Family Game - The Animal Crew

Game Master Jessica Catalan

A private family game with way too many pets.
Maps
Pets


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| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1 | Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

Rocky smiles. "This place... reminds me... of home..."

"We should try... going to all those places...." Rocky says. "But let's start with... the road." He nods then starts to walks off that direction.


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

"Okay! Let's go! Come on, everyone!"

Paizo Employee Organized Play Line Developer

Following Rocky's lead, the group traverses the rubble and ruins, clambering over broken masonry and stones, until they finally reach the white shale road. It starts in the south (at the cliffs you already climbed up at a different location) and curves off to the north towards another cliff at least as tall as the last ones you climbed. You cannot see if it continues on top of the cliffs. Back the way you came you can see the half-collapsed domed building, while ahead of you is orderly blocks of ancient buildings. Most are partially ruined -- missing walls, roofs, and doors -- but still standing. Winding between the buildings are the remains of ancient stone roads. Oddly, the buildings and roads are all slightly... askew. With curved walls and odd angles.

Did you want to follow the shale road north to the cliffs, explore the buildings in front of you, or backtrack to the ruined domed building?


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

"Hmmm..." says Daisy. "It think we should check out that domed building before all these small ones. Come on!"


| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1 | Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

"Good idea..." Rocky agrees.

Paizo Employee Organized Play Line Developer

The group leaves the white shale road behind, clambering back over rubble, ruins, broken masonry, and stones. Suddenly there's a light ahead.

A little ball of light, no bigger than your head, glows brightly just a few steps away. It hovers two feet off the ground, bobbing in place. A moment later the light dies out, then flickers back on. Winking on and off...

Suddenly another light glows a few feet further back...

And another...


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

"Oooh, pretty lights!" Daisy exclaims.

Survival: 1d20 + 15 ⇒ (8) + 15 = 23


| HP: 50/67 | AC 19 (T 13, FF 15) | CMB: +6 CMD: 19 | F:+3* R:+6 W:+12 | Init +5 | Perc +8, SM +8, Bluff/Intimidate +3, Diplomacy +6 | Speed 30 ft., Hover | Spells: 5th: 2/2, 4th: 3/3, 3rd: 4/4, 2nd: 6/6, 1st: 6/6 | Spirit Magic: 5th: 1/1, 4th: 0/1, 3rd: 1/1, 2nd: 1/1, 1st: 1/1 | Dream: 1/1, Spirit Talker: 1/1, Stardust: 5/6, Wave Strike: 6/6 | QR Shirt: 1/1 | Active Conditions: None

"Well, what do we have here?" Capa wonders.

Knowledge Nature: 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge Planes: 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge Religion: 1d20 + 7 ⇒ (19) + 7 = 26


| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1 | Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

"This could be dangerous..." Rocky says slowly. "But, let's go check it out..."

Knowledge Engineering: 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge Nature: 1d20 + 1 ⇒ (12) + 1 = 13

Paizo Employee Organized Play Line Developer

Rolls:

2d8 ⇒ (1, 5) = 6
2d8 ⇒ (4, 6) = 10
2d8 ⇒ (4, 4) = 8
2d8 ⇒ (5, 2) = 7
1d20 + 16 ⇒ (4) + 16 = 20
2d8 ⇒ (1, 8) = 9
1d20 + 16 ⇒ (6) + 16 = 22
2d8 ⇒ (4, 1) = 5
1d20 + 16 ⇒ (2) + 16 = 18
2d8 ⇒ (8, 2) = 10

Initiative:

Initiative: Capa: 1d20 + 5 ⇒ (19) + 5 = 24
initiative: Daisy: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative: Rhesa: 1d20 + 7 ⇒ (11) + 7 = 18
Initiative: Rocky: 1d20 + 9 ⇒ (16) + 9 = 25
Initiative: Gilderoy: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative: Larkspur: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative: Red: 1d20 + 13 ⇒ (16) + 13 = 29
Initiative: Yellow: 1d20 + 13 ⇒ (15) + 13 = 28
Initiative: Blue: 1d20 + 13 ⇒ (11) + 13 = 24
Initiative: Green: 1d20 + 13 ⇒ (16) + 13 = 29

The lights bob closer, surrounding the group. The nearest light presses up against Daisy, zapping her with a shock of electricity, then vanishing from sight. Daisy takes 6 electricity damage.. The other lights bob closer, and press against Rhesa, Capa, and Rocky. Each is shocked by the touch of the lights, though these stay illuminated. Rhesa takes 10 electricity damage, Capa takes 8, and Rocky takes 7. Other lights blink on and off in the distance, though only these four are close enough to touch...

The blue light near Capa zaps him then disappears (9 electricity damage), then the green light does the same to Rhesa (5 electricity damage). Daisy feels a zap of pain as the red light reappears, then vanishes from sight again (10 electricity damage).

COMBAT TRACKER - Round 1 - Bold may act!
Blue (damage taken: 0)
Green (damage taken: 0)
Red (damage taken: 0)
————
Rocky (damage taken: 7)
Ribbit (damage taken: 0)
Bighorn (damage taken: 0)
Darkwood Cobra (damage taken: 0)
Scarecrow (damage taken: 0)
————
Yellow (damage taken: 0)
————
Larkspur (damage taken: 0)
Rhesa (damage taken: 15)
Dasher (damage taken: 0)
Archie (damage taken: 0)
Capa (damage taken: 17)
Tot (damage taken: 0)
Horse (Name?) (damage taken: 0)
Stegasaurus (Name?) (damage taken: 0)
Daisy (damage taken: 16)
Dora (damage taken: 0)
Bigfoot (damage taken: 0)
Happy (damage taken: 0)
Peanut Butter (damage taken: 0)
Donny (damage taken: 0)
Gilderoy (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
The ground is covered in rubble and is difficult terrain.

PENDING
Rocky and his pets and constructs can go.


| HP: 50/67 | AC 19 (T 13, FF 15) | CMB: +6 CMD: 19 | F:+3* R:+6 W:+12 | Init +5 | Perc +8, SM +8, Bluff/Intimidate +3, Diplomacy +6 | Speed 30 ft., Hover | Spells: 5th: 2/2, 4th: 3/3, 3rd: 4/4, 2nd: 6/6, 1st: 6/6 | Spirit Magic: 5th: 1/1, 4th: 0/1, 3rd: 1/1, 2nd: 1/1, 1st: 1/1 | Dream: 1/1, Spirit Talker: 1/1, Stardust: 5/6, Wave Strike: 6/6 | QR Shirt: 1/1 | Active Conditions: None

Retconning that he left his stegosaurus and horse at home. Sorry for the delay.

Paizo Employee Organized Play Line Developer

Rocky is up!


| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1 | Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

Rocky smashes the light with his fist!

Flurry of Blows 1: 1d20 + 12 ⇒ (8) + 12 = 20
Magical B Damge: 1d10 + 3 ⇒ (8) + 3 = 11

Flurry of Blows 2: 1d20 + 12 ⇒ (4) + 12 = 16
Magical B Damge: 1d10 + 3 ⇒ (7) + 3 = 10

Flurry of Blows 3: 1d20 + 7 ⇒ (10) + 7 = 17
Magical B Damge: 1d10 + 3 ⇒ (1) + 3 = 4

Flurry of Blows 4: 1d20 + 7 ⇒ (7) + 7 = 14
Magical B Damge: 1d10 + 3 ⇒ (4) + 3 = 7

Paizo Employee Organized Play Line Developer

Rolls:

Attack: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d8 ⇒ (8, 4) = 12

Rocky tries his best, but the bobbing light it too tricky to hit! Instead, it bobs forward and gives Rocky a ZAP! Rocky takes 12 electricity damage.
COMBAT TRACKER - Round 1 - Bold may act!
Blue (damage taken: 0)
Green (damage taken: 0)
Red (damage taken: 0)
————
Rocky (damage taken: 7)
Ribbit (damage taken: 0)
Bighorn (damage taken: 0)
Darkwood Cobra (damage taken: 0)
Scarecrow (damage taken: 0)
————
Yellow (damage taken: 0)
————
Larkspur (damage taken: 0)
Rhesa (damage taken: 10)
Dasher (damage taken: 0)
Archie (damage taken: 0)
Capa (damage taken: 8)
Tot (damage taken: 0)
Horse [/b) (damage taken: 0)

[b]Stegasaurus (Name?)
(damage taken: 0)
Daisy (damage taken: 6)
Dora (damage taken: 0)
Bigfoot (damage taken: 0)
Happy (damage taken: 0)
Peanut Butter [/ooc] (damage taken: 0)

[b]Donny
(damage taken: 0)
Gilderoy (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
None

PENDING
Larkspit, Gilderoy, Daisy, Capa, and their pets, can go


| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1 | Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

..


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

Daisy fires a blast of light from his crown at the red light that vanished.

Ranged Touch: 1d20 + 13 ⇒ (3) + 13 = 16
Positive Damage: 3d8 ⇒ (3, 7, 4) = 14
Miss Chance: 1d100 ⇒ 84

She hops on Dora, commands her pets to attack, and tells Dora to 'sic em!

Bite (sic em): 1d20 + 4 ⇒ (16) + 4 = 20
BPS Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Miss Chance: 1d100 ⇒ 79

Bite (attack): 1d20 + 4 ⇒ (1) + 4 = 5
BPS Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Miss Chance: 1d100 ⇒ 41

Bigfoot claws at the light.

Claw: 1d20 + 8 ⇒ (2) + 8 = 10
Slashing Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Grab: 1d20 + 14 ⇒ (18) + 14 = 32
Miss Chance: 1d100 ⇒ 53

Happy bites at the light.

Bite: 1d20 + 2 ⇒ (20) + 2 = 22
BPS: 1d6 + 1 ⇒ (2) + 1 = 3
Trip: 1d20 + 2 ⇒ (7) + 2 = 9
Miss Chance: 1d100 ⇒ 28

Donny attacks the light.

Talons: 1d20 + 5 ⇒ (7) + 5 = 12
S: 1d8 + 2 ⇒ (4) + 2 = 6
Miss Chance: 1d100 ⇒ 79


Male Almiraj Fighter | HP: 20/20 | AC 13 (T 13, FF 11) | CMB: +4 CMD: 12 (+4 vs. trip) | F:+6 R:+5 W:+0 (-2 vs. hexes) | Init +2 | Perc +4, SM +0 | Speed 30 ft., Burrow 10 ft. | Active Conditions: None

Larkspur growls and charges at the light, stabbing at it with his horn.

"GRRR!"

Gore: 1d20 + 8 ⇒ (17) + 8 = 25
P: 2d4 - 1 ⇒ (2, 3) - 1 = 4
Miss: 1d100 ⇒ 25


Male Unicorn Oracle of Life | HP: 59/59 | AC 15 (T12, FF 12) (+2 vs. evil) | CMB: +11 CMD: 24 (+4 vs. trip) | F:+8 R:+8 W:+9 (+2 vs. evil) | Init +3 | Perc +10, SM +10, Social +7 | Speed 60 ft. | Spells: 1st: 7/7 | Cure Light: 3/3, Cure Moderate: 0/1, Neutralize Poison: 1/1, Teleport: 1/1 | Channel Energy: 8/8, Lay on Hands: 9/9 | Active Conditions: None

Gilderoy trots forward and places his horn on Daisy's shoulder. "I'll protect you!"

Healing: 2d8 + 9 ⇒ (5, 5) + 9 = 19


| HP: 50/67 | AC 19 (T 13, FF 15) | CMB: +6 CMD: 19 | F:+3* R:+6 W:+12 | Init +5 | Perc +8, SM +8, Bluff/Intimidate +3, Diplomacy +6 | Speed 30 ft., Hover | Spells: 5th: 2/2, 4th: 3/3, 3rd: 4/4, 2nd: 6/6, 1st: 6/6 | Spirit Magic: 5th: 1/1, 4th: 0/1, 3rd: 1/1, 2nd: 1/1, 1st: 1/1 | Dream: 1/1, Spirit Talker: 1/1, Stardust: 5/6, Wave Strike: 6/6 | QR Shirt: 1/1 | Active Conditions: None

Capa looks around for a bobbing light and wiggles his fingers -- miniature constellations appear in the air before him then circle around the visible yellow light!

Stardust! It's surrounded by stardust, glows like a candle, and can't benefit from concealment or invisibility.

Paizo Employee Organized Play Line Developer

Reactivating Thread!


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

"Thanks Gilderoy!"

Paizo Employee Organized Play Line Developer

Rolls:

Attack: 1d20 + 16 ⇒ (18) + 16 = 34
Electricity: 2d8 ⇒ (8, 5) = 13
Attack: 1d20 + 16 ⇒ (16) + 16 = 32
Electricity: 2d8 ⇒ (4, 8) = 12
Attack: 1d20 + 16 ⇒ (19) + 16 = 35
Electricity: 2d8 ⇒ (7, 5) = 12

Larkspur and the others swing, stab, bite, and lunge at the glowing lights, but none manage to connect. Taking another approach, Capa casts a spell, surrounding the yellow light with a sparkling glow. The yellow light tries to wink out of sight, but it remains visible thanks to Capa's spell.

A spark of electricity slams into Capa, Rhesa, and Daisy, shocking each of them as the glowing blue, red, and green lights reappear. The lights let out a phantom laughter, eerie in these destroyed streets.

Capa takes 13 electricity damage, Rhesa takes 12 electricity damage, and Daisy takes 12 electricity damage.

COMBAT TRACKER - Round 2 - Bold may act!
Blue (damage taken: 0)
Green (damage taken: 0)
Red (damage taken: 0)
————
Rocky (damage taken: 7)
Ribbit (damage taken: 0)
Bighorn (damage taken: 0)
Darkwood Cobra (damage taken: 0)
Scarecrow (damage taken: 0)
————
Yellow (damage taken: 0)
————
Larkspur (damage taken: 0)
Rhesa (damage taken: 22)
Capa (damage taken: 21)
Tot (damage taken: 0)
Daisy (damage taken: 18)
Dora (damage taken: 0)
Bigfoot (damage taken: 0)
Happy (damage taken: 0)
Peanut Butter (damage taken: 0)
Donny (damage taken: 0)
Gilderoy (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
None

PENDING
None.


| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1 | Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

flurry of blows1: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

flurry of blows2: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

flurry of blows3: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d10 + 3 ⇒ (6) + 3 = 9

flurry of blows4: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

Rocky try's to destroy the lights.

Paizo Employee Organized Play Line Developer

Rolls:
1d20 + 16 ⇒ (16) + 16 = 32
2d8 ⇒ (1, 3) = 4

Rocky slams into the yellow light twice, dealing 13 damage total. It's hard to tell if the light is wounded, but it's definitely still glowing. In retaliation, the yellow light bobs and weaves and slams into Rocky, zapping him for 4 electricity damage. The yellow light extinguishes itself, but is still surrounded by glittering sparkles and its location remains obvious.

COMBAT TRACKER - Round 2 - Bold may act!
Blue (damage taken: 0)
Green (damage taken: 0)
Red (damage taken: 0)
————
Rocky (damage taken: 11)
Ribbit (damage taken: 0)
Bighorn (damage taken: 0)
Darkwood Cobra (damage taken: 0)
Scarecrow (damage taken: 0)
————
Yellow (damage taken: 13)
————
Larkspur (damage taken: 0)
Rhesa (damage taken: 22)
Capa (damage taken: 21)
Tot (damage taken: 0)
Daisy (damage taken: 18)
Dora (damage taken: 0)
Bigfoot (damage taken: 0)
Happy (damage taken: 0)
Peanut Butter (damage taken: 0)
Donny (damage taken: 0)
Gilderoy (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
None

PENDING
None.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa, (who missed her last turn and is taking two turns this time as a result) launches into action! She thrusts her rapier at the green light taunting her with its pretty bobbing! (Using precise strike on the these attacks).

Attack 1: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 1d6 + 13 + 9 ⇒ (3) + 13 + 9 = 25 Hit.

Attack 2: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d6 + 13 + 9 ⇒ (2) + 13 + 9 = 24 Hit.

As the green light winks out, Rhesa lets out a whooping hoot! She dashes over to Capa and stabs the blue light harrying him. Using combat expertise.

Attack 1: 1d20 + 18 - 3 ⇒ (1) + 18 - 3 = 16
Damage: 1d6 + 13 ⇒ (6) + 13 = 19

Attack 2: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30
Damage: 1d6 + 13 ⇒ (4) + 13 = 17 Hit.

Confirming a Critical (Attack 2): 1d20 + 13 - 3 ⇒ (5) + 13 - 3 = 15
Extra Damage: 1d6 + 13 ⇒ (1) + 13 = 14

(Her AC is 25 for the round)


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

Lets get them!
Fariy crown 2d8 attack red light
attack: 1d20 + 13 ⇒ (19) + 13 = 32
damage: 2d8 ⇒ (2, 5) = 7
Dora attacks red light
attack: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bigfoot attacks red light.5 foot step now flanking
attack claw 1: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
attack claw 2: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
attack bite: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
damage: 1d6 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 5 ⇒ (2) + 5 = 7
grapple: 1d20 + 14 ⇒ (16) + 14 = 30
Happy attacks red light. Happy is flanking.
attack: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
damage: 1d6 + 1 ⇒ (2) + 1 = 3
trip: 1d20 + 2 ⇒ (10) + 2 = 12
Peanut butter moves to the yellow light to attack.
attack hoof 1: 1d20 + 3 ⇒ (20) + 3 = 23
attack hoof 2: 1d20 + 3 ⇒ (10) + 3 = 13
damage hoof 1: 1d4 + 1 ⇒ (1) + 1 = 2
damage hoof 2: 1d4 + 1 ⇒ (2) + 1 = 3
Donny 5 foot step to attack red light now flanking.
talon 1 attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
talon 2 attack: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
bite attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
talon 1 damage: 1d8 + 2 ⇒ (7) + 2 = 9
talon 2 damage: 1d8 + 2 ⇒ (1) + 2 = 3
bite damage: 1d6 + 2 ⇒ (1) + 2 = 3


Male Unicorn Oracle of Life | HP: 59/59 | AC 15 (T12, FF 12) (+2 vs. evil) | CMB: +11 CMD: 24 (+4 vs. trip) | F:+8 R:+8 W:+9 (+2 vs. evil) | Init +3 | Perc +10, SM +10, Social +7 | Speed 60 ft. | Spells: 1st: 7/7 | Cure Light: 3/3, Cure Moderate: 0/1, Neutralize Poison: 1/1, Teleport: 1/1 | Channel Energy: 8/8, Lay on Hands: 9/9 | Active Conditions: None

Gildory moves and attacks! Now flanking.
gore: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Almiraj Fighter | HP: 20/20 | AC 13 (T 13, FF 11) | CMB: +4 CMD: 12 (+4 vs. trip) | F:+6 R:+5 W:+0 (-2 vs. hexes) | Init +2 | Perc +4, SM +0 | Speed 30 ft., Burrow 10 ft. | Active Conditions: None

Larkspur attacks!
gore: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d4 - 1 ⇒ (2) - 1 = 1


oh my!

Paizo Employee Organized Play Line Developer

Rolls:

Donny's Critical Hit Confirmation: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Will o Wisp: 1d20 + 16 ⇒ (10) + 16 = 26
2d8 ⇒ (3, 8) = 11
Parry: 1d20 + 18 ⇒ (15) + 18 = 33
Riposte: 1d20 + 18 ⇒ (17) + 18 = 35
Damage: 1d6 + 13 ⇒ (4) + 13 = 17
Will o Wisp: 1d20 + 16 ⇒ (10) + 16 = 26
2d8 ⇒ (4, 3) = 7

Rhesa destroys the green light while Daisy blasts the red one with her crown. Meanwhile, the pets all attack, with Peanut Butter scoring a lucky hoof stomp and Donny catching one in its talons.

The blue one tries to zap Rhesa, but she whirls on it, knocking its attack aside with her rapier. In a flash, she ripostes, thrusting the rapier into the red creature for 17 damage. Although it's not dead, the blue light winks out in a panic.

Across the battlefield, the red light zaps Daisy, clearly identifying her as the centre of this attack menagerie! Daisy takes 7 electricity damage. The red light also winks out, but it's light was strong and it didn't seem to be wavering.

COMBAT TRACKER - Round 3 - Bold may act!
Blue (damage taken: 34)
Green (damage taken: 0)
Red (damage taken: 18)
————
Rocky (damage taken: 11)
Ribbit (damage taken: 0)
Bighorn (damage taken: 0)
Darkwood Cobra (damage taken: 0)
Scarecrow (damage taken: 0)
————
Yellow (damage taken: 13)
————
Larkspur (damage taken: 0)
Rhesa (damage taken: 22)
Capa (damage taken: 21)
Tot (damage taken: 0)
Daisy (damage taken: 18)
Dora (damage taken: 0)
Bigfoot (damage taken: 0)
Happy (damage taken: 0)
Peanut Butter (damage taken: 0)
Donny (damage taken: 0)
Gilderoy (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
None

PENDING
Rocky and his pets and constructs may go. Capa may go.


| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1 | Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

Rocky attacks. flury of blows: 1d20 + 12 ⇒ (2) + 12 = 14 flury of blows: 1d20 + 12 ⇒ (20) + 12 = 32flury of blows: 1d20 + 12 ⇒ (1) + 12 = 13flury of blows: 1d20 + 12 ⇒ (10) + 12 = 22

damage: 1d10 + 4 ⇒ (7) + 4 = 11damage: 1d10 + 4 ⇒ (9) + 4 = 13damage: 1d10 + 4 ⇒ (9) + 4 = 13damage: 1d10 + 4 ⇒ (10) + 4 = 14


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

Why are these pretty lights so mean? They keep zapping us!

Paizo Employee Organized Play Line Developer

Rolls:
Rocky Confirmation: 1d20 + 12 ⇒ (17) + 12 = 29
Extra damage: 1d10 + 4 ⇒ (7) + 4 = 11

Rocky's fist smashes into the yellow light, dealing 24 damage!

Don't forget to preview your numbers to see if you have a potential critical, then roll to confirm it! Rocky just scored a critical hit!


| HP: 50/67 | AC 19 (T 13, FF 15) | CMB: +6 CMD: 19 | F:+3* R:+6 W:+12 | Init +5 | Perc +8, SM +8, Bluff/Intimidate +3, Diplomacy +6 | Speed 30 ft., Hover | Spells: 5th: 2/2, 4th: 3/3, 3rd: 4/4, 2nd: 6/6, 1st: 6/6 | Spirit Magic: 5th: 1/1, 4th: 0/1, 3rd: 1/1, 2nd: 1/1, 1st: 1/1 | Dream: 1/1, Spirit Talker: 1/1, Stardust: 5/6, Wave Strike: 6/6 | QR Shirt: 1/1 | Active Conditions: None

cure moderate on Resha.
healing: 2d8 + 9 ⇒ (6, 1) + 9 = 16


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rejuvenated, Rhesa laughs. "You're in for it now, sparklebutts! Say yer' prayers!"

Paizo Employee Organized Play Line Developer

The yellow light winks out of sight; surrounded by sparkles thanks to Capa, you track it's movement west—the yellow light is fleeing the battle and will soon be gone.

COMBAT TRACKER - Round 3 - Bold may act!
Blue (damage taken: 34)
Green (damage taken: 0)
Red (damage taken: 18)
————
Rocky (damage taken: 11)
Ribbit (damage taken: 0)
Bighorn (damage taken: 0)
Darkwood Cobra (damage taken: 0)
Scarecrow (damage taken: 0)
————
Yellow (damage taken: 37)
————
Larkspur (damage taken: 0)
Rhesa (damage taken: 6)
Capa (damage taken: 21)
Tot (damage taken: 0)
Daisy (damage taken: 18)
Dora (damage taken: 0)
Bigfoot (damage taken: 0)
Happy (damage taken: 0)
Peanut Butter (damage taken: 0)
Donny (damage taken: 0)
Gilderoy (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
Yellow light is fleeing.

PENDING
Rhesa, Capa, Larkspur, Gilderoy, Daisy, and all her pets may go.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa thrusts her rapier at the blue light. Using precise strike.

Attack: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 1d6 + 13 + 9 ⇒ (5) + 13 + 9 = 27

But the blue light dodges and Rhesa nearly skewers Capa. "Whoa! Hold still ya' blasted light! Let me stab you!"

Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d6 + 13 ⇒ (3) + 13 = 16

Confirming a Critical Hit: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Damage: 1d6 + 13 ⇒ (3) + 13 = 16

Smacky scores a critical hit and destroys the light, earning 2 Panache points.

She does a victory dance and whoops loudly!


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

"Lets get them!"

Fariy crown 2d8 attack red light. Now flanking.
attack: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
damage: 2d8 + 2 ⇒ (2, 7) + 2 = 11

Dora attacks red light Now flanking.
attack: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
damage: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Bigfoot attacks red light. Now flanking.
attack claw 1: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
attack claw 2: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
attack bite: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
damage: 1d6 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 5 ⇒ (2) + 5 = 7
grapple: 1d20 + 14 ⇒ (6) + 14 = 20

Happy attacks red light. Happy is flanking.
attack: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
damage: 1d6 + 12 + 13 ⇒ (2) + 12 + 13 = 27
trip: 1d20 + 2 ⇒ (8) + 2 = 10

Peanut butter moves to the yellow light to attack.
attack hoof 1: 1d20 + 3 ⇒ (12) + 3 = 15
attack hoof 2: 1d20 + 3 ⇒ (18) + 3 = 21
damage hoof 1: 1d4 + 1 ⇒ (1) + 1 = 2
damage hoof 2: 1d4 + 1 ⇒ (1) + 1 = 2

Donny 5 foot step to attack red light now flanking.
talon 1 attack: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
talon 2 attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
bite attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
talon 1 damage: 1d8 + 2 ⇒ (4) + 2 = 6
talon 2 damage: 1d8 + 2 ⇒ (8) + 2 = 10
bite damage: 1d6 + 2 ⇒ (2) + 2 = 4

Paizo Employee Organized Play Line Developer

Daisy shoots a beam of magical light from her crown, which slams into the red light. The rest of her animals attack, but only Donny manages to hit the nimble little light. Donny's talons dig into the light.

Heavily wounded, the red light begins to flee the opposite direction as the yellow light.

All creatures adjacent to the red light can attempt an attack of opportunity with a melee attack as it tries to flee.

Do you let the lights escape? Or do you try to chase them down. If you do chase them, which light do you follow?


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

Let them go.
Bye, bye pretty lights.


| HP: 50/67 | AC 19 (T 13, FF 15) | CMB: +6 CMD: 19 | F:+3* R:+6 W:+12 | Init +5 | Perc +8, SM +8, Bluff/Intimidate +3, Diplomacy +6 | Speed 30 ft., Hover | Spells: 5th: 2/2, 4th: 3/3, 3rd: 4/4, 2nd: 6/6, 1st: 6/6 | Spirit Magic: 5th: 1/1, 4th: 0/1, 3rd: 1/1, 2nd: 1/1, 1st: 1/1 | Dream: 1/1, Spirit Talker: 1/1, Stardust: 5/6, Wave Strike: 6/6 | QR Shirt: 1/1 | Active Conditions: None

Well.. I hope I never see them again. Says Capa.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

"Well that's doubtful!" Rhesa exclaims. "There's lights all over the place around here! I wonder if they're all so... ZAPPY!"


| HP: 70/77 | AC 22 (T 20, FF 14) | CMB: +11 (+2 grapple) CMD: 29 (+2 vs. grapple) | F:+11 R:+10 W:+11 | Init +9 | Perc +9, SM +4, Intimidate +8, Social +1 | Speed 50 ft. | Magic Stone: 1/1 | Stunning Fist: 9/9 | Active Conditions: None

"yeah"

Paizo Employee Organized Play Line Developer

As the lights vanish among the ruins of ancient homes, the group is met with an eerie silence.

Doing or saying anything before moving on? Healing anyone?

The group continues on, heading for the large domed building.

What are you doing on the way, and what order are you proceeding in? Any precautions?


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

I'm last in the line. We are cautious.

Paizo Employee Organized Play Line Developer

The group continues without healing, pressing on across the uneven field of rubble and ruined buildings to a dome in the distance and keeping an eye out for more strange lights.

As the group travels, their eyes start to hurt, as if from strain, and their throats get scratchy and sore.

Fortitude saving throw from everyone. Animals and magical beasts are not affected and don't need to attempt a save.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Fortitude: 1d20 + 5 ⇒ (9) + 5 = 14

Rhesa reaches up to swipe at her eyes to find moisture in the corner. "Whoo, my eyes sure are irritated," she remarks, expecting to wipe away tears and grit. When she takes her hand away she sees it's spotted with blood.

Rhesa's eyes weep blood.

"Ahhh! What the heck?! Get it out, get it out!" She pauses in thought. "Put it back in! Put it back in! I need that blood!"


| HP: 52/77 | AC 21 (T 15, FF 15) | CMB: +8 CMD: 20 | F:+9 R:+11 W:+8 (endurance, +2 vs. fear) | Init +3* | Perc +10*(+4 water, plains, +2 forest), SM +3, Diplomacy +10, Wild Empathy +13 | Speed 20 ft. | Tricks: 6/7 | Fairy Queen's Crown: 3d8: 0/1, 2d8: 1/2, 1d8: 2/2 | Active Conditions: None

fortitude: 1d20 + 9 ⇒ (19) + 9 = 28
It'll be okay. I'm sure someone can heal you up.


SRO Roboticist Operative 1 | SP: 0/9, HP: 5/8, RP: 4/4 | EAC 13, KAC 14, CMD 22 | DR: -- Resistances: -- | F:+3 R:+5 W:+2 | Init +3 | Perc +1, Bluff/Intimidate +1, Diplomacy +2, Sense Motive +5 | Acrobatics +11, Athletics +5, Computers +6, Disguise +5, Engineering +5, Piloting +4, Profession (camera crew) +5, Sleight of Hand +8, Stealth +11 (+15), Survival +1 | Speed 30 ft. | Active Conditions: None

BEEP BOP RABBOT BOTTING CAPA
fortitude: 1d20 + 3 ⇒ (18) + 3 = 21
Whoa! Are you okay Rhesa?
healing: 1d8 + 5 ⇒ (2) + 5 = 7
Using cure light wounds Hey! Capa mark it down!

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