World's Most Interesting Hall of the Flesh Eaters (tier 1-2, 001) (Inactive)

Game Master The World's Most Interesting GM

Tier 1-2 Crew:
Perception
[dice=Remmy (+6 General, -2 to sight and hearing based, (+6 Visual due to masterwork glasses) Scent)]1d20+6[/dice]
[dice=Kahwen]1d20+9[/dice]
[dice=Lumo]1d20+4[/dice]
[dice=Ree]1d20+10[/dice]
[dice=Conal]1d20+5[/dice]
[dice=Kyra]1d20+[/dice]

Initiative
[dice=Remmy]1d20+9[/dice]
[dice=Kahwen]1d20+5[/dice]
[dice=Lumo]1d20+1[/dice]
[dice=Ree]1d20+3[/dice]
[dice=Conal]1d20+6[/dice]
[dice=Kyra]1d20+[/dice]

Sense motive
[dice=Remmy]1d20+4[/dice]
[dice=Kahwen]1d20+1[/dice]
[dice=Lumo]1d20+2[/dice]
[dice=Ree]1d20-1[/dice]
[dice=Conal]1d20+6[/dice]
[dice=Kyra]1d20+[/dice]

Emergency Tier 1-2 Gameplay Thread Link


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The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy moves stealthily alongside his birdlike friend, sniffing the air as he tries to sent out the enemy.

stealth: 1d20 + 14 ⇒ (11) + 14 = 25
perception: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Kahwen gestures at his ear then down the trail where he heard the sound then down at his sword which he shakes significantly.

He then takes his sword in both hands and starts down the trail.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Stealth: 1d20 + 12 ⇒ (5) + 12 = 17

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree seems quite a bit better now that they're on relatively dry land, getting better by the minute. She keeps her eyes out as she moves forward drawing her blade as she goes.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Female Cleric of Sarenrae | AC 14 T 10 FF 14 | CMD 12 | hp 13 | F +3 R +1 W +3 | Spd 30' | Init 0 | KnRel +4, Perc +3, Diplo +6, Heal +7 | channel 5/5 | rebuke death 6/6 | Conditions: Light|

Kyra will hold her holy symbol aloft and cast light on it, then accompany her beefy snake companion deeper into the jungle.


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. ♬

Suddenly the forest explodes with wild inhuman cries and frenzy sound of beasts breaking cover from the jungle!

Suddenly there are savages in the party's midst! And while they wield primitive tribal weapons the forerunners attempt to grab and bite. Crimson tears of blood streak their cheeks.

teal bite v Kahwen: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d6 + 4 ⇒ (6) + 4 = 10 miss

yellow bite v Lumo: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d6 + 4 ⇒ (4) + 4 = 8 miss

You may each make one Knowledge (local) check regarding the savages and open all the spoilers below that apply.

Knowledge (local) (DC 10+):
The creatures are called Kuru. Kuru are red-eyed humanoids often with disturbing tribal tattoos covering their faces. Their jagged teeth appear to have been filed down to points. Most live in small tribal villages in or around ancient Ghol-Gan ruins dotting the seas around the Shackles. Kuru are abnormally fast and hardy, but bloodlust clouds their thinking.

Knowledge (local) (DC 15+):
Kuru have good low-light vision, but are sensitive to bright light.

Knowledge (local) (DC 20+):
The Kuru worship a loathsome goddess known as the Blood Queen who is said to have twisted the Kuru’s forbearers into the cannibalistic berserkers that they are today.

+++++++++

If you achieve a success of 20+ on the above roll you may also roll a knowledge (arcana or planes) (DC 33):
The Blood Queen is monstrous grub-like native outsider that swallows select worshippers and spits them out again turning them into living (though paralyzed, and brain dead) vessels that the Blood Queen uses to sense the world through and to command and communicate to her other worshippers via a sort of mental telepathy.

+++++++++

When your character can actually see one: Heal (DC 15):
These beings are starving and fatigued.

Conditions
Dim lighting The thick jungle canopy and the mists conspire to darken the area. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.

The vapor obscures all sight beyond 20 feet.

Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Conal
__ Remmy
__ Ree
__ Kyra
__ Lumo
__ Kahwen

__ ???

Map updated.

Grand Lodge

male human swashbuckler(rondelero)2, HP 20/20; AC 19, T 14, FF 15, F +1, R +7; W +2, Init. +6; Perception +6

Conal darts forward toward the shouts from Kyra and Lumo. He hopes that his light can help him see through the mist.

unsure if i can make it this round...if not i will doible move to flank the one on Kyra know local: 1d20 + 4 ⇒ (16) + 4 = 20

heal, untrained: 1d20 + 1 ⇒ (9) + 1 = 10

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy moves forward like greased lightning, his cloak making a soft flap as he moves forward, teeth bared at the enemy as he whips out a claw at them.

Claw: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

Wow, that's a lot.

Lumo laughs loudly and cries out in Draconic and swings at an enemy. Red

Draconic:
"Gorum, you spoil me! "

Power Attack Hit: 1d20 + 5 ⇒ (20) + 5 = 25

Power Attack DMG: 2d6 + 8 ⇒ (4, 5) + 8 = 17

crit?: 1d20 + 5 ⇒ (3) + 5 = 8

?? DMG: 2d6 + 8 ⇒ (5, 2) + 8 = 15

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

"Rawk!" Kahwen calls out in incoherent surprise as the Pathfinders are suddenly shown very definitively that they're not alone atop the spire.

Fortunately he is able to weave back and avoid being bitten (bitten!) by these odd individuals.

He does not even contemplate retaliating. He is much better when he is working with others than alone. Without hesitation, he tumbles back away from his attacker contorting and twisting his body to make it hard to hit him.

Acrobatics to avoid AOO: 1d20 + 12 ⇒ (16) + 12 = 28

He lines himself up across another of their assailants from Kyra and strikes when he is not looking.

If Kyra is still flatfooted, I'll wait until she acts to get the flanking bonus and sneak attack.

Elven Curve Blade plus Flanking: 1d20 + 7 ⇒ (16) + 7 = 23
Slashing plus Sneak Attack plus Dirty Fighter: 1d10 + 1d6 + 1 ⇒ (10) + (6) + 1 = 17


Female Cleric of Sarenrae | AC 14 T 10 FF 14 | CMD 12 | hp 13 | F +3 R +1 W +3 | Spd 30' | Init 0 | KnRel +4, Perc +3, Diplo +6, Heal +7 | channel 5/5 | rebuke death 6/6 | Conditions: Light|

I'm assuming Remmy and Kahwen have killed orange

Kyra whips her scimitar out of her sheath as she moves north, slicing at the green humanoid in one smooth motion.

attack roll: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d6 + 2 ⇒ (5) + 2 = 7

Grand Lodge

male human swashbuckler(rondelero)2, HP 20/20; AC 19, T 14, FF 15, F +1, R +7; W +2, Init. +6; Perception +6

forgot to add that Conal relays his info to the others...

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

also assuming the orange one is dead...

Ree's hair gets some of its fire back in it as the action begins as she quips following Conal's information "okay normally eating out is something I'm totally for...just not like that...ew!" as she charges forward towards the red kuru!

Attack!: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Confirm?: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Damage!: 1d6 + 4 ⇒ (2) + 4 = 6
Crit!: 1d6 + 4 ⇒ (6) + 4 = 10

"Ha! Take that!" she'll yell if her blade drops the kuru she was trying to run through!


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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. ♬
Kahwen wrote:
If Kyra is still flatfooted, I'll wait until she acts to get the flanking bonus and sneak attack.

We are using block format initiatives so that's fine. Unless there is some logical reason why the PCs couldn't organize themselves to take advantage of their grouped initiative order (perhaps Kyra wished to concentrate upon something else and therefore might not of been able to flank) you can organize your block of initiative as you like. You did have a week to train and spar with one another aboard the Grinning Pixie after all.

Ree Soiel wrote:
also assuming the orange one is dead...

Yes, orange is down. So is red at this point. Can I interest you in green? If so, she drops to jungle floor too.

I've moved Ree into position allowing her to take a swing at green.

The party quickly dispatches three of the Kuru savages, but the rest have yet to either recognize or acknowledge the fact.

Conal Therinor wrote:
forgot to add that Conal relays his info to the others...

Thus far this round all Conal has done is recall information (a reflexive free action), and relay it (usually a free action as well). Valuable actions to be sure but he still has a move and a standard action available.

Map updated.

Grand Lodge

male human swashbuckler(rondelero)2, HP 20/20; AC 19, T 14, FF 15, F +1, R +7; W +2, Init. +6; Perception +6

Conal rushes at the solitary foe. blue He slices at the man (?) with his wicked blade.

attack: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 4 ⇒ (8) + 4 = 12


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. ♬

This one is a 'she', this is an equal opportunity tribe of cannibals, though obviously still dog eat dog.

Conal doesn't actually have the speed to get in range from his current position.... Are you having trouble moving your token? Do you have Google Slides loaded on you device? You might be able to see the map but not interact with it otherwise. I'm going to fudge the 5 feet needed this time around, but I'll either need you to start moving your own piece or ask someone to position you moving forward.

Conal brings his falcata down upon what turns out to be a feral woman and sends her sprawling to the ground.


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. ♬

The Kuru woman lunges at Lumo like a wild animal, biting and clawing.

yellow bite v Lumo: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d6 + 4 ⇒ (6) + 4 = 10 miss

Dim lighting The thick jungle canopy and the mists conspire to darken the area. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself.

When your character can actually see a Kuru: Heal (DC 15):
These beings are starving and fatigued.

The vapor obscures all sight beyond 20 feet.

Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Conal
__ Remmy
__ Ree
__ Kyra
__ Lumo
__ Kahwen

__ Kuru savage

Map updated.

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

"Rawk!"Kahwen (literally) crows as he and Remmy strike decisive blows to down their opponent. His fellows mow down even more of the savages and he is left with no opponents he can see.

He rushes toward the sound of ongoing battle and soon enough spots Lumo facing the last assailant...or at least the last one evident.

Without hesitation he closes and takes a swing at her.

Elven Curve Blade: 1d20 + 7 ⇒ (14) + 7 = 21
Slashing: 1d10 ⇒ 9

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

Heal: 1d20 + 2 ⇒ (20) + 2 = 22

Lumo nods to Kahwen as he approaches. "Just another day in the jungle! These savages look hungry! " He turns to the remaining savage. "What, not enough of each other to eat? "

Just in case 9 wasn't enough...

normal Attack Hit: 1d20 + 6 ⇒ (7) + 6 = 13

normal Attack DMG: 2d6 + 5 ⇒ (1, 1) + 5 = 7


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. ♬

The last savage falls to the ground a combination of starvation, and steel having done for her.

END COMBAT


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. ♬

The party finds the Kuru's pathetic camp just beyond. It is littered with the gnawed bits of humanoid bones, and other detritus that must have accumulated over a few weeks of hard habitation. A few gold and silver trinkets can be found amid the remains that seem different from the bone and leather trinkets worn by Kuru themselves.

There is one last Kuru left in the camp. Laying on litter off to one side. The Kuru man's blood rimmed eyes study the party as they approach, but otherwise he does not move.

MAP UPDATED.

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

Lumo shiethes his greatsword as the last cannibal falls. After going over the bodies for any valuables he continues on to the camp. At the sight of the remaining savage he sighs and draws his Bec De Corbin. "There is no honor in killing you. Do not make me. "

Lumo shouts over his shoulder. "Remmy! I found a cool place for your Magic Math Map! "

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy follows along, sniffing as he does over the pot and wrinkling his nose at the smell.

If your g-going to eat each other, at least s-salt properly...

He mutters as he gets close to the one laying down. He squats to get closer to eye level.

I don't suppose you s-s-speak common do you? That' would make this a lot s-s-simpler...

Grand Lodge

male human swashbuckler(rondelero)2, HP 20/20; AC 19, T 14, FF 15, F +1, R +7; W +2, Init. +6; Perception +6

Sorry...firgot to say i was on my phone...i was tired....weak excuse....lol
Conal sheathes his blade as he enters the campsite. He looks down at the last kuru.

Can anyone ask him what his friends were planning?


Female Cleric of Sarenrae | AC 14 T 10 FF 14 | CMD 12 | hp 13 | F +3 R +1 W +3 | Spd 30' | Init 0 | KnRel +4, Perc +3, Diplo +6, Heal +7 | channel 5/5 | rebuke death 6/6 | Conditions: Light|

Kyra will walk around, and take 10 on a heal check (for a total of 17) on each Kuru. Any that are still alive, she will cast stabilize on.

Once that is done, she will approach the remaining Kuru, with hands out to show she has no weapons.

Greetings. I apologize for invading your home, but we mean you no harm. We come seeking something left behind by the pirates that used to inhabit this place. Perhaps we can help each other out? You look hungry. Come, eat with us and let us talk.

Kyra will pull a ration out of her pack and hold it out towards the savage.

diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Kahwen sheathes his blade as they find the final Kuru. He is not much one for talking so he leaves it to those more capable.

The final member of the tribe does look rather pathetic and he finds himself feeling sorry for him.

Not so sorry that he lets his guard down, though and he watches the edges of the clearing for signs of ambush.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree cleans her blade of kuru blood but keeps it gripped firmly in hand laughing at Remmy's joke with a loud and girlish giggle.

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

Seeing the others take a path of peace, Lumo shiethes his weapon and steps back, smiling.

Diplomacy, aid: 1d20 ⇒ 14

"Help us friend, and we can find you some real food. "


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. ♬
Kyra wrote:
"Greetings. I apologize for invading your home, but we mean you no harm. We come seeking something left behind by the pirates that used to inhabit this place. Perhaps we can help each other out? You look hungry. Come, eat with us and let us talk."

The Kuru says nothing, his expression does not change, and he moves not a fraction of an inch even when presented with food by Kyra. The only things that mark him as alive are the constant rise and fall of his chest and his eyes which seem to study each party member in turn.

sense motive DC 15:
The stare is... inhuman. In fact it is totally malignant and alien. Nothing that walks on two legs could look at you like this. Whatever mind is guiding or housed in this Kuru's body it is as divorced from humanoid kind as you are from sea krill. What you see before you is mere puppetry. The body is only alive physically and the mind that is looking through those eyes is monstrous, is something that is altogether beyond the pale.

Upon your character realizing this, the edges of its mouth slide upward in the parody of a smile, more blood wells from its tear ducts and runs down its face.


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. ♬
Yogadragon's Kyra wrote:

Kyra will walk around, and take 10 on a heal check (for a total of 17) on each Kuru. Any that are still alive, she will cast stabilize on.

All but red and orange are alive and now stable. All of them look half-starved.

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

Sense Motive, aid: 1d20 + 2 ⇒ (12) + 2 = 14

"This one sure is calmer than the others. But... he's not hungry. "
Lumo shakes his snakelike head, stumped.

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

sense motive: 1d20 + 4 ⇒ (14) + 4 = 18
Figure he'd react like a rat just realizing he's next to a cat.

Remmy hops back a skip, hissing.

LUMO! Kill it! It's not human! It's bad! Bad!

He hisses again, flexing his claws, and looking like he's getting ready to pounce on the one laying down!

Unless someone stops him, he'll attack the one laying down, but I'll let the others have a chance stop him.

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Kahwen trusts his fellow Pathfinders implicitly, even though they haven't known each other long. He trusts ALL Pathfinders implicitly, for that matter.

He is thrown off balance by Remmy's declaration, though and looks on in confusion, neither hindering nor aiding his rodent like companion.

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

At Remmy's pronouncement, Lumo swiftly draws his Earthbreaker. Then, he hesitates.

"Remmy, I must ask. What is the danger? This being has no armor and carries no steel. Gorum frowns on the killing of the defenseless. Even if they are filth."

Lumo stands ready for the danger but takes no action.

Ready an action to boop the native on the head if he comes at us.

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

At Remmy's pronouncement, Lumo swiftly draws his Earthbreaker. Then, he hesitates.

"Remmy, I must ask. What is the danger? This being has no armor and carries no steel. Gorum frowns on the killing of the defenseless. Even of they are filth."

Lumo stands ready for the danger but takes no action.

Ready an action to boop the native on the head if he comes at us.


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. ♬

Upon Remmy's pronouncement, the edges of Kuru's mouth slide upward in the parody of a smile, more blood wells from his tear ducts and runs down his face.

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

Lumo ties up the freak with rope. "See, he is no harm to us. Just gone crazed from being a starving cannibal. Let's go, we only have two days to find the star ball and get back to the ship."

Lumo steps back onto the trail and updates his map. He includes a frowny face symbol with the legend: 'Creepy weirdo and cannibal camp. North of the skull.'

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy hisses at the body.

No! Bad! Something worse! Not human! Not like the others!

He reaches forward and pokes at his enemy, hard enough to draw blood, but clearly just provoking not trying to kill. Want an attack roll for that?

Grand Lodge

male human swashbuckler(rondelero)2, HP 20/20; AC 19, T 14, FF 15, F +1, R +7; W +2, Init. +6; Perception +6

sorry im late today....slept in and the site was down....shocker!

sense: 1d20 + 6 ⇒ (20) + 6 = 26

No! Remmy was the right of it. It seems almost like a possession...something else is inside this thing's head...


Female Cleric of Sarenrae | AC 14 T 10 FF 14 | CMD 12 | hp 13 | F +3 R +1 W +3 | Spd 30' | Init 0 | KnRel +4, Perc +3, Diplo +6, Heal +7 | channel 5/5 | rebuke death 6/6 | Conditions: Light|

This poor wretch doesn't seem able to do us harm. Give me a moment to see if I can discern what is wrong with it

I'll take 10 on a heal check to see if I can figure out what is wrong, for a 17. And are there any knowledge checks that are relevant here? I only have religion (at a +4), but maybe a nature, local or arcana could give us more info?

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Sorry for the late hour. My work schedule plus the site issues...

The second Remmy shouts 'kill it' Ree leaps forward and runs the source of Remmy's alarm through with her blade without a moment's hesitation!

Stab!: 1d20 + 6 ⇒ (13) + 6 = 19
1d6 + 4 ⇒ (5) + 4 = 9


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. ♬
Yogadragon's Kyra wrote:

This poor wretch doesn't seem able to do us harm. Give me a moment to see if I can discern what is wrong with it

I'll take 10 on a heal check to see if I can figure out what is wrong, for a 17. And are there any knowledge checks that are relevant here? I only have religion (at a +4), but maybe a nature, local or arcana could give us more info?

There's a fair amount wrong with him, but not many physical tells. The Kuru seems to be paralyzed and helpless except for his eyes. He is starved, but seemingly no more than any of the formerly more physically capable ones.


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. ♬
"Remmy" Shri Colo wrote:

Remmy hisses at the body.

No! Bad! Something worse! Not human! Not like the others!

He reaches forward and pokes at his enemy, hard enough to draw blood, but clearly just provoking not trying to kill. Want an attack roll for that?

No, he's helpless.

Yogadragon's Kyra wrote:

This poor wretch doesn't seem able to do us harm. Give me a moment to see if I can discern what is wrong with it

I'll take 10 on a heal check to see if I can figure out what is wrong, for a 17. And are there any knowledge checks that are relevant here? I only have religion (at a +4), but maybe a nature, local or arcana could give us more info?

There's a fair amount wrong with him, but not many physical tells. The Kuru seems to be completely paralyzed and helpless except for his eyes. He is starved, but seemingly no more than any of the formerly more physically capable ones. Because he is helpless Ree, Remmy or anyone else's attacks to damage are probably best handled as coup de grace attempts.

dice:
Remmy: 1d20 + 9 ⇒ (16) + 9 = 25
Kahwen: 1d20 + 5 ⇒ (12) + 5 = 17
Lumo: 1d20 + 1 ⇒ (7) + 1 = 8
Ree: 1d20 + 3 ⇒ (8) + 3 = 11
Conal: 1d20 + 6 ⇒ (10) + 6 = 16
Kyra: 1d20 ⇒ 15

Ree: 1d20 + 3 ⇒ (13) + 3 = 16
Conal: 1d20 + 6 ⇒ (7) + 6 = 13

Given the above posts Ree will coup de grace him to death on her initiative. Going once....

Round 1!
The Bold May Act!
_________________
__ Remmy
__ Conal

__ Ree
__ Kyra
__ Kahwem
__ Lumo

Grand Lodge

male human swashbuckler(rondelero)2, HP 20/20; AC 19, T 14, FF 15, F +1, R +7; W +2, Init. +6; Perception +6

No, Ree! Stay your hand. He might be able to tell us things. Tie him up...but if he makes any agressive moves, knock him out. Conal says, as he reaches for his rope.


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. ♬

Going twice....

Round 1!
The Bold May Act!
_________________
__ Remmy

__ Conal
__ Ree
__ Kyra
__ Kahwem
__ Lumo

The Exchange

Ratfolk
Stats:
Occultist (Psychodermist) 5 Unchained Rogue 1| AC 21, touch 17, flat-footed 15 | CMD 14 | hp 44 b]Fort [/b]+6, Ref +10, Will +8 | Spd 20' | Init +8

Remmy hisses, unwilling to get closer to the THING that is residing inside it. Seeing his companion go for her sword to strike, he is perfectly okay with letting her bring her sword down if only so he didn't have to bite and claw the thing to death.


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. ♬

Ree slays the thing with a clean stab to the heart. Its eyes go wide and still. Its unnatural smile slackens and disappears.

The three still-living Kuru all shudder and moan in their unconscious states and then grow quiet again. They're still alive though.

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

Lumo, reaching for his rope, cannot react in time. He sighs. "You better be right, Remmy. But if your armor rusts... pray to Gorum. "

Lumo shakes his head and walks out of the clearing. He approaches one of the unconscious tribesmen and grabs him by the arm. "Shall we take a prisoner with us? Could be useful if we encounter more of them. "

He stops for a moment. "Did they just react to its death? Maybe you were on to something... "


Female Cleric of Sarenrae | AC 14 T 10 FF 14 | CMD 12 | hp 13 | F +3 R +1 W +3 | Spd 30' | Init 0 | KnRel +4, Perc +3, Diplo +6, Heal +7 | channel 5/5 | rebuke death 6/6 | Conditions: Light|

I wish you would have given us a chance to see if we could help that man... but I fear there was nothing to be done. Let us leave these poor wretches and press on towards our objective

I'm traveling this weekend, so don't hesitate to bot me if needed. Kyra will channel if 2 or more people are injured, and use heal spells on individuals as needed, otherwise engaging with her scimitar


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. ♬

Further inspection of the campsite reveals a gruesome scarecrow along the path from the campsite to the main trail. Skewered here by a crudely carved post is a gruesome construction of tree branches, jungle vines, and bloodstained humanoid bones. The skull-headed effigy accusingly points a bony arm down the trail leading west.

Following that marker's 'direction' the party comes to a crack in the earth. Most of it covered by thick weeds and the roots of a huge strangler fig tree. There are several gaps between the roots through which an adventurer might squeeze. Below the tangled roots is a deep shaft that descends into the gloom.

Map Updated.

Silver Crusade

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2 | Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3
Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

If nobody stops him, Lumo slings a unconscious tribesman over his shoulder in a fireman's carry. "You better wake up soon, bub. I'm not carrying you the whole way. "

At the scarecrow he pauses for a moment. "Well, apparently cannibals like the tomb too. Lovely. " His hands full, he calls back over his shoulder. "Remind me to add 'scary scarecrow' to my map! That's an important detail! "

At the entrance, he gives it a quick look then enters.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

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