The Devil We Know Series (Part IV: The Rules of the Swift) (Inactive)

Game Master Baerlie

Map

Parchments

City of Cassomir


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Liberty's Edge

Eldlen, not able to determine magical qualities goes and check the concealed passage way, he opens the door? and looks inside.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy again mimics Eldlen, but this time in a serious way, to help check the passage.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy and Eldlen find a narrow passage leading into another tunnel.

Liberty's Edge

Observe fine sirs yon tunnel, shall we continue?

not waiting for an answer Eldlen heads down the tunnel


Male Tiefling Magus 1 |HP 10 |AC 17 /T 13/FF 14| F+4/R+3/W+3 | CMB +1 | CMD 14 |init +5 | Perc +5

Tzaron mutters over the amulet and the ring to see if they are magical. Detect Magic
spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8
spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tzaron can see that they both are magical.

Liberty's Edge

Eldlen will head down the tunnel to the north and look around

perception: 1d20 + 6 ⇒ (16) + 6 = 22


Male Tiefling Magus 1 |HP 10 |AC 17 /T 13/FF 14| F+4/R+3/W+3 | CMB +1 | CMD 14 |init +5 | Perc +5

Tzaron turns to Iaodal, These items are magical, but far beyond my realm of expertise. Could you identify them for me?

Sovereign Court

Male Human Oracle/ 1

"Alas my skills focus on the divine. I've not taken the time to study mortal creations."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Ring is pretty" says Iso, slipping it onto his finger. He tosses the amulet to Tippy, who he still finds amusing.

"Wait for Iso! he calls out, following Eldlen down the tunnel.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso feels more protected now with the ring slipped on. Ring of protection +1

The tunnel leads upwards through a maze of tight passages, steep ascents and short climbs. After some time you hear the sounds of a distant battle echoing through the caves intermixed with inspirational tales of famous Pathfinders and the heroic deeds—the raging fight between Janira and the minotaur.

B6: 1d6 ⇒ 5

After about 20 minutes you reach an tunnel system which is blocked by a big slime mold.

Map will be available in a few minutes

GM:

Initiative Eldlen: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Iaodal II: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative Iso: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Tippy: 1d20 + 4 ⇒ (9) + 4 = 13
Initiative Tzaron: 1d20 + 5 ⇒ (11) + 5 = 16
Initiative Slime: 1d20 - 1 ⇒ (14) - 1 = 13

Round 1
Iso
Tzaron
Eldlen
Tippy
Slime
Iaodal II

Liberty's Edge

Eldlen, believing that Janira may be reached by going past the slime mold fires an arrow at it

since Eldlen was leading the group I'm assuming there is no soft cover and this is a surprise round

attack: 1d20 + 5 ⇒ (19) + 5 = 24 for damage: 1d8 ⇒ 7

sorry I posted before you had initiative up, so if he was firing into melee he rolled a 20 :)

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"We must save little Janira!" cries out Iso.

The big barbarian is obviously somewhat upset by yet another obstance in his way.

He moves forward, swinging his great axe.
attack: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d12 + 9 ⇒ (5) + 9 = 14 (extra point of damage if we get inspired by Janira)

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Feeling that Janira is in danger Eldlen and Iso immediately attack the slime blob with success.

Round 1
Iso
Tzaron
Eldlen
Tippy
Slime -23HP
Iaodal II

Yes, Janira inspires you. I added two extra damage points.


Male Tiefling Magus 1 |HP 10 |AC 17 /T 13/FF 14| F+4/R+3/W+3 | CMB +1 | CMD 14 |init +5 | Perc +5

Tzaron also strikes at the blob.
attack: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy moves up 20 feet and throws a dagger.

Dagger: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16 (there's a square of monster more than 5-feet away from his allies, so no melee penalty, though probably still soft cover; also a range penalty, because he's aiming so far back)
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Sovereign Court

Male Human Oracle/ 1

Delays till someone takes damage

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tzaron and Tippy's attacks are too much for the slime blob. It sinks down and does not move any more. You can see some liquid coming out of it.

Combat over

Liberty's Edge

Eldlen, spurred on by the sound of Janira's song, continues heading toward the singing.

Press onward sirs, we mightest still be of service unto Mistress Gavix

in case we need a perception check to follow the voices

perception: 1d20 + 6 ⇒ (7) + 6 = 13

Eldlen will continue, if possible, until he gets to a place he can assess the situation with Janira and the Minotaur,

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso wipes the odd creatures from the blade of his axe.

"Don't worry little Janira. Iso is On The Way!" he calls, hurrying after Eldlen.


Tzaron runs towards the sounds of Janira's voice after Iso.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.

You emerge from the caverns into a 40-foot clearing at the base of the Kortos Mounts. The full moon above casts provides dim light over the entire area, bright enough to illuminate even the shaded leaf litter beneath the trees. These patches of woodland are also filled with underbrush that behaves as light undergrowth, creating difficult terrain and concealment. The trees are only a few decades old and do not completely occupy their respective squares. A creature that shares a space with one or more trees benefits from partial cover.

The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at 30 feet per round. Treat this as rough water, which requires a DC 15 Swim check to navigate. A Large creature can walk through the water as though it were difficult terrain with a successful DC 12 Strength check. On a failed Strength check, such a creature is checked and unable to move farther that turn.

A 3-foot-diameter tree truck spans the width of the river, creating an impromptu bridge. The trunk is slippery from the splashing water. Crossing it at half speed requires a successful DC 7 Acrobatics check, during which time the creature is treated as flatfooted for moving on a narrow surface. If the creature fails this check, it falls into the water unless it succeeds at a DC 13 Reflex save, in which case it lands prone on the trunk instead.

The slope to the west gradually rises to a height of 20 feet, and creatures standing at its highest point benefit from both a commanding view of the battlefield and a clear vantage point for ranged attacks.

Please position yourself on the map (behind the red line or the minotaur will spot you) where you want to start the fight and you get a surprise round if you behave silent.

Liberty's Edge

Eldlen whispers

let us draw the beast to us away from Mistress Gavix thus forcing him to cross the water

stealth: 1d20 + 8 ⇒ (13) + 8 = 21 just in case

then he quietly positions himself on the slope behind the minotaur, waiting for the others to get in position and fires his longbow at the beast.

longbow attack: 1d20 + 5 ⇒ (18) + 5 = 23 for damage: 1d8 ⇒ 3


Male Tiefling Magus 1 |HP 10 |AC 17 /T 13/FF 14| F+4/R+3/W+3 | CMB +1 | CMD 14 |init +5 | Perc +5

Tzaron sneaks after Eldlen, drawing his bow and firing at the minotaur as well.
stealth: 1d20 + 7 ⇒ (20) + 7 = 27
attack: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 ⇒ 3

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso, seeing Janira in danger, does his best to control himself. While the others take the high spot, he crosses the bridge and gets himself into position to charge the minotaur.

Not sure if he can get a move in in the surprise round, if so he'll close on the mino while it is unaware of him. I've not put that on the map, but he can easily do it.

Liberty's Edge

GM Baerlie wrote:
Please position yourself on the map (behind the red line or the minotaur will spot you) where you want to start the fight and you get a surprise round if you behave silent.

I assume we can position ourselves where we want to start the fighting. Then at the beginning we get a surprise round. So Eldlen positioned himself on the hill (not sure that was a good idea now that I think about it). and then at the beginning of combat he fired. so basically we just combined the information for two rounds.

I don't see why you cannot position yourself and then charge, you may want to delay during the surprise round until everyone else has fired, Is that correct, GM Baerlie?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I put Iaodal close to the river, Tippy can set his position before doing his turn.

GM:

Initiative Eldlen: 1d20 + 4 ⇒ (10) + 4 = 14
Initiative Iaodal II: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Iso: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Tippy: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative Tzaron: 1d20 + 5 ⇒ (20) + 5 = 25
Initiative Janira: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative Minotaur: 1d20 + 0 ⇒ (1) + 0 = 1

Surprise Round
Janira
Tzaron
Tippy
Iaodal II
Eldlen
Iso

Minotaur

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy is in position.


Tzaron takes a shot at the minotaur, hoping he doesn't strike Janira by mistake.
attack: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 ⇒ 2
It doesn't appear that the minotaur is in melee with Janira, but if he has reach then subtract 4 from my attack roll.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso closes in on the minotaur while it is too surprised to react to him.

I assume I don't get an attack in as well...

Liberty's Edge

@ Iso, I think your right, I posted something else, and realized I was wrong, hard to admit sometimes, but I checked the d20pfsrd and found this

d20pfsrd wrote:

combatants who started the battle aware of their opponents each take a standard or move action during the surprise round.

can you use your sling this round and charge the next?

@ GM Baerlie, can Eldlen use the attack he rolled in the movement round, I didn't realize we would role initiative for the surprise round, thanks RH

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Either move or attack, I will take the attacks before I rolled initiative, because they all hit. The Minotaur has reach, but does not count as in melee when shooting, because as far as I know both creatures have to be ajdacent to each other.

Tzaron And Eldlen shoot at the Minotaur from above, suprising him with two arrows in his back. Iso moves closer and readys for an attack.

Surprise Round
Janira
Tzaron
Tippy
Iaodal II

Eldlen
Iso
Minotaur -6HP

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso is keener on getting in close now. The sling will do little extra damage, but getting in close without the extra AOO from the minotaur may be helpful. Iso can take a hit or two :-)

Liberty's Edge

@ Iso, yea it was kind of a mute point when I posted it, you had explained your intention earlier if I had read more closely. Hopefully we or Janira can provide a flank soon. I'm not sure that the cliff side was my best idea, I'll have to waste a round or two if Eldlen is to move to melee, well see how it goes :)

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Acrobatics: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26 using one bit of adaptable luck plus fate's favoured

Seeing the Iso is taking the fight to the beast, Tippy dispenses with the bridge and simply leaps over the stream, clearing an impressive 13 feet and landing easily on the other side. He then advances around the Minotaur, ending up 4 squares due north of Janiven.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy crosses the river with an amazing leap. Iaodal II stays where he is waiting if somebody needs some healing.

Janira throws a tanglefoot bag at the Minotaur and glues the Minotaur to the floor.
Ranged Touch: 1d20 + 6 ⇒ (10) + 6 = 16
Reflex Minotaur: 1d20 + 5 ⇒ (7) + 5 = 12
Minotaur cannot move, entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity

Round 1
Janira
Tzaron
Tippy
Iaodal II
Eldlen
Iso
Minotaur -6HP

Liberty's Edge

Eldlen, careful not to hit any of his allies fires at the Minotaur

longbow attack: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7 for damage: 1d8 ⇒ 8

then Eldlen moves back toward the access point 20 ft. move in case he needs to be closer to become involved in the melee


Male Tiefling Magus 1 |HP 10 |AC 17 /T 13/FF 14| F+4/R+3/W+3 | CMB +1 | CMD 14 |init +5 | Perc +5

Tzaron, recognizing the wisdom behind Eldlen's tactics, looses another arrow before running closer to the fight.
attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 5

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"ARrrghhhhh" froths Iso, upset by the huge creature picking on little Janira.

His great axe swings out, trying to take out the fearsome beast with a strategy similar to chopping down a large tree.

attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d12 + 9 ⇒ (11) + 9 = 20

Not sure if Janira is still inspiring us, if so, then add +1 to each

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tzaron shoots an arrow at the minotaur and hits it in it's arm. Eldlen tries to do the same, but the arrow goes wide into the forest. Iso swings his greataxe at the beast and makes a deep cut into his chest.

Round 1
Janira
Tzaron
Tippy
Iaodal II

Eldlen
Iso
Minotaur -31HP

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23
Tipppy tumbles 2 squares south and 1 west, then motions for Iso to step into the flanking position. He readies an attack for when Iso gets there.

Flanking attack: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10

Sadly, his short thrust comes up too short and misses.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy dances around the minotaur and attacks, but he was too carfull to to be hit by the minotaur that he misses. Iaodal crosses the river, but he can see that the rest of you is able to deal with the minotaur so he prepares for the worst case to heal any fallen companions.

Janira steps away from the minotaur and tries to disarm it with her whip.
Disarm Minotaur vs. CMD 17: 1d20 + 4 ⇒ (13) + 4 = 17
I hope I got this right, CMD of the minotaur is 21, -4 for beeing entangled and glued should be 17
Janira is able to remove the greataxe from the minotaur's hands.

Round 2
Janira
Tzaron
Tippy
Iaodal II
Eldlen
Iso
Minotaur -31HP (entangled, unarmed)

Liberty's Edge

Eldlen turns and fires another shot at the minotaur and then continues moving toward the rest of the party, just in case.

longbow attack: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5 for damage: 1d8 ⇒ 4

he moves 30 ft toward the slope downward

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Dagger, flanking: 1d20 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11

Again, Tippy is a bit too hesitant to get close enough to the monster.


Male Tiefling Magus 1 |HP 10 |AC 17 /T 13/FF 14| F+4/R+3/W+3 | CMB +1 | CMD 14 |init +5 | Perc +5

Tzaron realizes that by the time he can reach the minotaur, the fight will likely be over, and rushes back to the edge of the river to continue firing.
attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 1

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Pick on someone your OWN SIZE" yells the large (but much smaller) Iso at the minotaur.

He just keeps swinging.

attack: 1d20 + 9 ⇒ (5) + 9 = 14
damage: 1d12 + 9 ⇒ (2) + 9 = 11

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Just keep swinging, swinging, swinging. Just keep swinging, swinging...ohh, a speck! Just keep...

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Eldlen shoots an arrow at the minotaur before descending further down the slope, but the arrow deflects from it's skin. Tippy tries to use the advantage of flainking with Iso, but the smell of the minotaur waters his eyes. Iso swings at the minotaur and makes a deep cut in his thigh. The minotaur stumbles but does not fall. Iaodal stays back and waits.

The minotaur tries to break free from the entanglement but stays glued to the floor.
Strength DC 17: 1d20 + 4 ⇒ (10) + 4 = 14

Round 2
Janira
Tzaron
Tippy
Iaodal II
Eldlen
Iso
Minotaur -43HP (entangled, unarmed)

Liberty's Edge

Eldlen, again, stops and fires at the minotaur and then continues heading toward the river, just in case. he will move 30 ft again

longbow attack: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6 for damage: 1d8 ⇒ 5 wow, he may have better luck tearing the arrowheads off of the arrows and throwing them :)

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Third time's the charm...?

Tippy lunges again with his little blade.

Dagger, flanking: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18
Damage: 1d3 + 2 + 1 + 1d8 ⇒ (1) + 2 + 1 + (7) = 11

The blade may be small, but Tippy plunges it right in a major artery behind the beast's leg and darts back as blood flies everywhere.

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