'll move her back on the map.


The swarm of carnivorous bats suddenly fills the room and makes breathing difficult. Reggie and Velthas are filled with terror as the swarm engulfs them and the young Pathfinder's bodies start to bleed.

Reggie and Velthas please make DC 11 Fort save or be nauseated 1 rd. because of the swarm's distraction - additionally you are bleeding with 1 HP on each turn of the swarm & receive swarm damage now. Velthas: 1d6 ⇒ 2, Reggie: 1d6 ⇒ 3

Round 1
1. Hanzo, Reggie, Velthas, Kala, Nox and Zoltan
2. Swarm

Status wrote:

#Swarm: Full HP

#Hanzo: 14/14
#Reggie: 22/22
#Reginald: 20/20
#Velthas: 12/12
#Kala: 10/10
#Stinky: 17/17
#Nox: 8/8
#Zoltan: 12/12

Grand Lodge

Male | Human | HP 12/12 | NL Damage: 0 | AC 17, touch 13, flat-footed 14 | CMB +4, CMD 17 | Fort +3, Ref +5, Will +2 | Init +5 | Perception +5, Sense Motive +1 | Level 1 slayer | Active conditions:

Zoltan pulls out his flint a steel and light his touch.

Grand Lodge

Kitsune Guardian 1, HP 14/14, AC 14/12/12. [F+3, R+4, W+0], speed 30ft, darkvision 60ft, CMB +2, CMD 14, Perception +4

Seeing as the others are taking measures, Hanzo's eyes flare up briefly.

A loose piece of woodsplinter starts spinning, before it is flung at the swarm.
Telekinetic projectile: 1d20 + 7 ⇒ (7) + 7 = 14 Dmg: 1d6 ⇒ 5
He grabs into his pack for an acid flask.

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

The very sound of the bats is enough for Rowdy to go stiff legged under Reggie. His tail and head droop. This is not the first time the two of them have dealt with a swarm of bats.

Before either of them can react, the little flying rats are surrounding them though and delivering an untold number of tiny bites.

"Why don't I ever listen when they tell me to buy splash weapons?!" Reggie exclaims.

Fort: 1d20 + 6 ⇒ (7) + 6 = 13

He claps his heels to Rowdy's flanks and pulls on the reins to get the wolf to spin and flee.

Liberty's Edge

Male Wolf HP 42/42 | AC 21, T 13, FF 18 | F: +7, R: +8, W: +3 | Perc +6, scent, low-light vision | Init +3

Reggie is riding Rowdy but since their tokens are the same size, I just put Reggie's on the board. I'm assuming that Rowdy would take damage and have to make a save, too.

Fort save: 1d20 + 5 ⇒ (18) + 5 = 23

The wolf doesn't need much convincing and a furry armored shape topped by a more heavily armored shape bolts past Stinky and Nox and into the other room.


Hanzo Yamizaki wrote:

Seeing as the others are taking measures, Hanzo's eyes flare up briefly.

A loose piece of woodsplinter starts spinning, before it is flung at the swarm.
[Dice=Telekinetic projectile]1d20+7 [dice=Dmg]1d6
He grabs into his pack for an acid flask.

Hanzo notices that the projectile hits one of the bats but is ineffective against the body of the swarm.

@Hanzo: Kala knows because of her knowledge check and sure communicates that: A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Grand Lodge

Kitsune Guardian 1, HP 14/14, AC 14/12/12. [F+3, R+4, W+0], speed 30ft, darkvision 60ft, CMB +2, CMD 14, Perception +4

Hanzo has 7 Int. I know those swarm traits, but Hanzo hasn't faught those before. This is a learning moment for him.

Dark Archive

Male Half-Elf Swashbuckler 1 |AC 16, T 14, FF 12 | HP: 12/12 | F +1, R +6, W 0 (+2 vs Enchantment Spells/Effects | Immune to Sleep Effects) | Init +6, Perc +4 | CMB +1 CMD 15 | Panache 4/4

Cursing as the swarm of creatures floods over him Velthas does his best to avoid being sickened by the multitude of wings and feet pressing against him.

Fortitude DC 11: 1d20 + 1 ⇒ (5) + 1 = 6

However the small creatures quickly overwhelm him and it's all Velthas can do to keep his stomach contents on the inside.

Stepping away from the creatures as best he can Velthas calls out "Velthas has no weapons that can harm such creatures, a torch perhaps my friends?"

Velthas will move and grab a torch from someone if one is available

Grand Lodge

Elf Witch(Tatterdemalion)-1| HP 8/8 | AC14 T13 F11 CMB+0 CMD 13 | F+2 R+3 W+2(+4v.ench) | Init+7, Perception+4, lowlight vision | Current effects:

Nox lights her torch and waves it in front of her, hoping to deter the bats from heading her way.
Velthas, if you can get to her, she'll hand you her torch

Grand Lodge

Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

With a sudden jolt of inspiration, Kala recalls the lone flask of acid which she shifted to the top of her pack when she dug out the torch just a moment ago. Cringing at the thought of what will undoubtedly happen next, she drops the torch and grabs the flask. Taking a five foot step while unstoppering the flask, Kala swings it in an arc, spraying the acid into the swarm and desperately hoping it hits as many of those little vicious beasts as possible.

Acid Flask (ranged? touch attack): 1d20 + 2 ⇒ (12) + 2 = 141d6 ⇒ 3
Damage roll doesn't include the +50% for spash weapons vs. a swarm

Still clutching the empty acid flask in her hand as she stands at the edge of the swarm, Kala braces herself for its inevitable onslaught and shouts, "Stinky, get out of here!" Crap! I need to teach him that!

Grand Lodge

Male wolverine 6 | HP -17/48 | AC 24, T 13, FF 21 | CMB +7, CMD 20 | Fort +8, Ref +8, Will +3* (see Defense spoiler) | Init +3 | Perception +5 | Speed 30ft | Climb 10 ft | Burrow 10 ft | Active conditions: Dead

Snarling at the winged threat, Stinky snaps at it with his jaws and swings at it with his paws, unable to connect with a single bat. He hears Kala shout his name, along with some other human sounds, but they mean nothing to him.

He is getting frustrated. Very frustrated.

That is not a good thing.


Velthas Hindrath wrote:
Velthas will move and grab a torch from someone if one is available

Velthas, when you are nauseated: "The only action such a character can take is a single move action per turn." So you can move away but not grab a torch.


Reginald unfortunately also is affected by the swarm's biting damage.

Swarm damage Reginald: 1d6 ⇒ 6 last round AND Reginald, Reggie and Velthas receive 1 bleed damage.

* * *

Kala manages to hit the swarm with acid and you can see that her attack really melts a part of the swarm.

* * *

The swarm of carnivorous bats moves further and now starts biting Kala and Zoltan and their bodies start to bleed as well.

Kala and Zoltan please make DC 11 Fort save or be nauseated 1 rd. because of the swarm's distraction - additionally you are bleeding with 1 HP on each turn of the swarm & receive swarm damage now. Kala : 1d6 ⇒ 3, Zoltan : 1d6 ⇒ 1

Round 2
1. Hanzo, Reggie, Velthas, Kala, Nox and Zoltan
2. Swarm

Status wrote:

#Swarm: -4 HP

#Hanzo: 14/14
#Reggie: 18/22
#Reginald: 14/20
#Velthas: 9/12
#Kala: 7/10
#Stinky: 17/17
#Nox: 8/8
#Zoltan: 11/12

Grand Lodge

Male | Human | HP 12/12 | NL Damage: 0 | AC 17, touch 13, flat-footed 14 | CMB +4, CMD 17 | Fort +3, Ref +5, Will +2 | Init +5 | Perception +5, Sense Motive +1 | Level 1 slayer | Active conditions:

Zoltan waves his arm trying to stop the landing in his beard.

Fortitude DC 11: 1d20 + 3 ⇒ (15) + 3 = 18

He swings the torch threw the swarm hopefully burning some bats.

Melee attack torch: 1d20 + 0 ⇒ (10) + 0 = 10 1 fire damage.

I think that's right.


Zoltan is in the middle of the swarm but the bats are able to maneuver around the torch.

Yes, a successful attack with the torch deals 1 fire damage to a swarm but please note that this is an improvised weapon with -4 to hit. :-(

@Zoltan: I assume it was your intent to stay in the swarm but should you still want to move please feel free to do so.

Grand Lodge

Male | Human | HP 12/12 | NL Damage: 0 | AC 17, touch 13, flat-footed 14 | CMB +4, CMD 17 | Fort +3, Ref +5, Will +2 | Init +5 | Perception +5, Sense Motive +1 | Level 1 slayer | Active conditions:

I did Adjusted for it being an improvised weapon and i think I'm going to stay in the swarm.


Zoltan flamebeard wrote:
I did Adjusted for it being an improvised weapon and i think I'm going to stay in the swarm.

Thanks for confirming your movement. Yes, I noticed your adjustment and only wanted to note the rules for torches as others were trying this tactic too. :-)

Dark Archive

Male Half-Elf Swashbuckler 1 |AC 16, T 14, FF 12 | HP: 12/12 | F +1, R +6, W 0 (+2 vs Enchantment Spells/Effects | Immune to Sleep Effects) | Init +6, Perc +4 | CMB +1 CMD 15 | Panache 4/4

Standing next to Kala, Velthas bends retrieving the torch and turns to face the bats. Making sure the torch hasn't guttered he swings it into the swarm hoping to burn them or ward them off.

If the torch isn't lit I'll light it this round ad swing next round.

Meta but I don't think the torch actually hurts them, my understanding is that was in 3.5 not PF? but Velthas is willing to try anything at this point.

Torch swing (+1 BAB, -4 Improvised): 1d20 - 3 ⇒ (19) - 3 = 16
Damage - Fire?: 1d3 ⇒ 2

Grand Lodge

Kitsune Guardian 1, HP 14/14, AC 14/12/12. [F+3, R+4, W+0], speed 30ft, darkvision 60ft, CMB +2, CMD 14, Perception +4

Hanzo's fox bails out, jumping out of his bag, fleeing north.

Hanzo slightly hesitates throwing the acid flask into the swarm..

With the pvp issues, are Kala & Zoltan ok with 1 splash dmg?
If not, he'll withdraw.


Velthas Hindrath wrote:

Meta but I don't think the torch actually hurts them, my understanding is that was in 3.5 not PF? but Velthas is willing to try anything at this point.[/ooc]

You are right that the d3 damage of a torch vs. swarms was 3.5 but the 1 damage of a torch is PF and I researched this a while ago applies vs. swarms. ;-) So 1 damage from Velthas' attack!

Velthas is able to burn some of the bats with his torch and you smell burnt flesh and see coal black bat bodies on the floor!

Round 2
1. Hanzo, Velthas, Zoltan, Reggie, Kala and Nox
2. Swarm

Status wrote:

#Swarm: -5 HP

#Hanzo: 14/14
#Reggie: 18/22
#Reginald: 14/20
#Velthas: 9/12
#Kala: 7/10
#Stinky: 17/17
#Nox: 8/8
#Zoltan: 11/12

Liberty's Edge

Male M Halfling Order of the Paw Cavalier 6th HP 62/62 AC 27 /ff 26 /t 13, Fort +9, Ref +5, Will +5, Init +1, Per +3, Spd 20' (15’ in armor)

Though he knows even before he checks, Reggie goes though his pack to see if he has anything that will help in this situation. He looks at his sun rods ruefully. They seemed like a good idea when he bought them, but now he'd trade them both in for a single flask of oil.

Well, nothing to be done about it now. He starts looking around the room for anything that he can turn into a makeshift bomb. A lantern or even just some really high proof alcohol would do in a pinch.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Elf Witch(Tatterdemalion)-1| HP 8/8 | AC14 T13 F11 CMB+0 CMD 13 | F+2 R+3 W+2(+4v.ench) | Init+7, Perception+4, lowlight vision | Current effects:

Offensively, there isn't much Nox can do at the moment. "Perhaps if we can lure them into the previous room (A12), we can simply shut the door on them and keep them contained for the moment."
if anyone needs a healing, let me know. There isn't a whole lot else she can do right now

Grand Lodge

Female CG Human Hunter 8 | HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2 Speed 30ft | Active conditions: none

Fortitude: 1d20 + 4 ⇒ (11) + 4 = 15

@Velthas: The torch you picked up was the one Kala dropped, right?

Taking a guarded step out of the swarm, Kala grunts, "Yup, that made 'em mad."

As she frantically begins to dig around in her pack, searching for inspiration, Kala notices that Stinky is still right there. Knowing that he'll be swarmed soon, she calls out, "Stinky, heel!" At least he knows that one! ... Huh. Maybe this'll work. Kala pops up brandishing her iron pot and her warhammer.

Grand Lodge

Male wolverine 6 | HP -17/48 | AC 24, T 13, FF 21 | CMB +7, CMD 20 | Fort +8, Ref +8, Will +3* (see Defense spoiler) | Init +3 | Perception +5 | Speed 30ft | Climb 10 ft | Burrow 10 ft | Active conditions: Dead

Still snarling and snapping uselessly at the whizzing and whirling squeaky toys, Stinky scampers to Kala's side at her command. At least those words had some meaning! Now if only he could catch one of those squeakers...


The swarm of carnivorous bats stays with Zoltan and concentrates their attacks on his unprotected skin making him bleed more.

Zoltan please make DC 11 Fort save or be nauseated 1 rd. because of the swarm's distraction - additionally you are bleeding with 1 HP on each turn of the swarm & receive swarm damage now -Zoltan : 1d6 ⇒ 5

Those who were bitten before continue to bleed - 1 HP damage.

Round 3
1. Hanzo, Reggie, Velthas, Kala, Nox and Zoltan
2. Swarm

Status wrote:

#Swarm: -5 HP

#Hanzo: 14/14
#Reggie: 17/22
#Reginald: 13/20
#Velthas: 8/12
#Kala: 6/10
#Stinky: 17/17
#Nox: 8/8
#Zoltan: 5/12

Grand Lodge

Male | Human | HP 12/12 | NL Damage: 0 | AC 17, touch 13, flat-footed 14 | CMB +4, CMD 17 | Fort +3, Ref +5, Will +2 | Init +5 | Perception +5, Sense Motive +1 | Level 1 slayer | Active conditions:

Zoltan wipes his blood from his eyes.

Fortitude:: 1d20 + 3 ⇒ (7) + 3 = 10

"I might need to vomit so healing will be nice thanks Nox"

Zoltan stumbles over to Nox holding his hand over his mouth.

Dark Archive

Male Half-Elf Swashbuckler 1 |AC 16, T 14, FF 12 | HP: 12/12 | F +1, R +6, W 0 (+2 vs Enchantment Spells/Effects | Immune to Sleep Effects) | Init +6, Perc +4 | CMB +1 CMD 15 | Panache 4/4

Good to know I wasn't crazy


So does anybody here have anything else that they can use to fight the swarm?

Grand Lodge

Kitsune Guardian 1, HP 14/14, AC 14/12/12. [F+3, R+4, W+0], speed 30ft, darkvision 60ft, CMB +2, CMD 14, Perception +4

Well i was holding to see approval to toss the acid, from Kala and Zoltan. Since they hadn't responded, i hadn't acted in the previous round yet.

Thrown if ok with splash: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 Acid: 1d6 ⇒ 6

Crit?: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Extra dmg if so: 1d6 ⇒ 1
Unlikely confirmed, 9 dmg to swarm. :)

Current round, Hanzo bails it, heading back north.


You hear a big 'booooommmmm' and 'zzzzzzzdddddd' when Hanzo throws his acid and suddenly you see a big hole right where the main body of the swarm was.

The rest of the swarm disperses!

1 splash damage for Zoltan but no damage from the swarm in round 3. See status below. But all those that were bitten are still bleeding so you have to do something.

Status wrote:

#Swarm: Gone

#Hanzo: 14/14
#Reggie: 18/22
#Reginald: 14/20
#Velthas: 9/12
#Kala: 7/10
#Stinky: 17/17
#Nox: 8/8
#Zoltan: 10/12

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