[PFS] GM Rinaldo's Night March of Kalkamedes (4-19 CORE) Table 2 (Inactive)

Game Master The Great Rinaldo!

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The Exchange

"Wraith” | Fighter 1 / Rogue 3 / Monk 1 |HP:33/33 | AC:20 {15T/15 FF}| CMD: 20 (15 FF) | F: +5/ R: +9/ W: +3 | Init +6 | Perception: +8 (+9 for traps) {Trap Spotter 10'} | Sense Motive: +4 | Speed 30ft | Sneak Attack +2d6 | Active Conditions: None

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer mves up to Wraith and Ironshanks. As he gets there he touches Ironshanks on teh shoulder Torag be with you brother Touch of Good. You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.


The Midnight Mirror

Not quite gonna do it on those Perception checks.

Bemmer moves up to bestow a blessing upon Ironshanks as they cover Wraith's advance to the rear.

Kalkamedes STR check: 1d20 + 2 ⇒ (14) + 2 = 16
Kalkamedes tugs at the rope holding him back, but doesn't manage to get loose.

Hannar, it is about to be the bandits' turn, do you want to come off delay?

Grand Lodge

male human (ulfen) sorcerer/5 [HP: 32/32] [init: +4; perc: +0] [AC: 13(17+)/13/11(15+)] [saves: 4/4/5] [ CMB: 2; CMD 15(13)] [ele. rays used: 0/7] [Active Conditions: ]

Sorry for the delay, busy day today. I will wait until end of round.


The Midnight Mirror
Hannar the Wild wrote:

Sorry for the delay, busy day today. I will wait until end of round.

So "end of round" is not really meaningful beyond me making sure everyone gets a chance to take their actions. Is there something in particular you are waiting for before you act?

Grand Lodge

male human (ulfen) sorcerer/5 [HP: 32/32] [init: +4; perc: +0] [AC: 13(17+)/13/11(15+)] [saves: 4/4/5] [ CMB: 2; CMD 15(13)] [ele. rays used: 0/7] [Active Conditions: ]

I was waiting for them to get closer so I could cast without exposing myself. Take their turn and I will finish the round up.


The Midnight Mirror

The bandit at the far end moves back into the trees to hide. I'll take Perception checks to see where Yellow went.

One bandit slides through the trees and around Ironshanks' reach to try to finish off Wraith, but just as he gets close enough to swing, the dwarf brings his adamantine weapon down, shattering the bandit's mace! Red moves to avoid AoO, but the readied sunder goes off; hardness or not, 19 damage does a light weapon in.

Green vs Ironshanks: 1d20 + 6 ⇒ (9) + 6 = 15
Another moves around to surround Ironshanks, though it does him no good.

Blue vs Ironshanks: 1d20 + 6 ⇒ (6) + 6 = 12
Another comes in for a direct assault on Ironshanks, but his attack goes wide.

Combat Card:

==========
DELAY
==========
Hannar

==========
Round 2
==========
Wraith [-13 hp]
-------------
??
-------------
Bemmer
Kalkamedes
-------------
Yellow
-------------
Ironshanks

==========
Round 3
==========
Red [-13hp] {mace destroyed by sunder}
Green
??
Blue
-------------


Moved Ironshanks to just before Red in initiative. Wraith is up! Hannar can come off delay.

The Exchange

"Wraith” | Fighter 1 / Rogue 3 / Monk 1 |HP:33/33 | AC:20 {15T/15 FF}| CMD: 20 (15 FF) | F: +5/ R: +9/ W: +3 | Init +6 | Perception: +8 (+9 for traps) {Trap Spotter 10'} | Sense Motive: +4 | Speed 30ft | Sneak Attack +2d6 | Active Conditions: None

Taking advantage of the now unarmed bandit, Wraith moves behind him and stabs before he can draw a new weapon.

"This could have been easier. Now you and your friends are going to die."

Masterwork Saigham {PA/Flank}: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

"Ain't gonna do no good flankin' me fellas if yer swingin' match sticks!" Chortles the Dwarf as he lays waste to the mace. "Give up 'er be reduced ta rubble!" Does he think I can't see 'im? Nummah.

Perception vs Yellow, Darkvision: 1d20 + 10 ⇒ (20) + 10 = 30


The Midnight Mirror

Ironshanks:
You make out the figure of the bandit moving through the trees. He is now 6 squares directly below you on the map.

Wraith moves around the disarmed bandit and runs him through. The bandit hits the ground, bleeding profusely. Red is now unconscious and dying.

Going to wait for Hannar, as there are targets close to him now.

Grand Lodge

male human (ulfen) sorcerer/5 [HP: 32/32] [init: +4; perc: +0] [AC: 13(17+)/13/11(15+)] [saves: 4/4/5] [ CMB: 2; CMD 15(13)] [ele. rays used: 0/7] [Active Conditions: ]

Sorry for the delay. Long day on the West Coast.

Perception: 1d20 ⇒ 3

With a smile, Hannar moves forward and casts a spell. A spray of bright colors bursts forth from his hands and hits one of the enemies...

Green needs a Will save (DC=15) vs. Color Spray.

Color Spray Casting Time: 1 standard action
Components: V,S,M (red, yellow, and blue powder or colored sand)
Range: 15 ft. Area: cone-shaped burst Duration: instantaneous; see text Saving Throw: Will negates; Spell Resistance: yes
Description: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.); 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round; 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray.


The Midnight Mirror

Hannar, I appreciate the spell text, but to avoid clutter feel free to either put it in a spoiler, or just use a link to the PRD in the future. :-)

Green Will: 1d20 + 1 ⇒ (10) + 1 = 11 That's not good.

Effect duration:

Unconscious/Blind/Stunned: 2d4 ⇒ (3, 3) = 6
Blind/Stunned: 1d4 ⇒ 4

Combat Card:

==========
Round 2
==========
Bemmer
Kalkamedes
-------------
Yellow
-------------
Ironshanks

==========
Round 3
==========
Red [-26hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 0/6 + Blind/Stun/0/4 + Stun 0/1}
??
Blue
-------------
Hannar
Wraith [-13 hp]
-------------
??
-------------

Bemmer is up!

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer draws his wand as he advances on Wraith using a charge to heal the damage done.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


The Midnight Mirror

Bemmer pulls out a wand and some of Wraith's wounds close up.

Kalkamedes STR check: 1d20 + 2 ⇒ (1) + 2 = 3

Kalkamedes struggles against his rope, but appears to be well tied -- at least for now.

The bandit who had previously disappeared into the trees emerges with a shout, and runs up to attack Ironshanks!
Yellow charge vs Ironshanks: 1d20 + 8 ⇒ (10) + 8 = 18
The dwarf easily dodges the attack, however, leaving the bandit exposed. Yellow is -2 AC for charging.

Combat Card:

==========
Round 2
==========
Ironshanks

==========
Round 3
==========
Red [-26hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 0/6 + Blind/Stun/0/4 + Stun 0/1}
??
Blue
-------------
Hannar
Wraith [-13 hp]
-------------
??
-------------
Bemmer
Kalkamedes
-------------
Yellow {-2AC for charge}
-------------

Ironshanks is up!

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks watches the yellow haired bandit charge out of the underbrush and he hear a solid BANG as the mace deflects harmlessly off his exoskeleton "Hey Nummah, us Dwarves see real gud in the dark. Next time hide bettah!"

With a slice of his axe the man's weapon head falls to the moist night soil.

Sunder: 1H Adamantine Waraxe, Power Attack, Touch of Good: 1d20 + 11 - 2 + 1 ⇒ (12) + 11 - 2 + 1 = 221d10 + 5 + 4 ⇒ (9) + 5 + 4 = 18

"Not sure if yer keepin' track ya bunch of marsh monkey's, but if yer trying ta make money at this then yer doin' a poor job." He takes a step to keep in front of the Ulfen.


The Midnight Mirror

Ironshanks once more destroys his enemy's weapon, leaving the bandit gaping incredulously at the hilt in his hand.

Red stabilize: 1d20 + 1 ⇒ (3) + 1 = 4

Seeing the damage Ironshanks is causing, the remaining conscious and armed bandit moves over to Wraith, who seems to be an easier target.
Blue vs Wraith: 1d20 + 6 ⇒ (3) + 6 = 9
His overconfidence betrays him, however, as his weapon strikes a tree limb.

Combat Card:

==========
Round 3
==========
Hannar
Wraith [-13 hp]
-------------
??
-------------
Bemmer
Kalkamedes
-------------
Yellow {-2AC for charge} {mace destroyed by sunder}
-------------
Ironshanks

==========
Round 4
==========
Red [-27hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 0/6 + Blind/Stun/0/4 + Stun 0/1}
??
Blue
-------------

Hannar and Wraith are up. Everyone can give me perception checks, either sight or hearing if you have bonuses to one or the other.

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Perception, Darkvision: 1d20 + 10 ⇒ (3) + 10 = 13

"Where ya goin' fella? Not sure yer gonna like dealin' with that little lady there either..."

Grand Lodge

male human (ulfen) sorcerer/5 [HP: 32/32] [init: +4; perc: +0] [AC: 13(17+)/13/11(15+)] [saves: 4/4/5] [ CMB: 2; CMD 15(13)] [ele. rays used: 0/7] [Active Conditions: ]

Perception: 1d20 ⇒ 2

"Time to Burn!"

Hannar points at one of the bandits and a ray of fire bursts forth...

ranged Touch vs. Blue Bandit: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
possible Fire damage vs. Blue Bandit: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Critical confirmation roll: ranged Touch vs. Blue Bandit: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
possible Fire damage vs. Blue Bandit: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

WOW! Critical Threat.

Applied Point-Blank and Precise Shot feats.

Elemental Ray attack:
Elemental Ray(Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

The Exchange

"Wraith” | Fighter 1 / Rogue 3 / Monk 1 |HP:33/33 | AC:20 {15T/15 FF}| CMD: 20 (15 FF) | F: +5/ R: +9/ W: +3 | Init +6 | Perception: +8 (+9 for traps) {Trap Spotter 10'} | Sense Motive: +4 | Speed 30ft | Sneak Attack +2d6 | Active Conditions: None

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

If BLUE is still up:

Wraith tries to finish the badly damaged bandit.

Masterwork Siagham vs BLUE {PA}: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 131d6 + 4 ⇒ (1) + 4 = 5

If BLUE is down:

Wraith steps over the burnt corpse and moves behind the remaining bandit, plunging her weapon into the man's back.

There is enough room to move up without provoking. Did not want to confuse things on the map with an arrow if I was not actually going to be able to move.

Masterwork Siagham vs YELLOW {PA/Flank}: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d6 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14


The Midnight Mirror

Bemmer:
You think you notice motion in the trees past Wraith, but Wraith doesn't seem to be aware of it.

Hannar has had enough, and a beam of fire shoots from his hands and engulfs the bandit attacking Wraith. The bandit is clearly unhappy with the situation, badly burned but still standing.

Wraith tries to capitalize on the surprise fire, but her weapon bounces off the bandit's leather armor.

Combat Card:

==========
Round 3
==========
Bemmer
Kalkamedes
-------------
Yellow {-2AC for charge} {mace destroyed by sunder}
-------------
Ironshanks

==========
Round 4
==========
Red [-27hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 1/6 + Blind/Stun/0/4 + Stun 0/1}
??
Blue [-14hp]
-------------
Hannar
Wraith [-13 hp]
-------------

Blue is still standing; Yellow is up but currently unarmed. Bemmer appears to have noticed something, and he is up!

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer will draw his warhammer as he moves into the trees beyond Wraith.

I am not 100% sure where the movement was, so if you could move me please GM. If I find an enemy I will swing, attack roll below just incase.

masterwork warhammer: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Confirm?: 1d20 + 4 ⇒ (19) + 4 = 23 Extra Damage: 2d8 + 2 ⇒ (2, 5) + 2 = 9


The Midnight Mirror

Bemmer notices movement in the trees and goes to investigate. He finds two more bandits trying to sneak up on the group, and manages to get the jump on them instead! He brings his hammer down and nearly crushes the skull of one of them.
Yowie! 18 damage does not feel good. Added Pink and Black to the map; Pink took Bemmer's hit and is barely standing.

Kalkamedes STR check: 1d20 + 2 ⇒ (9) + 2 = 11
Kalkamedes continues to "walk", completely unaware of the battle around him, or that he isn't making any progress.

The bandit Ironshanks recently disarmed steps around his magically unconscious comrade and takes a new weapon. Yellow takes a 5' step to get out of Ironshanks' reach, then picks up Green's weapon.

Combat Card:

==========
Round 3
==========
Ironshanks

==========
Round 4
==========
Red [-27hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 1/6 + Blind/Stun/0/4 + Stun 0/1} {weapon taken by Yellow}
Pink [-18hp]
Black
Blue [-14hp]
-------------
Hannar
Wraith [-13 hp]
-------------
Bemmer
Kalkamedes
-------------
Yellow
-------------

Ironshanks is up!

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks follows and does his best to reduce another weapon to match sticks. "I can do this all night fella. How 'bout you just drop yer coin pouch and take off into the wood. I won't rat you out to yer buddies here ok?"

Sunder: 1H Adamantine Waraxe, Power Attack: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 161d10 + 5 + 4 ⇒ (4) + 5 + 4 = 13


The Midnight Mirror

Ironshanks steps up to destroy yet another weapon, but this time does not manage to connect.

Red stabilize: 1d20 + 1 ⇒ (14) + 1 = 15

The two bandits who Bemmer caught sneaking through the woods move in tandem, as if with practice, nimbly slipping between the trees to flank the dwarf. Black takes a 5' step then readies an attack; Pink takes a 5' step and attacks, so both get flanking. Yes, they are taking 5' steps in difficult terrain. :-)
Black vs Bemmer: 1d20 + 8 ⇒ (12) + 8 = 20damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11
Pink vs Bemmer: 1d20 + 8 ⇒ (1) + 8 = 9
11 damage to Bemmer.

The remaining bandit facing Wraith swings again, hoping to end the elusive ninja.
Blue vs Wraith: 1d20 + 6 ⇒ (2) + 6 = 8
His swing goes wide.

Combat Card:

==========
Round 4
==========
Hannar
Wraith [-13 hp]
-------------
Bemmer
Kalkamedes
-------------
Yellow
-------------
Ironshanks

==========
Round 5
==========
Red [-28hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 2/6 + Blind/Stun/0/4 + Stun 0/1} {weapon taken by Yellow}
Pink [-18hp]
Black
Blue [-14hp]
-------------

Hannar and Wraith are up!

The Exchange

"Wraith” | Fighter 1 / Rogue 3 / Monk 1 |HP:33/33 | AC:20 {15T/15 FF}| CMD: 20 (15 FF) | F: +5/ R: +9/ W: +3 | Init +6 | Perception: +8 (+9 for traps) {Trap Spotter 10'} | Sense Motive: +4 | Speed 30ft | Sneak Attack +2d6 | Active Conditions: None

Something about the bandits having Wraith and the priest outnumbered forces the ninja to focus. With silent efficiency, she whips the weapon across the neck of the blue armored brigand before spinning and burying it deep into the chest of the recent arrival. Blood fountains from the first man's throat, proof that the artery has been severed. Her leg snaps out, slamming the thin metal rod all the way into the light-skinned bandit. Only the well-worn leather grip remains visible.

Saigham {PA/Flurry} vs BLUE: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 4 ⇒ (1) + 4 = 5
Saigham {PA/Flurry} vs PINK: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 4 ⇒ (4) + 4 = 8

CONFIRM vs BLUE: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 4 ⇒ (3) + 4 = 7
CONFIRM (GM REROLL) vs BLUE: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 211d6 + 4 ⇒ (3) + 4 = 7
CONFIRM vs PINK: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 4 ⇒ (3) + 4 = 7

She turns towards the last of the trio, "Run, before I fall upon you like a storm."

The kick is just for roll play on the (presumed) critical.

Grand Lodge

male human (ulfen) sorcerer/5 [HP: 32/32] [init: +4; perc: +0] [AC: 13(17+)/13/11(15+)] [saves: 4/4/5] [ CMB: 2; CMD 15(13)] [ele. rays used: 0/7] [Active Conditions: ]

If I can see Black:
Magic Missile vs. Black: 2d4 + 2 ⇒ (2, 1) + 2 = 5

Otherwise:
Magic Missile vs. Blue: 2d4 + 2 ⇒ (1, 1) + 2 = 4


The Midnight Mirror

Wraith: That seems like a good use of a reroll. Double crit!

Hannar: Once he attacked, Black was visible to you, but with concealment. Fortunately, Magic Missile doesn't care. :-)

Silent but brutal, Wraith takes down two bandits in rapid succession, their bodies slumping to the ground in a pool of blood. She whispers a promise to the third, as Hannar sends a pair of magical bolts into him.

Pink is *dead*. Blue is unconscious and bleeding. Yellow and Black are still standing and Yellow has re-armed himself. Initiative blocks have collapsed, and now Bemmer can act.

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer turns and swings his warhammer at Black.

Warhammer: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 + 1 ⇒ (8) + 1 = 9


The Midnight Mirror

Bemmer bruises the bandit behind him with a strong swing of his hammer.

Kalkamedes STR check: 1d20 + 2 ⇒ (20) + 2 = 22
Suddenly, Kalkamedes tugs hard, and pulls his leash free!
On 1, the hook end pulled free; on 2, it came untied from him: 1d2 ⇒ 2
The rope is still attached to the tree, and Kalkamedes is FREE!!!! ;-)
He begins walking forward, going past one of the bandits.
Blue AoO : 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d6 + 3 ⇒ (6) + 3 = 9

Yellow vs Ironshanks: 1d20 + 6 ⇒ (18) + 6 = 24
The bandit near Ironshanks takes a swing, but his weapon merely bounces off the dwarf's armor.

Combat Card:

==========
Round 4
==========
Ironshanks

==========
Round 5
==========
Red [-28hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 2/6 + Blind/Stun/0/4 + Stun 0/1} {weapon taken by Yellow}
Black [-9hp]
Blue [-26hp] {unconscious/bleeding}
-------------
Hannar
Wraith [-13 hp]
Bemmer [-11hp]
Kalkamedes [-9hp]
-------------
Yellow
-------------

Ironshanks is up! Kalkamedes is injured but marching along.

The Exchange

"Wraith” | Fighter 1 / Rogue 3 / Monk 1 |HP:33/33 | AC:20 {15T/15 FF}| CMD: 20 (15 FF) | F: +5/ R: +9/ W: +3 | Init +6 | Perception: +8 (+9 for traps) {Trap Spotter 10'} | Sense Motive: +4 | Speed 30ft | Sneak Attack +2d6 | Active Conditions: None

Waith is only at -8. Bemmer healed her for 5 points in Round 2


The Midnight Mirror

Right! Noted it on my document.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

"Oh now that ain't very nice! Can'cha see that fella is a sleep walker?" He hacks out at the weapon yet again, then hurries after his charge before he escapes.

Sunder: 1H Adamantine Waraxe, Power Attack: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 131d10 + 5 + 4 ⇒ (9) + 5 + 4 = 18

Hack then move 20' provoking if he's still got a weapon/aoo left.


The Midnight Mirror

Need to retcon - see discussion thread. Blue is unconscious, therefore did not AoO Kalkamedes. Ironshanks, you can redo your turn since the attack on Blue was not necessary.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Nope I'm good. I wasn't reading closely enough and thought yellow made the AOO. I attacked yellow's weapon anyhow and missed.


The Midnight Mirror

Alrighty then!

Red stabilize: 1d20 + 1 ⇒ (8) + 1 = 9
Blue stabilize: 1d20 + 1 ⇒ (16) + 1 = 17

The remaining bandit next to Bemmer and Wraith decides he has seen enough, and he disappears into the woods. Withdraw action; Black is just off the map to the north with improved cover from the thick woods.

Combat Card:

==========
Round 5
==========
Hannar
Wraith [-8 hp]
Bemmer [-11hp]
Kalkamedes [-9hp]
-------------
Yellow
-------------
Ironshanks

==========
Round 6
==========
Green {Unc/Blind/Stun 3/6 + Blind/Stun/0/4 + Stun 0/1} {weapon taken by Yellow}
Red [-29hp] {unconscious/bleeding} {mace destroyed by sunder}
Blue [-26hp] {unconscious/stable}
Black [-9hp]
-------------

Hannar, Wraith, and Bemmer are up!

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Kalk should be unharmed due to the no aoo?

Grand Lodge

male human (ulfen) sorcerer/5 [HP: 32/32] [init: +4; perc: +0] [AC: 13(17+)/13/11(15+)] [saves: 4/4/5] [ CMB: 2; CMD 15(13)] [ele. rays used: 0/7] [Active Conditions: ]

Hannar points to the bandit standing near him and a ray of fire streaks forth....

ranged Touch vs. Yellow: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
possible Fire damage vs. Yellow: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Hannar them moves closer to the others.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

"Get the rope Hannar!" Hollers Ironshanks, as he points to his rope and grapple still tied to the tree.

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer swings at Black again as he yells to the group. Have you got him?

masterwork warhammer: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d8 + 1 ⇒ (7) + 1 = 8


The Midnight Mirror

Bemmer: Black withdrew, so you can't attack him.

Ironshanks: Yes, no damage to Kalkamedes.

Hannar burns the last remaining bandit before moving up to join the rest.

Need a turn from Wraith, and a do-over from Bemmer. ;-)

The Exchange

"Wraith” | Fighter 1 / Rogue 3 / Monk 1 |HP:33/33 | AC:20 {15T/15 FF}| CMD: 20 (15 FF) | F: +5/ R: +9/ W: +3 | Init +6 | Perception: +8 (+9 for traps) {Trap Spotter 10'} | Sense Motive: +4 | Speed 30ft | Sneak Attack +2d6 | Active Conditions: None

Waith runs up to confront the yellow clad brigand, unsheathing the blade from her back as she moves. "You have two options. One, you leave this man asleep and disappear into the woods with the other coward. Two, you try to wake him or harm us and we come at you like the Gates of Hell opened. Think it over carefully. Do you really want this to be the night your life ends? No last meal, no comfort in the arms of a woman...not even a grave. Is that really how you pictured it?"

Her eyes glance down to the slumbering bandit. "He'll be fine. If you stand down and flee, he will live to see another sunrise." She allows the moonlight to dance across the elven writing on the blade. "Just leave. We have other obligations this evening. No one else needs to die."

Intimidate: 1d20 + 2 ⇒ (19) + 2 = 21

Readied Action {Selects Option 2}:

Masterwork Elven Curve Blade {PA}: 1d20 + 6 ⇒ (16) + 6 = 221d10 + 6 ⇒ (4) + 6 = 10


The Midnight Mirror

Wraith can plainly see the fear in the last bandit's eyes. He drops his weapon and slowly backs away.

Unless anyone objects to letting him leave, Yellow will run away and combat is over. I'll give you time to make that call.

Grand Lodge

male human (ulfen) sorcerer/5 [HP: 32/32] [init: +4; perc: +0] [AC: 13(17+)/13/11(15+)] [saves: 4/4/5] [ CMB: 2; CMD 15(13)] [ele. rays used: 0/7] [Active Conditions: ]

Fine with that.

Hannar looks at Ironshanks and yells "Right. On it. the runs to get the hook and rope.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Yup, Ironshanks is not a killer and is busy with snorejob.

"You heard the Lady, get yer arse runnin kid!" He hollers towards yellow.

CMB vs Kalkamedes when necessary: 1d20 + 7 ⇒ (17) + 7 = 24

The Exchange

"Wraith” | Fighter 1 / Rogue 3 / Monk 1 |HP:33/33 | AC:20 {15T/15 FF}| CMD: 20 (15 FF) | F: +5/ R: +9/ W: +3 | Init +6 | Perception: +8 (+9 for traps) {Trap Spotter 10'} | Sense Motive: +4 | Speed 30ft | Sneak Attack +2d6 | Active Conditions: None

Wraith watches the man run off into the night before sheathing her weapon and running to assist Ironshanks.

CMB (aid): 1d20 + 4 ⇒ (11) + 4 = 15


The Midnight Mirror

As the last bandit runs, you quickly recover control of your ward and prepare to continue.

Do any healing or other after-combat actions, then I will proceed to the next encounter.

The Exchange

"Wraith” | Fighter 1 / Rogue 3 / Monk 1 |HP:33/33 | AC:20 {15T/15 FF}| CMD: 20 (15 FF) | F: +5/ R: +9/ W: +3 | Init +6 | Perception: +8 (+9 for traps) {Trap Spotter 10'} | Sense Motive: +4 | Speed 30ft | Sneak Attack +2d6 | Active Conditions: None

Wraith offers up her wand to Bemmer for help with her wounds.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks gives Kalkamedes a full nelson while Hannar reattaches the lead rope. "Make sure that knot is good n tight this time. Dunno who tied the last one but it pulled out at a bad time." He says grunting as he fights with the snoring man.

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer zaps himself with his wand.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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