World's Most Interesting Confirmation (001) [PFS Standard 5-08] (Inactive)

Game Master Great Green God

Maps and Handouts Folio


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Sovereign Court

Male N Half Elf Rogue/1; HP 10/10 | AC:18 t:15; ff:14; | Fort +1, Ref +6, Will +1; +2 vs enchant/divination | CMB +2; CMD 16 (12ff) | Spd 30 ft. | Init +6 | Perc +6 | Acro +8 | Stealth +8 | SensM +4 | Darkvision 30ft | Conditions : none

Hallimir sheaths his bow and proceeds across the river.

"Agreed.

Grand Lodge

Male N Sylph Druid(Nature's Fang) 1 | hp 9/9 | AC 15, t:12, f:13 (+2 v ranged) | CMD: 13 | Fort +2, Ref +2, Will +5 | spd 30 | init +2 | perception +7 | resist(elec) 5 | Aerial Agility 6/6 | Conditions: none

"It caused no harm to us. I would rather leave it be. "

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

"If the kobolds are killing the gillmen," Sidi calls back, "We should drive them out."


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Sidi rushes ahead to page two of the map folio.

The Kobold does something unseen somewhere in the dark tunnels ahead....

Sidi:
There are a fair number of crisscrossing Kobold tracks here the most recent set heading into the southern tunnel.

dice:
1d20 ⇒ 20

Round 3! (Theme)
The Bold May Act!
_________________
__ Kobolds (teal -7 hp)
__ Hallimar
__ Lydia
__ Fomalhaut
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata

Map updated. Note refer to page 2 if you are chasing after the fleeing Kobold.

Sovereign Court

Male N Half Elf Rogue/1; HP 10/10 | AC:18 t:15; ff:14; | Fort +1, Ref +6, Will +1; +2 vs enchant/divination | CMB +2; CMD 16 (12ff) | Spd 30 ft. | Init +6 | Perc +6 | Acro +8 | Stealth +8 | SensM +4 | Darkvision 30ft | Conditions : none

Hallimir rushes past the others and manages to catch up to Sidi.

"Which way do you think they went Sidi?"

Hallimir kneels down and inspects the tracks
Survival: 1d20 ⇒ 16

Then Hallimir remembers Airyn's warning "Kobolds! Watch out for traps." . He draws his mace and inspects the entrance to each tunnel for traps.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25 +1 to the result to spot any creatures whilst looking.

actions:
Move: move 30ft
Standard: Draw mace

Silver Crusade

Male Human CG Cleric 1 |AC 16, T 9, FF 16| |hp 13/13| |Init -1| |Perc +4, Sns Motv +4|
Additional Stats:
|F +4, R -1, W +6 | |Spd 20'| |KnRel +4| |CMD 11| |Channel 6/6| |Rebuke Death 7/7|
Active Bonuses/Conditions:
None

Tawner starts to follow Hallimir, but pauses as Airyn speaks his peace. "We're losing Sidi and Hallimir. And we're going to get lost ourselves. Maybe we should remain as one?"

He cups his hands before getting an answer from the others, "Hallimir! Wait!"

Tawner is staying behind unless the rest of the group decides to follow. Updated Tawner on the first map.

Silver Crusade

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4 Human(?) Brawler 10

Garrapata nods and hustles after Sidi and Hallimir and Tawner.

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

"Fresh tracks to the south," Sidi says as he points them out for Hallimir.

"I can hear you, Tawner; I am right here. We did not leave the plane," the large man calls over his shoulder.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Hallimir doesn't notice anything suspicious along the path ahead.

Round 3! (Theme)
The Bold May Act!
_________________
__ Kobolds (teal -7 hp)
__ Hallimar[b]
__ Lydia
__ Fomalhaut
__ Sidi

__ Tawner
__ Airyn

__ El Garrapata

Map updated. Note refer to page 2 if you are chasing after the fleeing Kobold.

Dark Archive

1 person marked this as a favorite.
NN female Ancient-Born Dhampir Spiritualist 3
Spoiler:
|AC 15, T 11, FF 14|HP: 21/21|F +2, R +2, W +7 (+2 vs disease/MA, -1 vs attribute loss, +4 vs reading/writing)|Init +1, Perc +4|CMB +5 CMD 16|3/3 dooms 1/1 Guiding Spirit, 3/3 Sense Bond, 6/6 Manifestation, 1/1 ES

Lydia and Fomalhaut (somewhat reluctantly) follow.

Survival: 1d20 + 5 ⇒ (4) + 5 = 9

Unfortunately, trying to follow Kobold tracks when El Garrapata's in your way is a bit like trying to follow the tracks of a battlefield courier's pony while you're stuck marching behind the siege engines.

Grand Lodge

Male N Sylph Druid(Nature's Fang) 1 | hp 9/9 | AC 15, t:12, f:13 (+2 v ranged) | CMD: 13 | Fort +2, Ref +2, Will +5 | spd 30 | init +2 | perception +7 | resist(elec) 5 | Aerial Agility 6/6 | Conditions: none

Survival: 1d20 + 7 ⇒ (1) + 7 = 8

Airyn moves behind and follows his companions. "Which way?"

Sovereign Court

Male N Half Elf Rogue/1; HP 10/10 | AC:18 t:15; ff:14; | Fort +1, Ref +6, Will +1; +2 vs enchant/divination | CMB +2; CMD 16 (12ff) | Spd 30 ft. | Init +6 | Perc +6 | Acro +8 | Stealth +8 | SensM +4 | Darkvision 30ft | Conditions : none

Hallimir has already acted this round

As Hallimir is inspecting the tunnels, he responds to Airyn. "Well the fresh tracks lead to the south....but it looks a bit tight. These tracks" Hallimir points to the tracks leading to the north, "are older but we might actually fit this way."


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Round 3! (Theme)
The Bold May Act!
_________________
__ Kobolds (teal -7 hp)
__ Hallimar
__ Lydia
__ Fomalhaut
(I'm guessing 'it's got nuthin'' but just in case.)
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata

Map updated. Note refer to page 2 if you are chasing after the fleeing Kobold.

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

Sidi squeezes into the narrow tunnel until it opens. He searches for dangers along the way.

"It opens a short way down," Sidi calls to the others.

Actions:
Move: 30 ft used to squeeze 15 ft, then 10 ft normal
Standard: Active Search

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Dark Archive

male...? unknown Shade 3
Spoiler:
|AC 16, T 12, FF 14|HP: 19/19|F +2, R +7, W +3|Init +2, Perc +4|CMB +4 CMD 16|

Fomalhaut tries to blend in with the darkness going forward...

Stealth: 1d20 + 6 ⇒ (6) + 6 = 12

...but he's having too much fun projecting images of wolves and rabbits and spiders and Neh-thalggu and Tzitzimitls and gods-know-what-else onto the wall to actually do a good job of it.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Everybody moved?

Sidi sees a small furtive shape 50 feet away.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Everybody moved?

Sidi sees a small furtive shape 50 feet away. It rushes off westward. Running, 4 x speed.

Round 4! (Theme)
The Bold May Act!
_________________
__ Kobolds (teal -7 hp)
__ Hallimar
__ Lydia[b]
__ Fomalhaut
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata

Map updated.

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

"It is fleeing this way!" Sidi alerts the others.

He continues to cautiously follow the kobold to its lair.

Actions:
Move: Double move at half speed = 40 ft
Standard: Search for traps

Perception: 1d20 + 4 ⇒ (9) + 4 = 13 +1 for noticing creatures


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Sidi moves quickly deeper into the caves, threatening to leave his fellows behind.

Round 4! (Theme)
The Bold May Act!
_________________
__ Kobolds (teal -7 hp)
__ Hallimar
__ Lydia
__ Fomalhaut

__ Sidi
__ Tawner
__ Airyn
__ El Garrapata

Sovereign Court

Male N Half Elf Rogue/1; HP 10/10 | AC:18 t:15; ff:14; | Fort +1, Ref +6, Will +1; +2 vs enchant/divination | CMB +2; CMD 16 (12ff) | Spd 30 ft. | Init +6 | Perc +6 | Acro +8 | Stealth +8 | SensM +4 | Darkvision 30ft | Conditions : none

Hearing Sidi's call echo through both tunnels Hallimir decides that squeezing is a bad idea and chases after him down the wider tunnel keeping an eye out for any traps on the way through.

"Quickly everyone....these tunnels must meet up, I can hear Sidi through this way."

Actions:

Move: Move 30ft
Standard: Search for traps


Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Dark Archive

NN female Ancient-Born Dhampir Spiritualist 3
Spoiler:
|AC 15, T 11, FF 14|HP: 21/21|F +2, R +2, W +7 (+2 vs disease/MA, -1 vs attribute loss, +4 vs reading/writing)|Init +1, Perc +4|CMB +5 CMD 16|3/3 dooms 1/1 Guiding Spirit, 3/3 Sense Bond, 6/6 Manifestation, 1/1 ES

Lydia follows slowly, carefully, and still rather reluctantly...

Stealth: 1d20 ⇒ 20

Dark Archive

male...? unknown Shade 3
Spoiler:
|AC 16, T 12, FF 14|HP: 19/19|F +2, R +7, W +3|Init +2, Perc +4|CMB +4 CMD 16|

...as does Fomalhaut (who only has so much choice anyways).

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18

Silver Crusade

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4 Human(?) Brawler 10

Garrapata double-moves through the tunnels after Sidi.

Grand Lodge

Male N Sylph Druid(Nature's Fang) 1 | hp 9/9 | AC 15, t:12, f:13 (+2 v ranged) | CMD: 13 | Fort +2, Ref +2, Will +5 | spd 30 | init +2 | perception +7 | resist(elec) 5 | Aerial Agility 6/6 | Conditions: none

Airyn moves up behind Hallimir, taking his cue and looking for pitfalls.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

But, he is too distracted by the oppressively cramped tunnels to notice anything.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

And the chase is on-ish!

Hallimar does not notice anything untoward ahead.

Round 4! (Theme)
The Bold May Act!
_________________
__ Kobold
__ Hallimar
__ Lydia
__ Fomalhaut
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata

Silver Crusade

Male Human CG Cleric 1 |AC 16, T 9, FF 16| |hp 13/13| |Init -1| |Perc +4, Sns Motv +4|
Additional Stats:
|F +4, R -1, W +6 | |Spd 20'| |KnRel +4| |CMD 11| |Channel 6/6| |Rebuke Death 7/7|
Active Bonuses/Conditions:
None

Tawner has straggled behind, staying close to Airyn and Hallimir as best he can. When they move, they move fast, and he can only trust his safety in these dark caverns to them.

I hope Sidi doesn't meet these things alone.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

dice:
Airyn Skystalker perception: 1d20 + 7 ⇒ (19) + 7 = 26
Lydia Stillbourne perception: 1d20 + 3 ⇒ (8) + 3 = 11
Fomalhaut perception: 1d20 ⇒ 7
Tawner Kelenfold perception: 1d20 + 4 ⇒ (3) + 4 = 7
Hallimir Duskrin perception: 1d20 + 6 ⇒ (18) + 6 = 24
Sidi Yawgu perception: 1d20 + 4 ⇒ (3) + 4 = 7
El Garrapata perception: 1d20 ⇒ 8

Airyn, Lydia, Hallimar:
You hear a sudden 'yip' from somewhere up ahead that cuts off nearly at once, and is lost among the other noises in the cave.

Map updated. I have reshuffled the slides so the party is on the top slide and the next set of tunnels (the way the kobold ran) is now page two.

Grand Lodge

Male N Sylph Druid(Nature's Fang) 1 | hp 9/9 | AC 15, t:12, f:13 (+2 v ranged) | CMD: 13 | Fort +2, Ref +2, Will +5 | spd 30 | init +2 | perception +7 | resist(elec) 5 | Aerial Agility 6/6 | Conditions: none

Airyn hustles ahead. "Something surprised that kobold."


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

For those of you who draw within visual range:
The kobold seems to be standing there with it's back to you. It turns smoothly to face you.

At this point (if you are on the second page map) I need two separate Perception checks.

If you make it to the same map as the kobold - Perception DC 20 (audio, creatures involved):
You can barely make out the noise of distant battle, and among the sounds the high pitched voice of Janira!

Also, if you make it to the same map as the kobold - Perception DC 20 (visual, creatures involved):

-------------
IF you made the 'Also' check, you may (if you can) roll one knowledge (dungeoneering) check and reveal all the following spoilers that apply.

Knowledge (dungeoneering) DC 12+:
The transparent wall of gel is an ooze known as a gelatinous cube. Some cubes like this one grow or are bred for smaller environments like these steep tunnels, and are called servings rather than cubes.

Knowledge (dungeoneering) DC 17+:
Obviously gelatinous cubes and servings are hard to spot being nearly transparent. Highly caustic predators to the touch, they sense organic material via hyper-developed epidermal senses blindsight and move to intercept.

Knowledge (dungeoneering) DC 22+:
In addition to acid their substance gives off a powerful paralytic agent to make sure their prey does not escape being engulfed and eventually consumed. Materials the cube cannot digest, such as metal and stone, can eventually fill up the creature’s mass with such detritus, and at times the creature may excrete some of this material out of its body.

Silver Crusade

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4 Human(?) Brawler 10

El Garrapata hustles after the kobold!

Perception! Audio: 1d20 ⇒ 8
Perception! Video: 1d20 ⇒ 11

Dark Archive

NN female Ancient-Born Dhampir Spiritualist 3
Spoiler:
|AC 15, T 11, FF 14|HP: 21/21|F +2, R +2, W +7 (+2 vs disease/MA, -1 vs attribute loss, +4 vs reading/writing)|Init +1, Perc +4|CMB +5 CMD 16|3/3 dooms 1/1 Guiding Spirit, 3/3 Sense Bond, 6/6 Manifestation, 1/1 ES

We double-move.

Lydia glances back at Fomalhaut.

"Why are we doing this, exactly?"

audio Perception: 1d20 + 3 ⇒ (5) + 3 = 8
visual Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Dark Archive

male...? unknown Shade 3
Spoiler:
|AC 16, T 12, FF 14|HP: 19/19|F +2, R +7, W +3|Init +2, Perc +4|CMB +4 CMD 16|
Lydia Stillbourne wrote:


Lydia glances back at Fomalhaut.

"Why are we doing this, exactly?"

"Don't ask where I heard this one or what it actually means, but the answer that comes to mind is...'for the lulz?'"

audio Perception: 1d20 ⇒ 14
visual Perception: 1d20 ⇒ 20
Uh, okay, made the visual check, but no Knowledge (Dungeoneering) (Lydia doesn't have that, either) - does Fomalhaut notice anything worth mentioning?

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

Sidi moves more quickly through the tunnel as Airyn darts ahead.

Percpetion: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

"Something what?" he asks before he catches sight of the kobold.

"Huh?"

Dark Archive

male...? unknown Shade 3
Spoiler:
|AC 16, T 12, FF 14|HP: 19/19|F +2, R +7, W +3|Init +2, Perc +4|CMB +4 CMD 16|
Sidi Yawgu wrote:


"Something what?" he asks before he catches sight of the kobold.

"Huh?"

"See the...Sidi?"

Sovereign Court

Male N Half Elf Rogue/1; HP 10/10 | AC:18 t:15; ff:14; | Fort +1, Ref +6, Will +1; +2 vs enchant/divination | CMB +2; CMD 16 (12ff) | Spd 30 ft. | Init +6 | Perc +6 | Acro +8 | Stealth +8 | SensM +4 | Darkvision 30ft | Conditions : none

Hallimir rushes forward to keep up with Sidi and the others. As he approaches the corner he sees Sidi Pull up short with surpirse.

audio Perception: 1d20 + 7 ⇒ (8) + 7 = 15
visual Perception: 1d20 + 7 ⇒ (5) + 7 = 12

"What is it Sidi..."

Silver Crusade

Male Human CG Cleric 1 |AC 16, T 9, FF 16| |hp 13/13| |Init -1| |Perc +4, Sns Motv +4|
Additional Stats:
|F +4, R -1, W +6 | |Spd 20'| |KnRel +4| |CMD 11| |Channel 6/6| |Rebuke Death 7/7|
Active Bonuses/Conditions:
None

Tawner strives to keep up with Airyn.

double move, but still on the first map

"Didn't you say," he huffs out to no one in particular, "something," he huffs again, "about sneaky traps?!"

Sovereign Court

Male N Half Elf Rogue/1; HP 10/10 | AC:18 t:15; ff:14; | Fort +1, Ref +6, Will +1; +2 vs enchant/divination | CMB +2; CMD 16 (12ff) | Spd 30 ft. | Init +6 | Perc +6 | Acro +8 | Stealth +8 | SensM +4 | Darkvision 30ft | Conditions : none

GM, are we out of rounds?


Fomalhaut wrote:

"Don't ask where I heard this one or what it actually means, but the answer that comes to mind is...'for the lulz?'"

Uh, okay, made the visual check, but no Knowledge (Dungeoneering) (Lydia doesn't have that, either) - does Fomalhaut notice anything worth mentioning?

My bad. Forgot the spoiler text for the visual Perception check. Here it is:
The kobold didn't move as it turned. That is to say it's legs didn't move. It just rotated like it was on a turntable. It doesn't look good either all of it's camouflage leaves are gone and it looks burned. In fact it eyes have been burned out of it's head. You don't think it's alive anymore. How it can stand upright is beyond you, and then you notice a curious distortion in the air around it--like a heat shimmer. The shimmer moves with the dead kobold.

He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Hallimir Duskrin wrote:
GM, are we out of rounds?

Not yet.

The kobold turns and noiselessly charges Sidi--but somehow it's legs are not moving as it advances. Actually nothing about it is moving, it's just skating across the tunnel floor directly toward the party!

slam v Sidi (charge): 1d20 + 3 ⇒ (10) + 3 = 13 damage: 1d4 - 2 ⇒ (2) - 2 = 0 PLUS acid damage: 1d6 ⇒ 6

A wave of almost transparent goop swishes just inches away from Sidi's face. The goo or whatever it is somehow encasing the kobold, who seems to have been burned to death even though it is still standing upright and unmoving. It's hard to make out the dimensions of the goo, but it seems to fill the area around the kobold in tunnel until it plateaus at about 8 feet high.

Anyone who can see the "slime-encased kobold" and can make the knowledge (dungeoneering) check, can now make it.

Round 5! (Theme)
The Bold May Act!
_________________
__ Kobold(?)
__ Hallimar
__ Lydia
__ Fomalhaut
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata

Sovereign Court

Male N Half Elf Rogue/1; HP 10/10 | AC:18 t:15; ff:14; | Fort +1, Ref +6, Will +1; +2 vs enchant/divination | CMB +2; CMD 16 (12ff) | Spd 30 ft. | Init +6 | Perc +6 | Acro +8 | Stealth +8 | SensM +4 | Darkvision 30ft | Conditions : none

Hallimir rounds the corner seeing the goo slosh in front of Sidi.

"What the hell is that!" he exclaims.

Seeing that there is no room to advance to help, Hallimir squeezes into one of the side passages in an attempt to move around behind the Kobold.

Actions: Double move through the north passage: 15ft normal move + 20ft squeezing (40ft cost) = 55ft

Liberty's Edge

230524-17 | Male NG Human (Mwangi) 2 |HP 12/22 (24) | F +4 R +3 W +2 (+4) | AC 14 T 11 FF 13 | CMD 16 | Init +1 | Perc +4 SM +2 | Speed 40 ft | Bloodrage (1/6) | Active Conditions: ---

As the slime's pedicle lashes out at him, Sidi loudly growls and there is a sudden, momentary cooling of the air around him. His body seems to become more gaunt, his scares more pronounced, and his eyes darken.

The Bas'o man swings his great club in a mighty overhanded smash.

Actions:
Free: Initiate Bloodrage (1/6)
Standard: Attack

Dice:
Great Club, Bloodrage: 1d20 + 7 ⇒ (17) + 7 = 24
Great Club Damage, Bloodrage: 1d10 + 9 ⇒ (2) + 9 = 11

AC 12, +4 STR, +4 CON, +2 Will saves
I think you're missing a -2 penalty on the cube's to Hit.

Silver Crusade

Male Human CG Cleric 1 |AC 16, T 9, FF 16| |hp 13/13| |Init -1| |Perc +4, Sns Motv +4|
Additional Stats:
|F +4, R -1, W +6 | |Spd 20'| |KnRel +4| |CMD 11| |Channel 6/6| |Rebuke Death 7/7|
Active Bonuses/Conditions:
None

Tawner runs into the bunched up group behind Airyn. With no knowledge of what is happening which drives his sense of dread, he drops his sword and begins moving his free hand in a sacred arc.

"Sarenrea. Guide us and protect us!" He manages to reach out and touch Airyn as they run up to the connecting tunnel.

Airyn:
Tawner casts Guidance. Airyn you receive a +1 competence bonus on a single attack roll, saving throw, or skill check. You have to choose to use the bonus before making the roll to which it applies.

Dark Archive

male...? unknown Shade 3
Spoiler:
|AC 16, T 12, FF 14|HP: 19/19|F +2, R +7, W +3|Init +2, Perc +4|CMB +4 CMD 16|

"BRAVO, monsieur!" Fomalhaut calls out to the horrific Kobold. "I'm going to have to remember that one!"

"Actually, wait...I don't think he's doing that deliberately...what is that??? 'Kobold en aspic?'"

Lydia and Fomalhaut take a wide detour around...whatever it is so that the likes of Sidi and El Garrapata can make the most of what little room there is.

We both double-move.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Fomalhaut wrote:
We both double-move.

You have to squeeze though the narrow side passages.

Sidi Yawgu wrote:
I think you're missing a -2 penalty on the cube's to Hit.

??? Normally you get a +2 to hit on a charge. And it's not really a cube. It's more of a tall, rectangular parallelepiped.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

As some of the party make their way around the kobold-thing they hear a curious noise, a high-pitched, out-of-breath voice is reciting something from somewhere up the shaft.

"CRAP! As the legendary Gregaro Voth- *pant, pant* (crap! what was his name?) err, Klaatu Barada *mutter, mutter* successfully battled the wild--whoah--beasts in the deepest reaches of the Mwangi- *pant, pant* Don't pass out Janira. Breathe, just breathe. *pant, pant* Mwangi Expanse, so shall I defeat you-you foul servant of Lamashtu! *pant, pant, pant* Oh, who am I kidding!? Just run!!"

"MOOO!"

"YIKES!"

"MOOOOOO!!"

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 5! (Theme)
The Bold May Act!
_________________
__ Kobold(?) -12 hp
__ Hallimar
__ Lydia
__ Fomalhaut
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata

Silver Crusade

HP 93/93; AC 20, T13, FF16; CMD 26 (32 vs grapple); F+9, R+9, W+4; Init +2, Perc +4 Human(?) Brawler 10

Garrapata smiles and squeezes through the north tunnel to get behind the gelatinous tetrahedron.

Grand Lodge

Male N Sylph Druid(Nature's Fang) 1 | hp 9/9 | AC 15, t:12, f:13 (+2 v ranged) | CMD: 13 | Fort +2, Ref +2, Will +5 | spd 30 | init +2 | perception +7 | resist(elec) 5 | Aerial Agility 6/6 | Conditions: none

Airyn moves into the cavern to get a better view, and studies the slimy kobold.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

1d2 ⇒ 2

slam v El Garrapata: 1d20 + 1 ⇒ (16) + 1 = 17 damage: 1d4 - 2 ⇒ (4) - 2 = 2 PLUS acid damage: 1d6 ⇒ 6

Somehow noticing the flanking maneuver being attempted the dead kobold whirls to meet it with its rapidly melting countenance. The mass of gel around it spins as well sucking in the air in the tunnel. It slams straight into El Garrapata with all the force of a very large, and damply acidic newspaper turned to the neuro-inhibitor page!

El Garrapata Fort save or be paralyzed for 2d6 ⇒ (5, 4) = 9 rounds!

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(?) -12 hp
__ Hallimar
__ Lydia
__ Fomalhaut
__ Sidi
__ Tawner
__ Airyn
__ El Garrapata
-8 hp


Echoing now through the maze of tunnels, the group can hear Janira's distant slightly panicked voice, encouraging them on with stories of other heroic Pathfinders!

"And there was that time that the chronicler misspelled the heroic Alexis "The Odd" Trismegistis's name on a document! *Puff, Puff* Did she just keep her mouth shut and settle for being Alexis "The Old" Trismegistis? No! She called them on it! Sure it got her busted for the impertinence of having such a long and difficult name, but still it was the principle of the thing! That, and the junior faculty dishware was really clean that week!"

Inspire courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Sovereign Court

Male N Half Elf Rogue/1; HP 10/10 | AC:18 t:15; ff:14; | Fort +1, Ref +6, Will +1; +2 vs enchant/divination | CMB +2; CMD 16 (12ff) | Spd 30 ft. | Init +6 | Perc +6 | Acro +8 | Stealth +8 | SensM +4 | Darkvision 30ft | Conditions : none

Hallimir steps into passageway just as the gelatinous Kobold slams into El Garrapata, singeing some of his hair and clothes.

"Whoa!...I'm staying away from that". Hallimir grabs a small flask from his bandolier and lobs it at the Kobold. "GARRAPATA!! DUCK!!"

Actions:
5ft step into passageway
Move: Draw Alchemist's Fire
Standard: Ranged Touch Attack into Melee: 1d20 + 4 - 4 + 1 ⇒ (11) + 4 - 4 + 1 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 fire

Unsure if the Inspire courage applies to damage from splash weapons.
All creatures within 5ft take 1 pt fire damage....Sorry El Garrapata.

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