Blazej - Hao Jin Cataclysm: 5-6 CORE [Gameday VII] (Inactive)

Game Master Zynete

Maps and Handouts


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Silver Crusade

Half-Orc, Barbarian 5/Fighter 1 | HP: /63 (41/75 raging) | AC: 23-1/ 13-1 Tch/ 23-1 FF | CMB: +12 (+14), CMD: 24 | F: +9, R: +4, W: +3 (+14/+7/+6 while raging) | Init: +4 | Perc: +9, SM: +0 Speed 30| Rage: 5/14 | Active Conditions: Re-roll USED, Trap Sense+1, Improved Uncanny Dodge, Inspired,Blessed, Fatigued

"Sounds like a job for the Black Death. Should I use Blackie to destroy this vile gem?" Urktar quite eagerly raises his magical adamantine falchion high above the gem, awaiting orders to strike at the stone like an overeager executioner.

If even a single fellow pathfinder gives the okay, urktar will try to destroy it. Don't know if an attack roll is required, but in case:
Urktar Smash!: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15magic adamantine slashing dmg: 2d4 + 10 + 6 ⇒ (2, 1) + 10 + 6 = 19

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

"Do it." Seiran agrees.

"It's a taint to beauty."

Liberty's Edge

Femle Human Paladin 6 | Init +5 | HP: 33|46 | AC: 23 (12 Tch, 22 FF) | CMB +12, CMD 24 | F:+11, R:+8, W:+8, Immune Fear, Disease, +2 vs charm and compulsion | Per: +9, SM: +7 | Speed 30 |
Resources:
Inspire 18|18, Lay on Hands 0|7; Reroll: used
Buffs:
Longstrider
| Conditions:

Together says Hortensia as she also strikes with her magical adamantine glaive.

Glaive, pa: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
Damage, pa: 1d10 + 10 + 6 ⇒ (2) + 10 + 6 = 18

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

Knowing his current weapon was far inferior to Hortensia's magical weapon, Seiran still symbolically joins her as he too strikes with his quarterstaff.

The Mundane Quarterstaff 1d20 + 6 ⇒ (12) + 6 = 181d6 + 3 ⇒ (3) + 3 = 6
Seiran would also like to examine his fallen foes weapons for rather obvious reasons....


Live Exploration Extreme Maps

Hortensia senses a strong evil aura about the object. The stone is drawing the souls of these captives into the Ethereal Plane.

With decisive action the party brings their weapons to bear and crush the stone. Bits of near invisible essence flit back to the captives as an otherworldly scream roars from the stone fragments and echoes throughout the caverns.

The captives thank you all for the aid and offer their own help in securing the tapestry if there is ever an opportune moment.

For now though you begin traveling to the home of the ratfolk at Round Mountain.


Live Exploration Extreme Maps

Another hour journey has you still passing through the fraying portals of the tapestry within the dark caverns of this plan. As you near your destination you find the earth of the narrow tunnel shake and tremble underneath your feet. Pebbles clatter across the ground, and a low rumbling sound echoes from the distance. The entire wave threatens to knock the entire party over until it ends.

A group of ratfolk scouts stagger into the tunnel. "I hope that was the last of it!" Taking note of the group he cries out, "Hey, you, Pathfinders! Watch your step. Round Mountain is rolling! If you want to get to the Pagoda, we’ll need to secure safe passage through this tumbling cavern!"

They help move and guide you through the caverns explaining, "This has been our home for centuries. A sphere of solid stone taken from a mountain core. Over the last few hours it is gotten bad though, the entire mountain is moving- spinning- and much of the lurking creatures have been more active."

His explanation is interrupted as the ground begins to shake and move. "Oh not again We need to find a way through this before the tunnels collapse!"

You all can make skill checks on the following tasks. You can make one check on each task to make a check or attempt to aid another.

Immediately you can start picking out the most stable handholds to keep pushing forward out of here. With Perception or Survival

Actually getting over those handholds is another matter. Getting yourselves through here will be an effort. Making Acrobatics, Climb, or Escape Artist.

Liberty's Edge

Femle Human Paladin 6 | Init +5 | HP: 33|46 | AC: 23 (12 Tch, 22 FF) | CMB +12, CMD 24 | F:+11, R:+8, W:+8, Immune Fear, Disease, +2 vs charm and compulsion | Per: +9, SM: +7 | Speed 30 |
Resources:
Inspire 18|18, Lay on Hands 0|7; Reroll: used
Buffs:
Longstrider
| Conditions:

Hortensia looks around for possible handholds.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Then she gives a little sigh.

I knew this was a bad idea...

Climb to aid: 1d20 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Radagast looks around for the easiest path...

Perception: 1d20 + 17 ⇒ (8) + 17 = 25.

...then tries to help with the Climb!

Climb(Aid): 1d20 + 2 ⇒ (10) + 2 = 12

Liberty's Edge

Male Elf Fighter/1 Rogue/4 Shadowdancer/1 HP 45/45 AC21|T 16|FF 16 CMD 21* Fort +5|Ref +11|Will +3/+5 vs. enchantments Init +5* Perc +12 Low-light|Sense Motive +7

Tere likewise looks for handholds

Perception check: 1d20 + 12 ⇒ (4) + 12 = 16

before scrambling up the rock face.

Acrobatics check: 1d20 + 14 ⇒ (6) + 14 = 20

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"Look out that over there"
Aid on perception - highest bonus so I guess that would be Radaghast: 1d20 + 3 ⇒ (11) + 3 = 14

before stopping in front of some large boulder that's in the way to give Urktar a boost
Climb to aid Urktar: 1d20 + 10 ⇒ (1) + 10 = 11


Live Exploration Extreme Maps

With Radagast leading the party is able to find a quick path up the through the caverns. Although the group has little luck in climbing, a slow shift in the cavern sends everything tumbling. Tere is able to keep his footing and make sure everyone is secure.

Same as before, each person can make one check per task.

The entire room shifted the path out is blocked, but with the supplies and debris here you could quickly throw together some scaffolds to get the entire band up and out. Craft (carpentry or ships) or Knowledge (dungeoneering or engineering

The ratfolk do their best to keep up and build up an escape route. As soon as you ask for a tool they are on hand with it. However, they are clearly exhausted from just getting to the group in the first place. They are pushing themselves to the limit and might need encouragment to hold on a bit longer. With Bluff, Diplomacy, Intimidate, Knowledge (local), or Perform).

While the movement of the mountain is far from usual and isn't immediately apparent, there is a pattern to the shifts and you might be able to use that for a window to get through the passages. Intelligence or Wisdom checks

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Craft(Carpentry) - Aid: 1d20 + 1 ⇒ (2) + 1 = 3.
Intimidate - Aid: 1d20 - 2 ⇒ (8) - 2 = 6.
Wisdom: 1d20 + 3 ⇒ (9) + 3 = 12.

Radagast tries, but his current form really is not up to the current task.

Liberty's Edge

Femle Human Paladin 6 | Init +5 | HP: 33|46 | AC: 23 (12 Tch, 22 FF) | CMB +12, CMD 24 | F:+11, R:+8, W:+8, Immune Fear, Disease, +2 vs charm and compulsion | Per: +9, SM: +7 | Speed 30 |
Resources:
Inspire 18|18, Lay on Hands 0|7; Reroll: used
Buffs:
Longstrider
| Conditions:

Untrained craft, aid: 1d20 + 1 ⇒ (4) + 1 = 5
Diploamcy: 1d20 + 15 ⇒ (2) + 15 = 17
Int, aid: 1d20 + 1 ⇒ (20) + 1 = 21

Hortensia helps where she can but she isnt particulary practical. She does manage to bouy the spirits of the ratfolk a little perhaps.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"..I think this goes here.."

Bardic Knowledge (dungeoneering or engineering): 1d20 + 1 ⇒ (19) + 1 = 20

'Off to work we go, hey-ho, hey-ho"
Perform: 1d20 + 11 ⇒ (12) + 11 = 23

Aid on wis check: 1d20 ⇒ 8

Liberty's Edge

Male Elf Fighter/1 Rogue/4 Shadowdancer/1 HP 45/45 AC21|T 16|FF 16 CMD 21* Fort +5|Ref +11|Will +3/+5 vs. enchantments Init +5* Perc +12 Low-light|Sense Motive +7

Tere lends a hand with scaffolding.

Knowledge (Dungeoneering) Aid Another: 1d20 + 6 ⇒ (16) + 6 = 22

Then he tries to help out with encouraging the ratfolk.

Knowledge (Local) Aid Another: 1d20 + 6 ⇒ (6) + 6 = 12

Finally, he has a go at figuring out the movement of Round Mountain.

INT check: 1d20 + 1 ⇒ (16) + 1 = 17

Silver Crusade

Half-Orc, Barbarian 5/Fighter 1 | HP: /63 (41/75 raging) | AC: 23-1/ 13-1 Tch/ 23-1 FF | CMB: +12 (+14), CMD: 24 | F: +9, R: +4, W: +3 (+14/+7/+6 while raging) | Init: +4 | Perc: +9, SM: +0 Speed 30| Rage: 5/14 | Active Conditions: Re-roll USED, Trap Sense+1, Improved Uncanny Dodge, Inspired,Blessed, Fatigued

AID Kn-dungeoneering: 1d20 + 4 ⇒ (1) + 4 = 5
Intimidate: 1d20 + 8 ⇒ (10) + 8 = 18
AID Intelligence check: 1d20 + 0 ⇒ (6) + 0 = 6

Urktar attempts to fix the scaffolding, but the topsy turvy nature of the place scrambles his thoughts. on the other hand, barking orders is something he can do no matter which way is up, so he yells encouragement to get the ratfolk moving like the maggots they are (just like his dear ol' mum used to yell at him...sniff, sniff). Of course, the patterns just look like a blurry blob to the barbarian, but it sure is purty...


Live Exploration Extreme Maps

The entire mountain continues to shift and slide. It never goes near upending itself, but walls shift into floors before the mountain slides back. The the party puts together a quick assortment of materials to get the scaffolding to get themselves and the ratfolk out of the cavern. The ratfolk, despite their exhaustion, put on a strong push to finish the job as they sing along with Thran's working song. Hortensia and Tere are able to pick out the moment to push out.

The party is able make their way through along with the ratfolk frantically clamouring aside. Behind you, the sounds of the tunnels breaking apart and collapsing erupts from behind you. A quick head count confirms everyone made it out safely. The ratfolk breath heavily, pushed beyond their limits to get even here. They still stand and, with another moment, lead the way. "Thank you. We can't rest though. The Pagoda of the Rat is still ahead and we must move quickly. The caverns are dangerous and will not grow any safer."

The path leads into a larger natural stone cavern with the stalactite covered ceiling thirty feet overhead. A large crevice in the center of the room drops in the darkness. A bridge across is lined with torches lining the path to the other side

The ground continues to shift under your feet threatening to throw you to the floor and making slowly traversing the bridge a dangerous prospect.

"Exit is forward and on the right. Don't linger near the chasm. I nearly got thrown off when the last shift happen passing through another of the passages."

GM Screen:

Urktar: 1d20 + 9 ⇒ (10) + 9 = 19
Tere: 1d20 + 12 ⇒ (6) + 12 = 18
Thran: 1d20 + 3 ⇒ (18) + 3 = 21
Seiran: 1d20 + 4 ⇒ (11) + 4 = 15
Radagast: 1d20 + 17 ⇒ (15) + 17 = 32
Hortensia: 1d20 + 9 ⇒ (13) + 9 = 22

Urktar: 1d20 + 4 ⇒ (6) + 4 = 10
Tere: 1d20 + 5 ⇒ (9) + 5 = 14
Thran: 1d20 + 2 ⇒ (8) + 2 = 10
Seiran: 1d20 + 2 ⇒ (1) + 2 = 3
Radagast: 1d20 + 3 ⇒ (9) + 3 = 12
Hortensia: 1d20 + 5 ⇒ (5) + 5 = 10

Round
Tere
Radagast
Urktar
Thran
Hortensia
Seiran

Everyone can act. There are no visible active hazards as of yet.

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

Seiran uses his wand once more to give himself protection against any potential attacks.
Wand of Shield.

He also slowly makes his way forward preparing for a quick dash across the bridge..

Liberty's Edge

Femle Human Paladin 6 | Init +5 | HP: 33|46 | AC: 23 (12 Tch, 22 FF) | CMB +12, CMD 24 | F:+11, R:+8, W:+8, Immune Fear, Disease, +2 vs charm and compulsion | Per: +9, SM: +7 | Speed 30 |
Resources:
Inspire 18|18, Lay on Hands 0|7; Reroll: used
Buffs:
Longstrider
| Conditions:

Hortensia eyes the bridge with undisguised skepticism, All this armour means I am not the most nimble but here goes!

Double move across the bridge, hoping I dont need any sort of check to avoid falling in

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Seeing Hortensia walking across the bridge Thran moves a bit closer just in case the bridge isn't as sturdy as it appears and the use of a well timed featherfall spell would be of some use before following if it turns out to be save to cross

Not sure how this works in game terms..but I guess move to move, then standard to ready an action to move across if Hortensia makes it..and use of an immediate to cast featherfall instead of moving if it turn out that's a better use of an action. Doing some in party communications to make sure the timings work out

Silver Crusade

Half-Orc, Barbarian 5/Fighter 1 | HP: /63 (41/75 raging) | AC: 23-1/ 13-1 Tch/ 23-1 FF | CMB: +12 (+14), CMD: 24 | F: +9, R: +4, W: +3 (+14/+7/+6 while raging) | Init: +4 | Perc: +9, SM: +0 Speed 30| Rage: 5/14 | Active Conditions: Re-roll USED, Trap Sense+1, Improved Uncanny Dodge, Inspired,Blessed, Fatigued

Urktar will also move across the bridge, joining the indomitable Hortensia on the far side, javelin in one hand, falchion in the other..

Double-move


Live Exploration Extreme Maps

The ground shakes and rumbles as the party makes their way across the bridge, but everyone is able to make it across safely. The ratfolk prepare to make their own crossing after the party.

Round
Tere
Radagast

Urktar (Able to move across)
Thran
Hortensia
Seiran

There are no visible active hazards as of yet.

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Radagast starts shuttling Ratfolk across.

Liberty's Edge

Male Elf Fighter/1 Rogue/4 Shadowdancer/1 HP 45/45 AC21|T 16|FF 16 CMD 21* Fort +5|Ref +11|Will +3/+5 vs. enchantments Init +5* Perc +12 Low-light|Sense Motive +7

Tere likewise remains at the rear, letting the ratfolk cross first and guarding them from pursuit.


Live Exploration Extreme Maps

Moved Urktar as per ready

GM Screen:
1d20 + 7 ⇒ (5) + 7 = 12
1d4 + 2 ⇒ (2) + 2 = 4
1d4 + 2 ⇒ (4) + 2 = 6
1d6 ⇒ 1

As the ratfolk make their way across the earth pivots below your feet and most of your allies fall to the ground.

Everyone needs to make a DC 20 Acrobatics check or fall prone.

Taking advantage of the sudden shift a pair of massive manta ray-like creatures flit from behind the crevices in the stalactites. There appears to be an army of them moving about the shadows until another moment of attention reveals that some are figments that pass through the stone and most move exactly like one another. They begin a low ominous roar as they descend on the forward party.

Knowledge (dungeoneering) DC 15 to Identify:
These creatures are known as cloakers for their appearance of being cloaks while still. They have a number of sonic based attacks that have a number of debilitating mental attacks.

Round 1
Tere
Flying Monster Blue (five copies)
Flying Monster Red (seven copies)
Radagast
Urktar
Thran
Hortensia
Seiran
Ratfolk

Liberty's Edge

Male Elf Fighter/1 Rogue/4 Shadowdancer/1 HP 45/45 AC21|T 16|FF 16 CMD 21* Fort +5|Ref +11|Will +3/+5 vs. enchantments Init +5* Perc +12 Low-light|Sense Motive +7

DC 20 Acrobatics check: 1d20 + 14 ⇒ (10) + 14 = 24

DC 15 Knowledge (Dungeoneering) check: 1d20 + 6 ⇒ (19) + 6 = 25

Tere manages to keep his footing as the cavern floor bucks and heaves. "Cloakers! Beware their sonic attacks!" He snatches out his longbow and looses an arrow at the nearest one.

Arrow on the wing: 1d20 + 10 ⇒ (3) + 10 = 13

I think if I miss by 5 or less I hit an image.

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

Acrobatics 1d20 + 5 ⇒ (4) + 5 = 9 oof fall prone.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Acrobatics: 1d20 + 4 ⇒ (5) + 4 = 9 Thran lands at the same time and in the same position as Seiran

Bardic knowledge to identify: 1d20 + 1 ⇒ (15) + 1 = 16
Just checking, I assume those are the type of sonic attacks that a bards' countersong performance could be used?


Live Exploration Extreme Maps

Thran: Yes, countersong will be able to counter their sonic attacks.

GM Screen:
1d3 ⇒ 21d6 ⇒ 4

In addition to their sonic attacks, Tere also recalls the creatures ability to create shadowy illusions relies on darkness and dim illumination. Once in melee, they creatures attempt to latch onto their target, biting them repeatedly.

One of the creatures flies before the party and unleashes a dull horrific moan that attempts to twist your guts in knots.

Urktar, Hortensia, and Thran need to make a DC 15 Fortitude save or fall prone and be nauseated for some duration.

The other, completely unaffected by the noise, closes in and unsuccessfully throws itself onto Urktar.

If Hortensia is not nauseated she can take an AoO as it approaches.

The ratfolk are in no condition to fight. They quickly back off as they struggle to keep their balance.

Grapple vs Urktar: 1d20 + 10 ⇒ (3) + 10 = 13

Round 1
Tere
Cloaker Blue (five copies)
Cloaker Red (seven copies)
Radagast
Urktar
Thran
Hortensia
Seiran
Ratfolk

Everyone can act.

Silver Crusade

Half-Orc, Barbarian 5/Fighter 1 | HP: /63 (41/75 raging) | AC: 23-1/ 13-1 Tch/ 23-1 FF | CMB: +12 (+14), CMD: 24 | F: +9, R: +4, W: +3 (+14/+7/+6 while raging) | Init: +4 | Perc: +9, SM: +0 Speed 30| Rage: 5/14 | Active Conditions: Re-roll USED, Trap Sense+1, Improved Uncanny Dodge, Inspired,Blessed, Fatigued

Fort Save: 1d20 + 9 ⇒ (13) + 9 = 22

Urktar ignores the topsy-turvy cavern and the wretched noise these cloakers make, focusing on the one thing that makes sense: bringing violence and destruction to those who would harm him.
He drops the javelin at his feet and lashes out at the Cloaker with the reddish hue. Then he takes a 5' step back to create a little space.

Falchion Raging Power Attack: 1d20 + 13 + 2 - 2 ⇒ (17) + 13 + 2 - 2 = 30magic adamantine slashing dmg: 2d4 + 10 + 3 + 6 ⇒ (1, 3) + 10 + 3 + 6 = 23
Falchion Raging Power Iterative: 1d20 + 8 + 2 - 2 ⇒ (6) + 8 + 2 - 2 = 14magic adamantine slashing dmg: 2d4 + 10 + 3 + 6 ⇒ (1, 1) + 10 + 3 + 6 = 21

Not certain if it still has images (crossed out)? If so, go ahead and roll for me, Blaze. Thanks.

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

Seiran rushes across the bridge to aid his companions.

Double move....

Liberty's Edge

Femle Human Paladin 6 | Init +5 | HP: 33|46 | AC: 23 (12 Tch, 22 FF) | CMB +12, CMD 24 | F:+11, R:+8, W:+8, Immune Fear, Disease, +2 vs charm and compulsion | Per: +9, SM: +7 | Speed 30 |
Resources:
Inspire 18|18, Lay on Hands 0|7; Reroll: used
Buffs:
Longstrider
| Conditions:

Acrobatics: 1d20 - 4 ⇒ (19) - 4 = 15

Hortensia tubles to the ground as the earth moves.

Fortitude: 1d20 + 11 ⇒ (13) + 11 = 24

But she manages to keep her lunch down in the face of the moaning. She strikes out as it approaches.

Glaive, pa, prone: 1d20 + 13 - 2 - 4 ⇒ (6) + 13 - 2 - 4 = 13
Damage, pa: 1d10 + 10 + 6 ⇒ (6) + 10 + 6 = 22

Standing, she steps away from the cloaker and lashes out at it.

She provokes from red cloaker

Glaive, pa: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Damage, pa: 1d10 + 10 + 6 ⇒ (1) + 10 + 6 = 17


Live Exploration Extreme Maps

Urktar: Apologies, I had forgotten to state that the images vanished as it closed into melee and toward the light. The one adjacent to you has no images currently.

The creature snaps at Hortensia as she stands, but doesn't break through the armor. It is able to avoid the paladin's blows, but leaves it open to one of Urktar's attacks. It is still flying after the blow, but the falchion has left a major wound on the creature.

AoO Red Bite vs Hortensia: 1d20 + 8 ⇒ (3) + 8 = 11
Bite Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Round 1
Radagast
Urktar
Thran
Hortensia
Seiran
Ratfolk
Round 2
Tere
Cloaker Blue (five copies)
Cloaker Red (23 damage)

Liberty's Edge

Male Elf Fighter/1 Rogue/4 Shadowdancer/1 HP 45/45 AC21|T 16|FF 16 CMD 21* Fort +5|Ref +11|Will +3/+5 vs. enchantments Init +5* Perc +12 Low-light|Sense Motive +7

Steeling himself, Tere moves closer to the fight and fires again at the red cloaker.

Arrow attack: 1d20 + 10 ⇒ (16) + 10 = 26
Arrow damage: 1d8 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Fort save: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25

Shaking off the sonic barrage the creature throws at him, Thran scrambles up from the ground and let's out a loud cry of defiance

Move to stand up, standard to start inspire courage

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Radagast stands up, and moves forward, tail lashing.


Live Exploration Extreme Maps

Tere's arrow connects with the creature as murmurs out roars and curses. It drops to the ground and flails uselessly at Hortensia while the other changes the tenor of the moan and it becomes less focused and reverberates through the entire cavern. The effect stresses the nerves and it is worst at the source for the group fighting in melee. One of the ratfolk can't stand the noise and drops their weapons as they flee in a panic to the edge of the cavern.

Red 5 ft steps and full attacks.

Bite vs Hortensia: 1d20 + 8 ⇒ (11) + 8 = 19
Bite Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Tail vs Hortensia: 1d20 + 3 ⇒ (7) + 3 = 10
Bite Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Thran, Urktar, and Seiran need to make a DC 15 Will save or become panicked, dropping weapons and fleeing at full speed in some random direction. This is a sonic, mind-affecting, fear effect. For those within 10 feet of Hortensia (everyone except Urktar), Hortensia grants a +4 morale bonus on the saving throw.

GM Screen:
1d6 ⇒ 3

Round 2
Radagast
Urktar
Thran
Hortensia
Seiran
Ratfolk
Round 3
Tere
Cloaker Blue (five copies)
Cloaker Red (26 damage)

Inspire Courage: +2 attacks, weapon attacks, and morale bonus against fear.

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Snarling, Radagast charges Red.

Talon: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29, for 1d8 + 10 + 2 ⇒ (5) + 10 + 2 = 17 damage.
Talon: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27, for 1d8 + 10 + 2 ⇒ (6) + 10 + 2 = 18 damage.
Bite: 1d20 + 8 + 2 + 2 ⇒ (16) + 8 + 2 + 2 = 28, for 1d6 + 10 + 2 ⇒ (2) + 10 + 2 = 14 damage.
Foreclaw: 1d20 + 3 + 2 + 2 ⇒ (19) + 3 + 2 + 2 = 26, for 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10 damage.


Live Exploration Extreme Maps

With fang and claw Radagast tears the monster apart leaving one the one remaining cloaker.

Liberty's Edge

Male Elf Fighter/1 Rogue/4 Shadowdancer/1 HP 45/45 AC21|T 16|FF 16 CMD 21* Fort +5|Ref +11|Will +3/+5 vs. enchantments Init +5* Perc +12 Low-light|Sense Motive +7

"Get some light around it--that will dispel its shadow images!" Tere waits for the others to act.

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

@Tere: I have a Continual Flame (Heightened to 4th level) on me - it is certainly illuminated ;-)


Live Exploration Extreme Maps

With the positioning of the light sources, the shadow images of the otehr creatures are no longer an issue.

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

I too have Aura of Courage which makes Seiran Immune to fear and gives +4 to those within 10 feet of me.

Seiran strides forward towards the remaining Cloaker and attempts a strike against it.
Attack Quarterstaff 1d20 + 6 ⇒ (12) + 6 = 181d6 + 3 ⇒ (5) + 3 = 8
"Dispelling its shadows was a good tactic!" he calls out.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Will save: 1d20 + 5 + 4 + 4 ⇒ (14) + 5 + 4 + 4 = 27

Shaking his head slowly - either to shake of the effect of the sonic scream or out of pity of the cloaker - Thran continues his inspirational cry as he moves around most of the party to take a swing at the last enemy

To hit AC blue: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Magical slashing damage if hit: 2d4 + 7 + 2 ⇒ (4, 4) + 7 + 2 = 17

Liberty's Edge

Femle Human Paladin 6 | Init +5 | HP: 33|46 | AC: 23 (12 Tch, 22 FF) | CMB +12, CMD 24 | F:+11, R:+8, W:+8, Immune Fear, Disease, +2 vs charm and compulsion | Per: +9, SM: +7 | Speed 30 |
Resources:
Inspire 18|18, Lay on Hands 0|7; Reroll: used
Buffs:
Longstrider
| Conditions:

Bring it down quickly shouts Hortensia as she swings twice at the creature.

Glaive, pa, IC: 1d20 + 13 - 2 + 2 ⇒ (18) + 13 - 2 + 2 = 31
Damage, pa, IC: 1d10 + 10 + 6 + 2 ⇒ (8) + 10 + 6 + 2 = 26

Glaive, pa, IC: 1d20 + 8 - 2 + 2 ⇒ (2) + 8 - 2 + 2 = 10
Damage, pa, IC: 1d10 + 10 + 6 + 2 ⇒ (8) + 10 + 6 + 2 = 26

Liberty's Edge

Male Elf Fighter/1 Rogue/4 Shadowdancer/1 HP 45/45 AC21|T 16|FF 16 CMD 21* Fort +5|Ref +11|Will +3/+5 vs. enchantments Init +5* Perc +12 Low-light|Sense Motive +7

I thought the last one was still airborne.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19
Tere di Montefeltro wrote:
I thought the last one was still airborne.

Map mentions it as being at +5 ft..so swing your weapon above your head and we should be able to reach it

Silver Crusade

Half-Orc, Barbarian 5/Fighter 1 | HP: /63 (41/75 raging) | AC: 23-1/ 13-1 Tch/ 23-1 FF | CMB: +12 (+14), CMD: 24 | F: +9, R: +4, W: +3 (+14/+7/+6 while raging) | Init: +4 | Perc: +9, SM: +0 Speed 30| Rage: 5/14 | Active Conditions: Re-roll USED, Trap Sense+1, Improved Uncanny Dodge, Inspired,Blessed, Fatigued

Will Save: 1d20 + 6 ⇒ (6) + 6 = 12

Urktar lets out a blood-curdling shriek that sounds much like an 3-year-old girl waking from nightmares as he drops his falchion, and turns tail and flees as fast has his feet will carry him.

currently fatigued 2 rounds, and panicked. Didn't move Urktar's token--I'm betting he should move straight line away from source of his fear (i.e. past Tere and the remaining ratfolk to the west, but you did mention random direction--feel free to move him as appropriate, base speed of 30'


Live Exploration Extreme Maps

Tere: The elevation is noted on the map, it moved during a prior turn to catch the party in it's attack.

Moved Urktar away and Tere forward

Seiran's staff barely connects with the cloaker if only for Thran's inspiring call. Hortensia's weapon deals a devastating blow the the creature and it is near death. Thran's own attack misses, but the creature focuses on bard despite that as it tries to call out in undercommon to drown out the bardic performance.

It wraps the entire form around Thran covering every inch of his body as it strangles the life out of him while driving fangs into Thran's flesh.

Grapple vs Thran CMD: 1d20 + 10 ⇒ (12) + 10 = 22
Bite Thran AC: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29
Bite Damage: 1d6 + 5 ⇒ (3) + 5 = 8
That appears to have successfully grappled Thran.

Cavern Movement: 1d6 ⇒ 4

Round 3
Radagast
Urktar (panicked [ends this round])
Thran (8 damage, grappled)
Hortensia
Seiran
Ratfolk
Round 4
Tere
Cloaker Blue (36 damage, grappled)

Inspire Courage: +2 attacks, weapon attacks, and morale bonus against fear.

It is readily apparent that any attack damage dealt to the cloaker will be shared between the monster and Thran.

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

With a snarl of frustration, Radagast pounces!

Talon: 1d20 + 8 + 2 + 2 ⇒ (18) + 8 + 2 + 2 = 30, for 1d8 + 10 + 2 ⇒ (6) + 10 + 2 = 18 damage.
Talon: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27, for 1d8 + 10 + 2 ⇒ (6) + 10 + 2 = 18 damage.
Bite: 1d20 + 8 + 2 + 2 ⇒ (2) + 8 + 2 + 2 = 14, for 1d6 + 10 + 2 ⇒ (6) + 10 + 2 = 18 damage.
Foreclaw: 1d20 + 3 + 2 + 2 ⇒ (8) + 3 + 2 + 2 = 15, for 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10 damage.

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