
|  Tawner Kelenfold | 
 
	
 
                
                
              
            
            Tawner moves past Airyn with only a fleeting glance at what befalls the group. With the same thoughts moving through his lips as moments before, he arcs his hand in that familiar fashion and touches Sidi.
My sword! Where'd I drop it?

|  El Garrapata | 
 
	
 
                
                
              
            
            Fort Save vs Paralysis: 1d20 + 4 ⇒ (13) + 4 = 17
HP 5/13
Garrapata tries to duck as the fire flies! Then he tries to pummel the slime!
PUNCH!: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 for 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 damage!

|  Airyn Skystalker | 
 
	
 
                
                
              
            
            "Good hit, Sidi! I'll heal your wounds if it hits back."
Airyn hangs back, carefully watching the action unfold.

|  Sidi Yawgu | 
 
	
 
                
                
              
            
            "If we do not destroy this thing, Garrapata will die," Sidi laments as he steps forward and swings at the mass of gelatin, keeping his guard up.
Standard: Fight Defensively as a Standard Action
Rage 2/6
Great Club Damage, Rage, IC: 1d10 + 9 + 1 ⇒ (10) + 9 + 1 = 20
AC 14, +4 STR, +4 Con, +2 Will, -4 to Hit

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            Unsure if the Inspire courage applies to damage from splash weapons.
All creatures within 5ft take 1 pt fire damage....Sorry El Garrapata.
Yes though I usually limit it to the primary damage and not the spash. Technically Pathfinder Society rules against damaging your fellow players' characters say you have to ask if it's okay to damage them first. El Garrapata? Note: that one hit point might be important now that you are paralyzed and cannot complete your attack.

|  El Garrapata | 
 
	
 
                
                
              
            
            Am I paralyzed? You didn't list the DC so I had no way of knowing.
Edit: If I am, I am. I don't mind him splashing me in the heat of combat. Garrpata is pretty single-minded. He's gonna smash that thing no matter what!

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            Yeah, sorry DC 18.

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            Hallimar tosses a vial of chemicals into the melee that hits the slime mold and combusts in a shower of embers. A moment later Sidi swings his mighty club in a wide arch through the thing's soft squishy shell creating a sound like a bent saw as it wobbles back into position.
Janira's distant voice and the deep basso rumble of the thing that is no doubt about to kill her inspire the party to try harder.
Inspire courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Anyone who can see the "slime-encased kobold" and can make the knowledge (dungeoneering) check, can now make it.
Round 6! (Theme ♬)
The Bold May Act!
_________________
__ Slime Kobold(?) -38 hp, on fire
__ Hallimar
__ Lydia
__ Fomalhaut 
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata -9 hp, paralyzed 9rds

| Janira Gavix, Pathfinder | 
 
	
 
                
                
              
            
            Janira's voice continues to echo encouragement!
"Or-or there was that time that Freydis Lunskalla charged through the forgotten fallen siege tower on the plains outside of Absalom to face its hideously, evil, reptilian master with a cry of: 'Oh... He's dead.' because, well, he was felled by her boon companions a minute before, but again, that's not really the point-AIEEE!!"

|  Lydia Stillbourne | 
 
	
 
                
                
              
            
            For want of any other way to help, Lydia lobs a sling bullet in an exceedingly unlikely shot...
sling, 2 soft covers, melee penalty: 1d20 - 7 ⇒ (13) - 7 = 6
damage: 1d4 + 3 ⇒ (3) + 3 = 6
bullet retrievable on even if I miss: 1d100 ⇒ 19
...which goes about as well as one would expect.
Fomalhaut passes.

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            fire damage: 1d6 ⇒ 4
The fire does its work boiling the last of the goop off of the now prone kobold.
END (immediate) COMBAT
El Garrapata stands there stoically holding the party's light despite his obviously painful acid burns.
Janira's distant voice and the deep basso rumble of the thing that is no doubt about to kill her inspire the party to try harder.
Inspire courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Anyone who can see the "slime-encased kobold" and can make the knowledge (dungeoneering) check, can now make it.
Round 7! (Theme ♬)
The Bold May Act!
_________________
__ Hallimar
__ Lydia
__ Fomalhaut 
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata -9 hp, paralyzed 8rds 
Map updated

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            As we have squeezed most, if not all, of the humor out of El Garrapata being paralyzed, and it would certainly not be fun for anyone were he to remain paralyzed for the remaining time, I'm going to exercise the power of GM fiat and declare the effect ends at the end of this round. Oz has spoken!

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            Well maybe his mouth shakes free, but technically El Garrapata is still paralyzed this round. We are still in combat rounds (well, Janira is... somewhere). So what are you all doing this round?

| Janira Gavix, Pathfinder | 
 
	
 
                
                
              
            
            Janira's voice continues to echo encouragement!
"Listen you big ox! It's like my dwarf friend, Ragnar Foehammer, at the School of Post-Mortem Communications often says whenever he spares the undead-" Janira's distant voice takes on a dwavish brogue "'Jes' leave it here.' He says. 'All creatures wish ta continue existin'. It willna harm us.' That's like me. I'm like a harmless, moldy, old, barrow wight!" There's a loud crash like a bough breaking. "YIKES!!"

|  Sidi Yawgu | 
 
	
 
                
                
              
            
            "Janira needs our help or she is surely doomed," Sidi says gravely as he steps over the wobbling bits of boiled slime, "Garrapata is safe. Someone take the light and follow. Quickly."
The Bas'o warrior presses onward.
How much distance to the exit are we estimating?

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            120' beyond the present map. Most of it is at a steep but navigable incline.

|  Lydia Stillbourne | 
 
	
 
                
                
              
            
            Lydia and Fomalhaut follow.
Double-move. Run if possible.

|  Sidi Yawgu | 
 
	
 
                
                
              
            
            OK. So a double move and a single move to get to the next map with a standard or move action left over? Will keep Bloodrage running in that case.

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            Lydia and Fomalhaut follow.
Double-move. Run if possible.
Too steep for running--though it is too cool not to let you parkour masters not try (Acrobatics DC 10 to run, miss by less than five and loose one move action, miss by five or more than, fall prone and loose a move), otherwise double moves as normal. I'll have the maps up later tonight.

|  Lydia Stillbourne | 
 
	
 
                
                
              
            
            
Too steep for running--though it is too cool not to let you parkour masters not try (Acrobatics DC 10 to run, miss by less than five and loose one move action, miss by five or more than, fall prone and loose a move), otherwise double moves as normal.
Yeah, no, I'm satisfied with double-moving.

|  Tawner Kelenfold | 
 
	
 
                
                
              
            
            Tawner goes back to look for his sword, but he calls back to El Garrapata.
"Are you okay? You look like you took a beating from some turkey fat trimmings."
The dull gleam of the scimitar lay where the cave forks. He collects the scimitar and turns towards the others.
Why does my action economy suck so much?

|  Hallimir Duskrin | 
 
	
 
                
                
              
            
            "Sorry about the fire Garrapata...I did tell you to duck. I'm sure Tawner will be able to fix you up though."
Hallimir turns to follow the Bas'o man, "I'm with you Sidi."
He then proceeds to barrel up the tunnel into the dark ahead of the others, mace in hand.
Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25 Run towards Janira at full speed

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            OK. So a double move and a single move to get to the next map with a standard or move action left over? Will keep Bloodrage running in that case.
Not quite, at an 80 foot double move, Sidi is still one square away from getting off this map (now moved to page 2), and still have 90' to move before reaching the starting line of the next map (which is marked with everyone who is currently running that way's distance to the map's "starting line"--when you hit 0' you've crossed it).
Tawner, if you dropped your scimitar back in the tunnel with the stream that is from where you are standing (on the current page 2), back down the tunnel on page 3 (115' taking the shortest path) and finally back to wherever you dropped it on page 4.... Make sure that's what you want to do because it will effect your timing in the next encounter.

|  Lydia Stillbourne | 
 
	
 
                
                
              
            
            I can hang back and heal El Garrapata (with the wand) if it will spare Tawner some time/actions.

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            Lemme know how you all want to deal with movement and we'll press on.
Map updated.

|  Hallimir Duskrin | 
 
	
 
                
                
              
            
            At this stage Im just barreling towards Janira to help....hallimir is not going to stop running and acrobaticsing until he gets there (Janira needs help more than the rest of the party).

|  Sidi Yawgu | 
 
	
 
                
                
              
            
            OK. 120 ft more after the slime map? Then he'll be fatigued either way, so I'll end the Bloodrage after deflating the cube.
Sidi slows his climb through the tunnel just enough to ensure the others are following.

|  Airyn Skystalker | 
 
	
 
                
                
              
            
            Airyn hustles along beside his comrades.
"Strange cave system. Do you think there is another exit ahead?"

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            OK. 120 ft more after the slime map?
Yes. Just waiting for another check in or two.

| Janira Gavix, Pathfinder | 
 
	
 
                
                
              
            
            The voices get closer.
"You... Are... Really... Ticking... Me off now! *pant* You know! And you know what Master Zahta of the Dark Archive is always saying...? Do I know what he's always saying? Er.... 'Something, something, Dark Archives, something, something, Rage....' Well, you do? *pant* I mean it's famous and all, right? *pant* He says it all the time! Someone's gotta know! And it's really inspir-"
"MOOOOOOOOOOO!!"
"Ho crap. *MEEP!*"

|  Tawner Kelenfold | 
 
	
 
                
                
              
            
            @World's Most Interesting DM: I'm on the far right side of slide three, the map before the Slime; the map with the stream is slide 4 if that's what you're talking about. Truly, this next battle will affect my timing because I have to run the entire length of the Slime map. I like Lydia's idea.
@Lydia: If you heal Garrapata, then that would help as my base speed is only 20'. I'll start moving double speed. Just let me know if you want me to heal our Big Blue Brawler.
After reviewing my actions from our previous gameplay page, I ran into the "bunched up group" which I considered just a few feet off the Slime map. Sidi was already fighting with the Slime when I dropped it so I didn't drop it 115' feet before that. Therefore, with your permission, DM, I think I only have to cover the Slime map and beyond. What do you think?

|  Lydia Stillbourne | 
 
	
 
                
                
              
            
            @Lydia: If you heal Garrapata, then that would help as my base speed is only 20'. I'll start moving double speed. Just let me know if you want me to heal our Big Blue Brawler.
Done.
Lydia suddenly shows up behind Tawner, hand outstretched for the healing (for some) wand.
"Here, let me. I know how to use these..."
I handed you my inflict light wounds scrolls from earlier, right? If not, I give you 2 of them now.
"...just remember, if I get hurt? THESE, not that."

|  Fomalhaut | 
 
	
 
                
                
              
            
            "And being her shadow, it should only stand to reason that I wind up on the same side of the coin as you! LIFE BUDDIES - L'CHAIM!!!" Fomalhaut exclaims as he leans over and gives the priest an icy sideways-hug.
Seriously, I checked it out, and Phantoms/Shades are technically not Undead, and therefore healed by positive energy. F#%+ed up, I know.

|  El Garrapata | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Garrapata finally shakes completely free of the paralysis. "I have an ITCH that I COULD NOT scratch and it was the WORST THING EVER!" He pulls out his holy stick and hands it to Lydia. "Can you fix me, friend Lydia?"

|  Tawner Kelenfold | 
 
	
 
                
                
              
            
            Lydia can fix you. But she's already got the stick because I gave it to her because you gave it to me. :P Your itch made me laugh though!
Tawner fumbles for the wand El Garrapata gave him. He can see Lydia's sincerity and maybe something more. A glance. A movement. Maybe asking for a chance to be trusted. He can't get over the centuries of fear and utter disdain his family has held for creatures like her.
But she's also a woman. Maybe that's the part he understands. He hands her the wand and smiles because, no, definitely, he doesn't understand women either. He soaks in her visage for a moment wanting it to last longer.
---"LIFE BUDDIES - L'CHAIM!!!"
Damnit!!!
Tawner pinches the bridge of his nose, takes the scrolls with a nod, deposits them, gives a pained smile to Fomalhaut, and starts moving.
double speed. And I'm leaving wand with Lydia.

|  Lydia Stillbourne | 
 
	
 
                
                
              
            
            Lydia uses El Garrapata's wand.
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
If that's not enough:
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
If THAT'S not enough:
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            Alright, so let's get this round straight. Tawner is heading back for his scimitar leaving his wand with Lydia and Fomalhaut to use on the petrified El Garrapata (she uses it once this round, healing him for 6 hp). Meanwhile Hallimar, Sidi and Airyn are racing to help Janira.
I think I got that right.
Hallimar races through the tunnels, followed closely by Sidi, and Airlyn.
Back in the slimy tunnel El Garrapata shakes off his slime-paralysis as Lydia heals him.
Too steep for running--though it is too cool not to let you parkour masters not try (Acrobatics DC 10 to run, miss by less than five and loose one move action, miss by five or more than, fall prone and loose a move), otherwise double moves as normal. I'll have the maps up later tonight.
Inspire courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Round 8! (Theme ♬)
The Bold May Act!
_________________
__ Hallimar
__ Lydia
__ Fomalhaut 
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata -3 hp 
Map, and relative distances updated.

|  El Garrapata | 
 
	
 
                
                
              
            
            Just the one will do. Garrapata's too impatient for much standing still!
"Great! THANKS, friend LYDIA! Keep the WAND. We might need it again!" Garrapata takes off at a run toward the distant Janira's voice, moving as fast as he is able to get through!

| The World's Most Interesting GM | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            I think you are supposed to shout it while you are doing it. At least that's how Harry Dresden does it. "PARKOUR!"
It's not weird or anything--really.

|  Tawner Kelenfold | 
 
	
 
                
                
              
            
            double move and map updated
EDIT: Love Harry Dresden and supposedly a new novel, Peace Talks, is on the way!

|  Airyn Skystalker | 
 
	
 
                
                
              
            
            Just keep swimming, just keep swimming
Airyn hustles to keep up with Sidi.
"Is she getting louder?"

|  Sidi Yawgu | 
 
	
 
                
                
              
            
            Sidi continues at a steady hustle, slowing down for Airyn. "I have not heard much after the last demonic sounding moo."
Double move to move 60 ft, unless Airyn is as fast as Sidi

|  Hallimir Duskrin | 
 
	
 
                
                
              
            
            "We must hurry, it doesn't sound like Janira can hold out for much longer."
Actobatics to Continue Running: 1d20 + 8 ⇒ (2) + 8 = 10
Hallimir pushes himself, trying to run faster, and almost slips as some loose rocks on the ground threaten to make him loose his footing. Only being saved by his inherent balance and reactive abilities, Hallimir continues to surge ahead of the others towards the cave entrance. Eye of the Tiger pumping through his head, pushing him onwards.
"WATCH OUT FOR LOOSE ROCKS!!!" Hallimir calls back to Sidi and Airyn.
Assuming that I can move that fast (120ft running) around the bend at the end of the cave... Then Hallimir bursts out of the cave into the light.
So 50ft of running to the end of the map gives me 70ft of movement straight ut of the cave

| The World's Most Interesting GM | 
 
	
 
                
                
              
            
            1d20 ⇒ 18
Sidi continues at a steady hustle, slowing down for Airyn. "I have not heard much after the last demonic sounding moo."
Double move to move 60 ft, unless Airyn is as fast as Sidi
Thought you could move 80' on a double. Lemme know if that's right because that's where my numbers are coming from.
Too steep for running--though it is too cool not to let you parkour masters not try (Acrobatics DC 10 to run, miss by less than five and loose one move action, miss by five or more than, fall prone and loose a move), otherwise double moves as normal. I'll have the maps up later tonight.
Inspire courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Round 9! BOSS BATTLE! (Boss Theme! ♬)
The Bold May Act!
_________________
__ Hallimar
__ Lydia
__ Fomalhaut 
__ Janira -17 hp, 1 nonlethal, fatigued 
__ savage minotaur -7 hp
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata -3 hp 
Map, and relative distances updated.
 
	
 
     
    