PbP PFS 3 - 04 The Kortos Envoy (7-11) (Inactive)

Game Master Beckett

The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen’s greatest heroes, in it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.

Task 1: To the north, there’s that freak harpy Jerevyx, somewhere up by Hollowfrost Pass. Follow the path up Mount Ganog. . .

Task 2: In the east, look for the minotaur Dahruun Firehorn, holed up in the old Northwind Mine. . .

Task 3: To the west, the thief Urso Landel makes camp somewhere in the forest. Retrieve stolen arms and armor. . .

MAP

Init:

[spoiler=Init Rolls[dice=Alan]1d20+5[/dice]
[dice=Dragorin]1d20+0[/dice]
[dice=Oswin]1d20+5[/dice]
[dice=Ravenmantle]1d20+6[/dice]
[dice=Xiaobo]1d20+5[/dice]
-----------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice][/spoiler

Begun 31Aug2014


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Shadow Lodge

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

A mere three days ago you where back in Absalom, away from this hellhole. Three days ago, you where you where back in the civilized world, making your way to the local tavern you call your second home, looking for good drink, company, a few laughs and stories, and perhaps a little extra warmth to share your bed with. All until an aspiring Pathfinder stopped you, asking you to meat for a mission. You went, but instead of a briefing, a servant imply informed you that you where to travel to the Kortos Mountains, North of Absalom, . . . and deliver a stupid letter. Wait, what?. Deliver a letter. You must be joking, you think, until other Pathfinder join you and receive the same instructions. To one Nashota Bloodhoof, a centaur. You and the others gathered your gear and made your preparations, then set off on the trek to find a small tribe of centaurs. It went uneventfully, using your wits and experience you found the place, the Cangarit Camp, and where allowed entrance once you identified yourselves as Pathfinders. Taken to Nashota, and what seems to be an informal war-council, or perhaps meeting of elders amongst the tribe, you hand over the unopened letter, unsure if you should await a response.

“Three days?” Nashota exclaims, tossing the letter from the Decemvirate to the ground. “That’s quite the sense of humor you Pathfinders have! I tell you I need time to make this land safe for my tribe, and you give me three days? You think by paying off one enemy, you solve all our problems? Look around you,. . . we make camp in unfamiliar lands, our strongest warriors lay dead, our wounded captured by minotaurs, harpies and thieves harry us constantly. But lo! The hounds of Absalom retreat, we are saved!”

This rouses a hearty chorus of laughter among the centaurs, until Nashota raises a hand for silence. “A promise is a promise. I owe you much, and Nashota Bloodhoof pays her debts. Give me a month to train and arm a warband so I can clear out these damned mountains. Then I’ll sail off to fight in your silly little game for human prizes."

. . .

“Or,” the centaur says, smiling, “you could always march up the mountain in my place. You Pathfinders dealt with our enemies to the south—might as well handle the north, east, and west while you’re at it, since we’re such good friends?” Nahsota grins, and gestures up the mountain. “To the north, there’s that freak harpy Jerevyx. She roosts somewhere up by Hollowfrost Pass. Just follow the path up Mount Ganog to find her. In the east, look for Dahruun Firehorn. I hear he and his minotaurs are holed up in the old Northwind Mine. To the west, the thief Urso Landel makes camp somewhere in the forest. I don’t care what you do with him so long as you get back the arms and armor he stole from us. Deal with them in three days,” she snorts derisively, “and I’ll consider your request. Until then, the matter is closed.”

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

"Ah, we should have known there would be more than just a letter. There always is." The black-headed halfling relaxes and smiles at the centaur looming over him. "I'm sorry Nashota, but as is usual with the Ten, I'm afraid they didn't enlighten us as to the message they asked us to deliver. Perhaps we could start there? Can you tell us a little more of what you're being asked to do?"
Diplomacy: 1d20 + 14 ⇒ (11) + 14 = 25

Shadow Lodge

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

Want to give everyone a chance to post before responding just yet. :)

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

Look, look, I've dealt with a rune lord I can help with this but you have to slow down and tell us what's going on. Urso Landel, jerevy, dahruun. Can you elaborate please? says the mutt of a man dressed in the latest tien fashions. His hair not quite compling with the ponytail.
aid diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

While in a heisoku dachi stance Feng bows. Mam I will do everything in my power to end this as peacefully as possible

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

If it must be done, then we will cleanse this land.
Dragorin is dressed it back glossy black full plate and is caring a large steal shield, with the unholy symbol of Asmodeous emblazoned in red on the front. Decorating his chest are a number of military insignia and blackened unholy symbol of Asmodeous.
nodding in agreement with the others,
Yes, what more can you tell us of these threats we will face?
Auto Aid with diplomacy

Shadow Lodge

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

"We apologize. It was not right to aim my anger at the messenger. The masters of you Pathfinders want us to wrap up everything here within 3 days, travel to the city of Diobel, and catch a ship to Goka, that we would fight in the Ruby Phoenix Tournament in their stead."

"But, enough of that. Here is what I know. If we are to help the Pathfinder Society, these are the immediate tasks that we require, and with out few resources, simply can not do them ourselves on such short notice. We, my people and I, could really use your aid, if this is to be done. We can offer you a hut to rest in for your time here, though I must apologize in advance, as it was not designed for the races of men. But it will do."

“Urso was one of the brigands Absalom hired to collect centaur skins. I killed his horse the first time we first met in battle, and he’s had it out for me ever since. Of course, after that he hired on with Otheron’s sellswords, but the damn fool didn’t stop his attacks after the truce. As far as I can tell he’s got around half a dozen bandits still working for him. Also, keep an eye out for my lance. He stole it from my tent in a raid three weeks ago, and I’d like to get it back.”

“Jerevy , she’s a freaky sorcerer, definitely dragon-blooded from what I’ve seen. Claims to be descended from the old wyrm, Maejerex, but whether or not that’s true I can’t say. I should warn you, she keeps a pair of frost drakes as ‘pets’. I’d been looking forward to hunting them down—I’ve always wanted a piece of dragonhide armor.”

“Dahruun Firehorn. He’s a gray old minotaur, and I’ve seen him using some strange magic. He’s new to the area like we are, and word is he’s starting up a cult to one of those demon lords they worship—Baphomet, I think. A few weeks ago his minotaurs smashed their way into the camp and stole several of my people. I don’t hold much hope for you finding them alive, but if you’d look for them in the mine, I’d be grateful.”

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

It would seem the Minotaurs poss the more immediate threat. As luck would have it,my selection of spells today will prove most useful against such enemies. I suggest we make this or first target.

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

"The demons are a threat to all of the Inner Sea, not just the Kortos Mounts. I saw too much of what they can do up in Mendev and the Worldwound. You're right Dragorin. If there are captives with even a chance of rescue, we should begin there. Nashota, can you tell us more of the magic you've seen the minotaurs use before we head to the mine?"

Shadow Lodge

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

"When they came, he brought with him fiends from the Abyss and dark fire. Some of our strongest warriors, those that he did not take, he used some sort of magic to make them vanish for a time, reappearing later as if lost."

Know Religion DC 15:
Baphomet is a Demon Lord, ruler of a realm within the Abyss called the Ivory Labyrinth. He is th patron of monsters, labyrinths, and most of all evil minotaurs, and is sort of the dark reflection of Eristal. His Domains include Animal, Chaos,Demon, Evil, Ferocity, Fur, Resolve, and Strength.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

know religion: 1d20 + 5 ⇒ (13) + 5 = 18

-Posted with Wayfinder

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

"Thank you Nashota. We will do our best to rescue your people or avenge them if they are lost. That is strange magic you describe. I have never encountered anything of its like. But, I have fought demons of the Abyss and they will fall before Andoletta's arrows if he brings them again."

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

know religion: 1d20 + 6 ⇒ (17) + 6 = 23

Sounds like a follower of Bophomet, Sovereign of the Ivory Labyrinth. So either we are dealing with a priest or a zealot. Either way the Stag Lord will be happy in our dealings with followers of his dark reflection. The quiet unassuming Iroran says. He then turns to Nashota and speaks a foreign language.

Tien:
Good Luck to you in the Ruby Phoenix Tournament. If I see you there we will share stories of our battles.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

These base creatures of chaos will fall before the might and order of Asmodeus. Nahsota, can you describe the types of demons he had with him? I would like to try and identify any weaknesses they might have before we venture forth to combat them. As for the minotaurs, I have never faced one before, what can you tell us of their abilities and weaknesses? In particularly, how well do they burn?

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Oswin is a tall, muscular man in burnished plate armor. He stands as a silvery mirror image to Dragorin, with a large wooden shield and the holy symbol of Iomedae around his neck.

"Well, Asmodean, we can certainly agree that abysaal fiends must be destroyed. We are both defenders of Law, and such creatures have no respect for it. With a few minutes, I can pray for additional spells. Let us decide what best suits our needs."

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Agreed, Follower of the Inheritor. While I have spells to blast such foul creature and send them back to the abyss I do not have to ability to aid our companions in bypassing some of the stronger resistances possessed by many Demon's.

Most of my spells are offensive in nature so buff might be handy. If you can make your weapon good or Holy I can stack Axiomatic on it for 4rnds.

Shadow Lodge

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

She and others from the council describe some of the pit horrors as "Standing just over three feet tall, bestial humanoids with blue-gray skin decorated with strange, coiling stripes. Dark fur grows on its head and arms, and its feet end in burning hooves. Its eyes glow as red as the f laming sword it wields in one hand, and its breath fills the surrounding air with noxious gray smoke." "They where immune to flame, and seemed resistant to both weapon and magic."

If you fail now, you will have another chance later at a much lower DC once you actually can see the creatures. Well, assuming you survive that far. . .

from the discripton, Know Planes DC 30:
reveals them to be Brimorak Demons, creatures able to vomit up their own boiling blood as a sort of breath weapon, and harm those that draw it in battle. They appear to have goat-like heads, burning hoofs, and always carry flaming swords, as well as utilize plenty of fire-based magic abilities.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

20s happen:
Knowledge Planes: 1d20 + 12 ⇒ (1) + 12 = 13
but so do 1s

Shadow Lodge

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

Are we ready to move on, or is there more you'd like to do here

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

I am ready

-Posted with Wayfinder

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Ready

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Ready enough. I would like to prepare Blessing of Fervor in my open 4th level slot. It sounds like we will be dealing with each threat on separate days.

-Posted with Wayfinder

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

ready

Shadow Lodge

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

Updated Map

Setting off to the east, you travel mostly uneventfully to the old Northwind Mine. The trip takes about 9 hours at a fast pace, and as come closer, you begin to notice what look to be large hoof prints, burned into the ground. They become more common the closer you get, and you also notice more and more or the landscape seems to have been burned away. No real pattern to it, it seems like random outbursts of fireballs and other incendiary bursts.

The mineshaft widens into a long, twenty-five-foot wide hallway terminating at a double door carved from rough black stone. Torches mounted on the walls cast flickering light throughout the room. Five-foot-thick basalt columns run down the center of the passage, supporting the ceiling and replacing the aged timber sets present in the rest of the mine. Several such pillars lie in pieces on the floor, yet to be assembled.

Can I get a marching order. You can in two individuals while proceeding into the tunnel.

As you begin to descend into the bowels of the earth, at first the way seems very normal for a mine. After about a minute, you begin to see that it looks like the walls have recently excavated, making them larger on all sides. You then begin to hear stone being crushes and cracked, and following the sound, you round a corner and come to a hallway made of black basalt. In it, you see four minotaurs hard at work enlarging the tunnel, but also something else. An odd, bulky creature has beady eyes, and rocky skin studded with small crystals. Its jutting underbite holds large, crystalline teeth. Past them you also spot 3 centaurs badly beaten and chained to the wall.

Know Dungeoneering DC 15:
Its a young Rock Troll, an uncommon creature, it can regenerate, only truly put down by acid's burn, or strong vibrations. It has another unique weakness, that it is slain by sunlight, turned to true stone. Stronger magical sunlight-like effects can also cause it issues, but not nearly to the same degree.

Init Rolls:

Alan: 1d20 + 5 ⇒ (6) + 5 = 11
Dragorin: 1d20 + 0 ⇒ (1) + 0 = 1
Oswin: 1d20 + 5 ⇒ (5) + 5 = 10
Ravenmantle: 1d20 + 6 ⇒ (15) + 6 = 21
Xiaobo: 1d20 + 5 ⇒ (6) + 5 = 11
-----------------------------
Minotaurs: 1d20 + 0 ⇒ (4) + 0 = 4
Rock Troll: 1d20 + 3 ⇒ (10) + 3 = 13

Round 1

Ravenmantle ()
-----------------------------------
Rock Troll ()
-----------------------------------
Alan (), Xiaobo (), and Oswin ()
-----------------------------------
Minotaur 1 (), Monitaur 2 (),
Minotaur 3 (), and Minotaur 4 ()
-----------------------------------
Dragorin (), Ravenmantle ()

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

I imagine that Alan will be one of the front runners with superior speed, AC, and hit points. Due to my work schedule you can assume that Alan will advance and fight defensively or if something has attacked up he will full attack defensively

With lightning reflexes the young Tien-Min/Varisian man lets loose a rush and brings a knee up to the minotaurs jaw all the while keeping his guard up to better protect himself. He lands kicking up some dirt and a strong yet supple stance, low to the ground and leaning back one arm out in front the other protecting his face.
1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 211d10 + 6 ⇒ (10) + 6 = 16
Current AC 38

or if the two attacks, the above plus
1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 101d10 + 6 ⇒ (5) + 6 = 11

lastly if any miss I get an immediate AoO
1d20 + 11 ⇒ (16) + 11 = 271d10 + 6 ⇒ (2) + 6 = 8
if that connects, it is immediately followed by another attack as a free action.
1d20 + 11 ⇒ (9) + 11 = 201d10 + 6 ⇒ (6) + 6 = 12

please note that I get 5 attacks of opportunity per round and will use as many as I can on any and all misses. Feel free to roll for me to keep the game moving along.

I get an additional +1 on attacks of opportunity due to the bullied trait.

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

Map is not showing up for me yet. All black except some minotaurs and a troll to the left, plus us at the top. EDIT: Oops, nevermind. Just had to adjust the angle of my laptop and now I see the corridor (since I'll be within 30 feet, I'm adding point-blank).
I'm probably in row 2 typically.
"Looks like some of the centaurs are still alive. No idea what that thing in back is, but it looks pretty nasty." Drawing normal arrows, the halfling begins firing at the closest minotaur. The silver-feathered arrows seem to leap from his bowstring flying toward the giant creatures.
Attack 1 (Manyshot): 1d20 + 15 ⇒ (8) + 15 = 23
Damage 1: 1d6 + 3 + 2d6 + 1d6 + 3 + 2d6 ⇒ (1) + 3 + (5, 6) + (5) + 3 + (1, 6) = 30 Assumes evil, if not, subtract 18
Attack 2 (Rapid Shot): 1d20 + 15 ⇒ (18) + 15 = 33
Damage 2: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (3, 1) = 13 Assumes evil, if not, subtract 4
Attack 3 (Iterative): 1d20 + 10 ⇒ (2) + 10 = 12
Damage 3: 1d6 + 3 + 2d6 ⇒ (5) + 3 + (1, 6) = 15 Assumes evil, if not, subtract 7

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

Alan you should hold until I go so that you get an addition +4 on all take

Feng will move up to first minotaur, swift action to add wis on role, and will trip the minotaur. Fists are considered magic,silver,coldiron

trip: 1d20 + 20 ⇒ (18) + 20 = 38

atk1: 1d20 + 14 ⇒ (20) + 14 = 34

dmg1: 1d10 ⇒ 4

atk2: 1d20 + 14 ⇒ (19) + 14 = 33

dmg2: 1d10 ⇒ 8

critconfirm: 1d20 + 14 ⇒ (18) + 14 = 32

critdmg: 1d10 ⇒ 5

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Yeah! Cleric Initiative. I'm good with bringing up the rear. Before entering the the caves I would have activated my Sheridon Rune for 18 temporary hit points. Also I have Continual Flame on Signet Ring so I can see. My action will depend on how the battle field looks after everyone else goes.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

is the map suppose to be 1 square is 10ft

-Posted with Wayfinder

Shadow Lodge

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

Nope, 1 square = 5ft.

Ravenmantle unleashes a flurry of divinely guided arrows, dropping one of the minotaurs on the spot. It falls down, still surprised, then begins to shake as it dies. Unable to do much, and just as surprised as the minotaurs, the Rock Troll goes defensive for the moment, attempting to stay behind their larger size until it can get close and rend with it's claws and teeth.

Alan, I need to know if you are going to hold for Xiaobo first or not. To avoid confusion, I don't reset people init in PbPs.

Round 1

Ravenmantle ()
------------------------------------------------
Rock Troll ()
------------------------------------------------
Alan (), Xiaobo (), and Oswin ()
------------------------------------------------
Monitaur 2 (-16), Minotaur 3 (), and Minotaur 4 ()
------------------------------------------------
Dragorin (), Ravenmantle ()

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

While it would be wise to do so, I have played this character as rash and headstrong from the beginning. So, No, I will not wait for Xiaobo, sorry.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

After minotaur goes down I will move him behind me and Alan

Shadow Lodge

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

What makes you think the minotaur is going down. . .

I'll update in a moment, baby is crying. :(

Shadow Lodge

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

As Alan rushes forward, the closest minotaur reacts quickly, slamming it's horned hear into him before he is close enough to strike similar to an combat reflexes type ability .

Gore: 1d20 + 10 ⇒ (15) + 10 = 25 <miss>
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

[I]Able to dodge it, Alan continues forward, unleashing a barrage of strike, but is unfortunately unable to get through it's defenses, primarily of which is it is tough as heck hide. Right besides him comes Xiaobo, trying to bring the creature down by sweeping the knees. The brute does go down, and Xiaobo follows up with a flurry of stomps, leaving it bleeding and broken, but by no means out of the fight.[I]

Round 1

Ravenmantle ()
------------------------------------------------
Rock Troll ()
------------------------------------------------
Alan (), Xiaobo (), and Oswin ()
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Monitaur 2 (-33, prone), Minotaur 3 (), and Minotaur 4 ()
------------------------------------------------
Dragorin (), Ravenmantle ()

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

The only thing I have seen near my lvl that I can't take down [unless immune to trip] is Alan lol

-Posted with Wayfinder

Shadow Lodge

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

Joking. :P, but it also had to do with that AoO that you might have eaten.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

I'm OK being in the back. I'm built primarily to fight up close, so maybe I can get in the action a little. We're too spread out for Blessing of Fervor right now anyway...

Oswin moves closer to the front and calls on the power of the Inheritor, invoking her Divine Favor.

Casting the selfsame spell. +2 to attacks and damage for me for 1 minute. Dragorin, I can make my weapon Holy for 4 rounds/day via my domain power. So if we do see any of those demons, just let me at 'em.

P.S. I built this character before buying the APG. Am I allowed to select a subdomain that corresponds to one of my existing domains? 'Cause Heroism subdomain, under Glory, would allow another powerful party buff...

Scarab Sages

Male Tien-Min/Varisian Human (HP 84/84; AC 33/T 31/FF 24, CMD 43, v Grapple 50, Trip 49: F +14, R +14, W +14; perception +10, init +4)

just wait till next level when I take war priest with the sacred fist archetype and add my wis again to my defense. Yes it stacks because they are two different types of bonuses.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Oswin Durnhelm wrote:
P.S. I built this character before buying the APG. Am I allowed to select a subdomain that corresponds to one of my existing domains? 'Cause Heroism subdomain, under Glory, would allow another powerful party buff...

My understanding is that you would basically need to rebuild, but that only applies if you have the Ult Campaign book. The oher possibility is, as SubDomains where originally introduced as Cleric Archtypes, you are allowed to build into an Archtype at later levels, IF you have not had any class features altered yet. But, as you are an 8th level caster, that means that at least one of your "class features" (your 4th level spell at 7th) has been altered, so that's not an option.

Retraining a Class Feature takes 5 days. 10 x 8(class level) x 5(days) =
400 gp and 5 PP (1/day).

If you would like, I'd allow you to retrain before starting, but otherwise it would need to be afterwards.

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

DM Beckett beat me to it. My understanding is the same.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

DM Beckett i moved the second Minotaur to wear i would place him with that trip attack

Shadow Lodge

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

Oswin want to change his action based on that?

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

I have no problem doing the retrain cost-wise, but I don't own Ultimate Campaign. And I'm not sure what Weimin means? There is a dead/dying minotaur that Ravenmantle dropped, no? And then you tripped the next one in line? How do you get to decide where the creature ends up.

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

Ki throw. its a feat that says when i trip someone i can move a creature up to one size catagory larger than me [more if i spend ki] into any square adjacent to me.. it allows me to controle combat and help keep creatures from being able to flank or gang up as well as allow us to flank and gang up lol.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Nice feature! I keep telling myself to build a monk, 'cause I've seen some pretty neat builds out there. Anyway, if Xiaobo just chucked the wounded minotaur in front of me, I will attack it in lieu of casting. If it's the dead one, not so much.

EDIT:

I realize he can only throw the one he tripped, but that should be the second one in line, by my reading. Ravenmantle won initiative, then shot and killed the lead minotaur while it was still flat-footed. That token is the upside down one on the map, I think. So You'd have to step over its prone form to attack the next one, but wouldn't have a free space to throw it in, as it would have to overlap the dead one.

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Not exactly, There were 4 Minotaurs to start with.
Ravenmantle took out Minotaur 1 (which has been removed from the map).
Xiaobo tripped the next one in line, Minotaur 2 (the sideways one on the map). You can attack this one.
Assuming the Minotaurs and troll can't make it past the 'wall of Monks' Dragorin Moves up and Casts Flame Strike trying to get the three creatures in the rear but missing his allies and any Centaurs.

Marching slowly forward Dragorin raises his black holy symbol, The power of Law is here to cleanse this den of Chaos!

Flame Strike
SR Check: 1d20 + 9 ⇒ (6) + 9 = 15
Damage:9d6 ⇒ (4, 1, 6, 2, 5, 2, 1, 5, 4) = 30
Half Fire; Half Holy
Half DC 20 Reflex for 1/2p

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Oh! Thanks for pointing that out! I kept counting 4 minotaurs for some reason. And I'm sorry for slowing things down.

Oswin takes a swing at the downed minotaur with his adamantine longsword.

Power Attack, Prone foe, Flanking: 1d20 + 13 - 2 + 4 + 2 ⇒ (4) + 13 - 2 + 4 + 2 = 21
Damage?: 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Shadow Lodge

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

Xiaobo manages to reposition the minotaur, allowing Oswin to strike hard and fast.

It attempts to stand up, drawing it's axe as it does so. . .

Oswin AoO: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Xiaobo AoO: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d10 ⇒ 6
Alan AoO: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 1d10 + 6 ⇒ (6) + 6 = 12
Round 1

All hit, and leave the minotaur nothing but a limp, albeit bloody and broken corpse. The other two minotaurs draw their large axes, with the closer one charging at Xiaobo as he does, hoping to put him down before being "taken down" himself.

Attack vs Xiaobo (AC 20): 1d20 + 11 ⇒ (3) + 11 = 14 <miss>
Damage: 3d6 + 6 ⇒ (5, 4, 3) + 6 = 18

Afterwards, Dragorin calls on hellish flame to smite the remaining creatures.

RT Refl: 1d20 + 3 ⇒ (4) + 3 = 7
M3 Refl: 1d20 + 5 ⇒ (2) + 5 = 7
M4 Refl: 1d20 + 5 ⇒ (16) + 5 = 21

The Rock Troll doesn't seem too concerned with it, but the two minotaurs do seem a bit torn up.

ROUND 2
Dragoorin and Ravenmantle ()
------------------------------------------------
Rock Troll (-30)
------------------------------------------------
Alan (), Xiaobo (), and Oswin ()
------------------------------------------------
Minotaur 3 (-30), and Minotaur 4 (-15)

Silver Crusade

Skills:
Acrobatics +3, Appraise +0, Bluff +4, Climb -1, Diplomacy +14, Disguise +4, Escape Artist +3, Heal -2, Intimidate +4, Perception -2, Ride +3, Sense Motive +7, Stealth +7, Survival -2, Swim -1
Vital:
HP 46/46, AC 22 T 15 FF 18, Per -2 Init +6, F +11* R +13* W +9*, CMB +7, CMD 22, Speed 30

The Ravenmantle takes a short step forward to stand just behind and left of Dragorin. The minotaur that just charged Xiaobo makes an inviting target and receives a flurry of silver-tipped arrows for his trouble. Unfortunately the bowstring catches on his gauntlet on the first shot sending a pair of arrows careening out of control.
Not sure how you feel about redirecting attacks once the primary target drops, but if you're ok with it, send any toward the rock troll once Minotaur 3 drops. Note that I am no longer in point blank range so I am subtracting that from the rolls. I also am not applying cover so you can do it on the AC.
Attack 1 (Manyshot): 1d20 + 14 ⇒ (1) + 14 = 15
Uh oh, natural 1 means I automatically hit a random adjacent target. 1=Alan, 2=Xiaobo, 3=Rock Troll 1d3 ⇒ 3 Phew!
Damage 1: 1d6 + 2 + 2d6 + 1d6 + 2 + 2d6 ⇒ (1) + 2 + (6, 4) + (1) + 2 + (6, 6) = 28 subtract 22 if not evil
Attack 2 (Rapid Shot): 1d20 + 14 ⇒ (10) + 14 = 24
Damage 2: 1d6 + 2 + 2d6 ⇒ (4) + 2 + (3, 6) = 15 subtract 9 if not evil
Attack 3 (Iterative): 1d20 + 9 ⇒ (12) + 9 = 21
Damage 3: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (5, 6) = 16 subtract 11 if not evil

Dark Archive

Male 72/72 HP, AC:28[-ki], T: 24, FF: 21, CMD: 30, F: +11, R: +15, W: +14, LN Male Human Lvl 9 Manuever Master, Lvl 1 Memory Inquisitor, Init +7, Pereption +17, Attack +14 (2d6+14, x2)Trip/Disarm/Grapple +21, 20, 14 Bane:5/5 Ki Pool:11/12 Judgement 1/1 Domain Power 4/7 Stunning Fist9/9

Feng will flurry of manuevers on number 3 using swift action to add wis to first manuever

trip: 1d20 + 18 ⇒ (9) + 18 = 27

i am adding 4 to the second manuever because he is prone. if it doesnt work like that let me know

disarm: 1d20 + 19 ⇒ (13) + 19 = 32

atk1: 1d20 + 14 ⇒ (10) + 14 = 24

dmg1: 1d10 ⇒ 8

atk2: 1d20 + 14 ⇒ (16) + 14 = 30

dmg2: 1d10 ⇒ 10

and moving the minotaur to new location

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