The Fall of Plaguestone

Game Master Kevin O'Rourke 440

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The ravens seem a little agitated, perhaps a scarcity of food in the area is leading to them being a little more competitive.

The overgrown road comes to an end at a pair of rusty wrought-iron gates flanked by two stone pillars. Beyond, the woodlands recede before a large clearing of tall, dry grass, at the center of which looms Xarwin Manor. The building’s roofline rises in the middle to a third level surrounded by a walkway, while the closed dome of what appears to be an observatory rises above. Slate shingles cover the steeply-slanted roofs below this central dome with more rusty ironwork adorning its eaves. The paint along the manor’s wooden walls has mostly peeled away, leaving behind a weathered building clad in creeping vines that looks like forgotten by the world. Even at a distance, the building’s facade seems unusually moist, as if it had just weathered torrential downpour despite the dryness of the surrounding grounds.

DC 15 Perception:

You notes the presence of what seem to be hundreds of whippoorwills perched quietly on the manor’s roof.
DC 15 Nature
Spoiler:
This behavior as unusual

DC 25 Religion check
Spoiler:
You know that whippoorwills are associated with psychopomps, death, and the faith of Pharasma, and that their presence in such numbers suggests unquiet spirits might linger within the manor


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

I'm not sure Mister Kargos will be too happy with the current state of his inheritance Quisillo says while taking in the dilapidated buildings.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

And there are these weird things all over the roof? he adds, squinting in that direction.

Bardic Lore if allowed for Nature: 1d20 + 7 ⇒ (8) + 7 = 15
Bardic Lore if allowed for Religion: 1d20 + 7 ⇒ (14) + 7 = 21

Bardic Lore can be substituted for any skill for Recall Knowledge checks... but I don't know if this is a RK check, so I'll wait before reading the spoiler for the one potential success


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Strong-Blooded Dwarf Tinker Rogue 3 | Perc +9 | AC 19 | F +7, R +10, W +9 | HP 40/40
Sazen wrote:
(Burnadette? Burnzilla?)

Burninator!


Strong-Blooded Dwarf Tinker Rogue 3 | Perc +9 | AC 19 | F +7, R +10, W +9 | HP 40/40

Religion: 1d20 + 7 ⇒ (19) + 7 = 26

After Quisillo has identified what he can, Morsun adds, "Those are the type of birds that have to do with Pharasma, and dead spirits, I think. Not surprising, really."


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Map | Female | Neutral Good | Versatile Human Duskwalker (Background: Field Medic / Archetype: Animal Trainer) Oracle 3 | HP 32/35 | AC 19 | Fort +6 / Ref +8 / Will +7 | Spell DC 18 (attack +8) | Perception +5 | Spells 1L 2/3 2L 1/2 / Focus Points 2/2

Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Nature: 1d20 + 5 ⇒ (6) + 5 = 11
Religion: 1d20 + 5 ⇒ (19) + 5 = 24

Sazen squints, but can't see what everyone is talking about. She is a little embarrassed that she can't see a sign from Pharasma, so she just nods wisely and stays silent.


Male Hero Points 3/1 Human ◆◇↺ Magus (Sentinel) 3 Initiative (Perception(T)) +6 AC 21/23 hp 41/41 Fort(E) +9 Ref(T) +5 Will(E) +8

Merlin stops at the rusty wrought-iron gates flanked by two stone pillars. The knight looks at the manor, sitting, waiting for something, or someone....
Perception DC 15: 1d20 + 6 ⇒ (2) + 6 = 8

Merlin turns to regard the pointed out avians.
Promising omen.

The Armiger then smiles. He begins casting and he readies his shield and loosens his sword in its scabbard.
Longstrider Heightened 2 and Exploration mode Search.

The Magus then opens the gate to begin investigating the grounds.


Niven will have his weapon out and ready to cover Merlin as he scouts. by staying back, he hopes to keep a good view on any threats.

He'll stay back about 60'


Strong-Blooded Dwarf Tinker Rogue 3 | Perc +9 | AC 19 | F +7, R +10, W +9 | HP 40/40

Morsun puts his hand up to everyone unlimbering a weapon or otherwise getting ready as he steps in front of everyone.

"Let me check any doors or gates first. Learned this the hard way. I'm not interested in learning it again."

He examines the gate for any traps or other disincentives to opening it.

Perception + Trap Finder: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28

Since this is a PbP, I'm fine with anyone rolling this on my behalf if it keeps the action moving.


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

Quisillo sees everyone tense and prepare, and appears bewildered at the mood change. He hangs back next to Niven, looking at the mansion's grounds with curiosity.

Investigate activity with Bardic Lore, if we call exploration activities


| HP: 42/42, Temp HP: 0/5| AC 21 | F:+9 R:+11 W:+9 | Class DC: 19 | Hero Points: 0/3 | | Focus Points: 0/1 | Speed 35 ft. | Perc +6 (+2 vs. hidden, undetected)| Deception +0, Diplomacy +0, Intimidation +5 | Acrobatics +11, Arcana +5, Athletics +6, Stealth +9 | Active Conditions: None

Emri looks around at her pals and (soon to be) pals, still munching away on a sweet bun. She shakes her head and rolls her eyes. "Yeeesh! Why so serious?"

She finishes her bun, dusts her hands off, cricks her neck this way and that, then scampers off ahead, looking unconcerned but alert.

If we're calling exploration activities, Emri will take the Scout activity: You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.


Map | Female | Neutral Good | Versatile Human Duskwalker (Background: Field Medic / Archetype: Animal Trainer) Oracle 3 | HP 32/35 | AC 19 | Fort +6 / Ref +8 / Will +7 | Spell DC 18 (attack +8) | Perception +5 | Spells 1L 2/3 2L 1/2 / Focus Points 2/2

Sazen follows Emri at a distance (enough for her to scout, but trying to keep her in sight) with her bow ready, knowing exactly why she was so serious, but not wanting to quell the enthusiasm on the non-jaded types.


@Quisillo I will try to specify when it's recall knowledge like it was that time since it's relevant.

Swaths of moist green moss grow on the stone pillars that flank this rusty wrought iron gate. Tangles of blackberry vines weave through the gate’s bars. A rusty metal coat of arms comprised of a series of overlapping circles, rings, and stars adorns the front of the gate.

The front gate isn’t locked, but the thick growth of vines helps hold it closed. A PC can Force it Open with a successful DC 13 Athletics check; alternatively, the vines can be hacked through with a few rounds of work.

DC 20 Society or DC 16 Heraldry Lore to Recall Knowledge:
Ioseff Xarwin designed the coat of arms on the gate in 4641AR as his official Paracount seal and new family crest.

DC 18 Astronomy Lore or DC 20 Nature Lore check to Recall Knowledg:
You recognize that the coat of arms is a stylized geocentric map of Golarion’s solar system.


Male Hero Points 3/1 Human ◆◇↺ Magus (Sentinel) 3 Initiative (Perception(T)) +6 AC 21/23 hp 41/41 Fort(E) +9 Ref(T) +5 Will(E) +8

Heraldry Lore(T) DC 16: 1d20 + 7 ⇒ (20) + 7 = 27

Merlin peers intently at the inscription.
Ioseff Xarwin designed the coat of arms on the gate in 4641AR as his official Paracount seal and new family crest.

The Armiger grins.


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

Bardic Lore for 2nd check: 1d20 + 7 ⇒ (3) + 7 = 10

Quisillo starts looking at the gate, then gets distracted by Merlin's comments.
That's a bit pompous of him, don't you think? I mean, Xarwin was obviously not that great at heraldry; asking for a professional design would have been much better


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| HP: 42/42, Temp HP: 0/5| AC 21 | F:+9 R:+11 W:+9 | Class DC: 19 | Hero Points: 0/3 | | Focus Points: 0/1 | Speed 35 ft. | Perc +6 (+2 vs. hidden, undetected)| Deception +0, Diplomacy +0, Intimidation +5 | Acrobatics +11, Arcana +5, Athletics +6, Stealth +9 | Active Conditions: None

Emri gives the gate a bump with her hip, forcing it open.
Athletics: 1d20 + 6 ⇒ (18) + 6 = 24

"Agreed." she says with a chuckle. "Nice stars, I guess. But you know rich people—they think they know better than trained experts." She shrugs. "Shall we?"


Map | Female | Neutral Good | Versatile Human Duskwalker (Background: Field Medic / Archetype: Animal Trainer) Oracle 3 | HP 32/35 | AC 19 | Fort +6 / Ref +8 / Will +7 | Spell DC 18 (attack +8) | Perception +5 | Spells 1L 2/3 2L 1/2 / Focus Points 2/2

Nature: 1d20 + 5 ⇒ (14) + 5 = 19

Sazen finds the gate interesting, and something seems familiar about it, but she can't quite recall, so she just assumes it isn't that important.

She nods at Emri's prompting, and follows her in, bow in hand.


A2-New map up top
The overgrown path leading from the front gate splits into a crossroads. To the north, the path leads to the manor’s front door, while to the east, it curls around the manor’s side. To the west, the path leads toward a collapsed building and an algae-choked pond before winding around the manor as well. The rotting trunk of a fallen oak tree lies across the crossroads, almost as if forming a barrier to those who would approach the manor—or perhaps to keep something within from traveling out.

DC 15 Perception:

The soggy bark seems to flex and throb slightly in places, akin to a pulse.


Niven is less concerned with the gate than with the potentials for trouble about and stands ready until they move in. As they enter, he pulls up his weapon to ready.


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

Quisillo pushes past the door, looking with curiosity at the grounds of the manor.

Perception Quisillo: 1d20 + 7 ⇒ (6) + 7 = 13

Bit overgrown, isn't it? The place looks like it could be quite nice though, with a bit of work.


| HP: 42/42, Temp HP: 0/5| AC 21 | F:+9 R:+11 W:+9 | Class DC: 19 | Hero Points: 0/3 | | Focus Points: 0/1 | Speed 35 ft. | Perc +6 (+2 vs. hidden, undetected)| Deception +0, Diplomacy +0, Intimidation +5 | Acrobatics +11, Arcana +5, Athletics +6, Stealth +9 | Active Conditions: None

Perception: 1d20 + 6 ⇒ (17) + 6 = 23 Emri has: +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet. (For brevity, I'll abbreviate that to +2 vs. hidden/undetected from now on; it's also in my status bar and on my profile).

Emri cocks her head to the side and points at the fallen tree blocking the way. "That wood's like... throbbing or pulsing or something. Do you think it's alive? Like, moving alive, not normal tree alive?"


Strong-Blooded Dwarf Tinker Rogue 3 | Perc +9 | AC 19 | F +7, R +10, W +9 | HP 40/40

Morsun squints at the downed tree that Emri is indicating.

"That's f$*!ing gross." He starts to unlimber and load his crossbow. "I'm going to shoot it and see if it's something we need to take care of."

If nobody asks him to stop, Morsun unloads a crossbow bolt into the tree.


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

Well... not all living trees are bad, right? I mean, in an *allegedly* haunted manor, chances are that they are not good news but... should we maybe avoid making enemies before it is truly necessary?

Despite saying this, Quisillo gives the tree a worried look, and takes his fiddle out.

Bardic Lore RK on tree if allowed: 1d20 + 7 ⇒ (19) + 7 = 26


Male Hero Points 3/1 Human ◆◇↺ Magus (Sentinel) 3 Initiative (Perception(T)) +6 AC 21/23 hp 41/41 Fort(E) +9 Ref(T) +5 Will(E) +8

Perception DC 15: 1d20 + 6 ⇒ (3) + 6 = 9

Too obsessed with the Heraldry, Merlin looks up at the tree as indicated by his company.

The Armiger nods in agreement with Quisillo.


Strong-Blooded Dwarf Tinker Rogue 3 | Perc +9 | AC 19 | F +7, R +10, W +9 | HP 40/40

Morsun twists his mouth as he looks at the tree over his crossbow, but lowers the weapon after a moment.

"You want to try talking to it, then?"


Map | Female | Neutral Good | Versatile Human Duskwalker (Background: Field Medic / Archetype: Animal Trainer) Oracle 3 | HP 32/35 | AC 19 | Fort +6 / Ref +8 / Will +7 | Spell DC 18 (attack +8) | Perception +5 | Spells 1L 2/3 2L 1/2 / Focus Points 2/2

Might be a good idea. Quisillo makes a good point. We don't know for sure if the tree is there to trap us or bad things from the haunted manor. Not sure it can communicate with us either though.

Sazen has no idea if it will work, but she gets closer to the tree and says

We're here to investigate the mansion, and deal with any threats. I don't know if you can communicate, but if you are good with us doing that, then maybe show us a sign. If you're not okay with that, then attacking us would be the way to show that as well.

If there is no reaction, she looks back at the group, shrugs, and continues.

If there IS a reaction, then she'll decide how to react based on whether it is positive or negative, and of course whether she is directly affected.


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

Quisillo shrugs uncertainly at Morsun's comments, and starts playing a slow pastoral theme on his fiddle to accompany Sazen's words.

I just wanted to get a better look at it, but who knows? If it likes neither speech nor music, there will be plenty of time for your crossbow to sing.


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| HP: 42/42, Temp HP: 0/5| AC 21 | F:+9 R:+11 W:+9 | Class DC: 19 | Hero Points: 0/3 | | Focus Points: 0/1 | Speed 35 ft. | Perc +6 (+2 vs. hidden, undetected)| Deception +0, Diplomacy +0, Intimidation +5 | Acrobatics +11, Arcana +5, Athletics +6, Stealth +9 | Active Conditions: None

Emri sticks close to Sazen, so she can punch the tree in its ugly tree face if it tries to hurt her.


With Emri staying close to Sazen, Niven will stand back and prepare to target the tree should it be hostile.


Male Hero Points 3/1 Human ◆◇↺ Magus (Sentinel) 3 Initiative (Perception(T)) +6 AC 21/23 hp 41/41 Fort(E) +9 Ref(T) +5 Will(E) +8

Merlin shrugs. The Knight raises his shield and follows the others to investigate the strange tree.
Exploration mode: Defend


It certainly doesn't seem like any of the trees Quisillo knows of that are more mobile like assassin vines... he considers what else could be the source of the movement. Perhaps a magical creature, a druid or some other kind of external force.

As Sazen talks the bark undulates a bit more quickly until there is a soft snap as the bark gives way and a centipede wriggles out... the gap gets wider and more appear as centipedes swarm out of the fallen tree.

Niven: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Merlin: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Emri: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Quisillo: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Sazen: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Morson: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Centipedes AC18: 1d20 + 9 ⇒ (1) + 9 = 10

Quisillo
Emri
Merlin
Morson
Sazen

Centipedes
Niven


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”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

As the centipedes burst out of the tree, Quisillo's playing speed increases.
Well, Morson, I guess you were right. No need to talk with these.

◇Lingering Performance
Performance DC18: 1d20 + 9 ⇒ (16) + 9 = 25
◆Inspire Courage
+1 to attack rolls, damage rolls, and saves against fear for all allies for 3 rounds

The music from Quisillo's fiddle then becomes more discordant, and focused just above the groups of centipedes, until at the crescendo of his composition a blast of electric energy strikes both swarms of insects. (◆◆Cast Electric Arc)

Lightning damage: 2d4 + 5 ⇒ (1, 1) + 5 = 7
DC19 Basic Reflex Save for each group


Male Hero Points 3/1 Human ◆◇↺ Magus (Sentinel) 3 Initiative (Perception(T)) +6 AC 21/23 hp 41/41 Fort(E) +9 Ref(T) +5 Will(E) +8

Round 1

Merlin watches with a bit of a sigh as the centipede swarms begin exiting the rotten tree and advancing on their position.
Well, this looks terrible. I suppose allowing them to continue their trek to us is preferable than doing it for them.

The Magus begins to cast a spell on his longsword, while smiling at the swarms.
◆◆Magic Weapon

The Magus then begins a sword kata.
◆Arcane Cascade


Map | Female | Neutral Good | Versatile Human Duskwalker (Background: Field Medic / Archetype: Animal Trainer) Oracle 3 | HP 32/35 | AC 19 | Fort +6 / Ref +8 / Will +7 | Spell DC 18 (attack +8) | Perception +5 | Spells 1L 2/3 2L 1/2 / Focus Points 2/2

Centipede swarm, eh? I'd say that's the indication of an enemy. Thanks for being clear.

She casts Gale Blast as she approaches the swarm(s), finishing as she steps in to make sure they get the full effect (and also to keep the swarms up here rather than moving on to the entire group, if she correctly understood how swarms work).

Bludgeoning damage (heightened to level 2): 1d6 + 3 ⇒ (2) + 3 = 5

Area effect is 5 feet all around me. Spell DC is 18, so if they make it, they take half. If they don't make it, they take it and are pushed 5 feet away from me. (Crit success, no effect, crit fail, double damage and pushed 10 feet)


Strong-Blooded Dwarf Tinker Rogue 3 | Perc +9 | AC 19 | F +7, R +10, W +9 | HP 40/40
Quisillo Monta wrote:

As the centipedes burst out of the tree, Quisillo's playing speed increases.

Well, Morson, I guess you were right. No need to talk with these.

Morsun gives a nod of satisfaction at being told he's right, but then he realizes that a crossbow isn't likely to do much. He fires it anyway, since it's already loaded.

Ranged attack + Inspiring courage: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Damage + Inspiring courage: 1d8 + 1 ⇒ (2) + 1 = 3

He looks worryingly at Sazen as she lets the swarm approach her, but he doesn't know what he can do about her situation. He focuses instead on those around him.

Morsun is readying an Aid action using his Acrobatics skill to help those around him with any Acrobatics or related dodges that they may need to do if the swarm makes it this far. Can I apply this to Reflex saves? I don't think Aid will let me boost an ally's AC like PF1 did.

Aid/Acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30


As the centipedes burst out of the tree, Quisillo's playing speed increases.
"Well, Morson, I guess you were right. No need to talk with these."

The music from Quisillo's fiddle then becomes more discordant, and focused just above the groups of centipedes, until at the crescendo of his composition a blast of electric energy strikes both swarms of insects.
Red Reflex Save: 1d20 + 11 ⇒ (15) + 11 = 26
Green Reflex Save: 1d20 + 11 ⇒ (5) + 11 = 16

Emri moves up and starts stomping on bugs.
Unarmed Vs Green: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Unarmed Vs Green: 1d20 + 9 + 1 - 4 ⇒ (15) + 9 + 1 - 4 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Merlin watches with a bit of a sigh as the centipede swarms begin exiting the rotten tree and advancing on their position.
Well, this looks terrible. I suppose allowing them to continue their trek to us is preferable than doing it for them.

The Magus begins to cast a spell on his longsword, while smiling at the swarms.

The Magus then begins a sword kata.

Morsun gives a nod of satisfaction at being told he's right, but then he realizes that a crossbow isn't likely to do much. He fires it anyway, since it's already loaded.

He looks worryingly at Sazen as she lets the swarm approach her, but he doesn't know what he can do about her situation. He focuses instead on those around him.

She casts Gale Blast as she approaches the swarm, finishing as she steps in to make sure they get the full effect.
Red Fort: 1d20 + 8 ⇒ (4) + 8 = 12
Green Save: 1d20 + 8 ⇒ (5) + 8 = 13

While the centipedes are blow back and some die the rest rush back towards Sazen and Emri.
Each is spending two actions to attack so Sazen and Emri both have to make two saves.
Bites Each enemy in the swarm’s space takes 1d8 piercing damage (DC 20 basic Reflex save) plus centipede swarm venom.
Centipede Swarm Venom (poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d8 poison damage, clumsy 1, and flat-footed (1 round)Swarming

Niven
Quisillo
Emri
Merlin
Morson
Sazen

Centipedes AC18 Red -8, Green -13


Niven begins cursing in gnomish. Guns typically didn't do well against swarms. Still, he'll shoot to try and disrupt them.

strike: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d6 ⇒ 6 concussive damage is treated as the better of B or P, if it makes a difference

After that he'll reload.


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

Tilting his head, Quisillo carefully considers what attacks might be effective against the swarming insects, all the while keeping his fast-paced tune going.

◆Recall Knowledge
Presumably Bardic Lore+7. If you prefer open rolls to secret rolls, let me know. Second and third actions TBD depending on the knowledge, if any.

Inspire Courage round 2: Still +1 to attacks and damage rolls to all allies within 60ft


Doh, forgot to add the +1 to my attack and damage rolls.


Map | Female | Neutral Good | Versatile Human Duskwalker (Background: Field Medic / Archetype: Animal Trainer) Oracle 3 | HP 32/35 | AC 19 | Fort +6 / Ref +8 / Will +7 | Spell DC 18 (attack +8) | Perception +5 | Spells 1L 2/3 2L 1/2 / Focus Points 2/2

Reflex Save: 1d20 + 8 ⇒ (16) + 8 = 24 (pass)
Fort Save: 1d20 + 6 ⇒ (18) + 6 = 24 (pass) ... or if you meant two reflex saves, then still pass because it would be 2 higher. You didn't roll the piercing damage though, so we still need that, unless the save nullifies the damage entirely?

Also, Emri said she was sticking with me at first, but I don't think it was clear that she approached with me *after* we saw the swarm and then I approached further. Sazen would have discouraged her from doing so, in fact, since her damage would also have affected her if she was there (and she was not on the map that way at the time of my spell). I am going to cast that same spell again, and if we are ruling that she is there, she will again take the same damage as the swarm, depending on her own fort save, unless she moves at least 10 feet away from me.

Sazen walks out of the swarm again, casting Gale Blast again once she was clear of the swarm, glad that she had calculated correctly and she was keeping them here rather than having them engulf the entire party.

Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6

Area effect is 5 feet all around me. Fort save DC 18, and if they make it, they take half. If they don't make it, they take it and are pushed 5 feet away from me. (Crit success, no effect, crit fail, double damage and pushed 10 feet)


Recall Knowledge for Quisillo: 1d20 + 7 ⇒ (8) + 7 = 15
He's not that sure about this species of centipede but he suspects slashing attacks will do better than piercing of bludgeoning. Feel free to make the roll, if it's not an appropriate skill I will modify the roll appropriately.


Male Hero Points 3/1 Human ◆◇↺ Magus (Sentinel) 3 Initiative (Perception(T)) +6 AC 21/23 hp 41/41 Fort(E) +9 Ref(T) +5 Will(E) +8

Round 2

Merlin ◆Strides into melee with the roaming centipede swarm (Green). He attempts to slice and dice as many of them as he can! The Magus cast a spell into his longsword before bringing it down!
Casting Telekinetic Projectile
◆◆Melee(T) Longsword, magic weapon, arcane cascade, inspired, spellstrike: 1d20 + 9 + 1 + 1 ⇒ (17) + 9 + 1 + 1 = 282d8 + 4 + 1 + 1 + 2d6 + 2 ⇒ (6, 4) + 4 + 1 + 1 + (5, 2) + 2 = 25 S Traits: Versatile P

Spellstrike


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

Got it, will pre-roll in the future!

Cutting, yes... that should be slightly better here Quisillo says to no one in particular, while briefly stopping in concerto.

The music then takes a more eerie tone as a particularly sharp stone starts to hover next to the centipedes, before slashing back and forth across the swarm.

Telekinetic Proj on Green: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
slashing damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15 Total of 30 as it crits


Strong-Blooded Dwarf Tinker Rogue 3 | Perc +9 | AC 19 | F +7, R +10, W +9 | HP 40/40
Quisillo Monta wrote:
Cutting, yes... that should be slightly better here

Morsun sighs deeply as he draws his new dagger. He strides to the edge of the swarm and tries to slice as many centipedes as he can with wide slashing motions.

Attack + Inspire Courage: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Damage + Inspire Courage: 2d4 + 3 + 1 ⇒ (2, 4) + 3 + 1 = 10

Attack + Inspire Courage: 1d20 + 9 + 1 - 4 ⇒ (14) + 9 + 1 - 4 = 20
Damage + Inspire Courage: 2d4 + 3 + 1 ⇒ (4, 3) + 3 + 1 = 11


| HP: 42/42, Temp HP: 0/5| AC 21 | F:+9 R:+11 W:+9 | Class DC: 19 | Hero Points: 0/3 | | Focus Points: 0/1 | Speed 35 ft. | Perc +6 (+2 vs. hidden, undetected)| Deception +0, Diplomacy +0, Intimidation +5 | Acrobatics +11, Arcana +5, Athletics +6, Stealth +9 | Active Conditions: None

Reflex: 1d20 + 11 ⇒ (13) + 11 = 24 Pass, so taking half damage from whatever they roll.
Fortitude: 1d20 + 9 ⇒ (12) + 9 = 21 Pass, so unaffected.

Reflex: 1d20 + 11 ⇒ (4) + 11 = 15 Fail, so taking full damage from whatever they roll.
Fortitude: 1d20 + 9 ⇒ (5) + 9 = 14 Fail. Taking 1d6 ⇒ 5 poison damage and flat footed this round.

Emri pummels some more bugs, then dashes back up and out of the Sazen's way. Aiming for red
Flurry of Blows 1: 1d20 + 9 ⇒ (6) + 9 = 15
Magic Bludgeoning Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Flurry of Blows 2: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Magic Bludgeoning Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Strike: 1d20 + 9 - 8 ⇒ (10) + 9 - 8 = 11
Magic Bludgeoning Damage: 1d6 + 1 ⇒ (2) + 1 = 3

1A: Flurry of Blows, 1A: Strike, 1A: Stride

Wow, that's a lot of rolls to have nothing roll over 13 on the dice! She's a beacon of good luck, as always.


Male Human (Ulfen) Fighter 14, HP:133/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 3/4

Niven begins cursing in gnomish. Guns typically didn't do well against swarms. Still, he'll shoot to try and disrupt them.
I added in the the bonus damage from Quisillo's bardic buffing... it doubled your damage

Tilting his head, Quisillo carefully considers what attacks might be effective against the swarming insects, all the while keeping his fast-paced tune going.

"Cutting, yes... that should be slightly better here" Quisillo says to no one in particular, while briefly stopping in concerto.

The music then takes a more eerie tone as a particularly sharp stone starts to hover next to the centipedes, before slashing back and forth across the swarm killing a great number of bugs.
It did crit and killed off the green swarm

Emri pummels some more bugs, then dashes back up and out of the Sazen's way.
Second blow hits thanks to inspire courage, +1 to hit and damage adds up quickly

Merlin strides into melee with the roaming centipede swarm (Green). He attempts to slice and dice as many of them as he can! The Magus cast a spell into his longsword before bringing it down! In one perfect stroke the rest of the centipedes are carved up.


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

Quisillo's playing slows down as the last centipede is taken down by the combined blows of Emri, Morsun and Merlin. He cautiously approaches the tree, peeking at it from behind Morsun.

Well, so much for the excitement of meeting a living tree.
And despite his light tone, Quisillo's disappointment at the mundane nature of this threat seems palpable.
Do you see any more of those insects in there? he adds, while taking small jumps to try to inspect the top of the tree.

Perception around the tree: 1d20 + 7 ⇒ (1) + 7 = 8

Quisillo does however appear more concerned about hiding behind Morsun than about truly looking for more centipedes...


Strong-Blooded Dwarf Tinker Rogue 3 | Perc +9 | AC 19 | F +7, R +10, W +9 | HP 40/40
Quisillo Monta wrote:
Do you see any more of those insects in there? he adds, while taking small jumps to try to inspect the top of the tree.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

If no more danger seems to be coming from the tree, Morsun moves past it to cautiously approach the house. He knows what to look for when about to enter a house uninvited, a fact he doesn't share with anyone in the group.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Male Hero Points 3/1 Human ◆◇↺ Magus (Sentinel) 3 Initiative (Perception(T)) +6 AC 21/23 hp 41/41 Fort(E) +9 Ref(T) +5 Will(E) +8

Merlin smiles at the defeat of the swarm of centipedes. The knight begins peering about for which way seems more promising to continue.
Exploration mode Search


Niven says nothing, wearing his disquiet on his sleeve.


”Quisillo Monta” | Male CG Gnome Bard 3 | HP 38/38 | AC 19 | F +7 R +9 W +7 | Perc +7 | Default Exploration (Detect Magic) | Speed 30ft | Active Conditions: None

As Morsun and Merlin start canvassing the area, Quisillo sits down next to Niven, tuning his fiddle.

Refocusing for 10min, if no one objects and nothing jumps us..

You've been quiet, Niv'. What's going on?

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