GM Blake's PFS(2) 1-02: The Mosquito Witch (Inactive)

Game Master Blake's Tiger

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Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

"Be careful, dog very angry, don't go near it!"

Lleylo moves into position, and lobs two Alchemist's Fires at the two western bloodseekers! stride, strike, strike

Bomb, blue target: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 1 ⇒ (7) + 1 = 8 fire damage, 1+1 persistent fire damage, and 1+1 fire splash damage

Bomb, green target: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21
Damage: 1d8 + 1 ⇒ (7) + 1 = 8 fire damage, 1+1 persistent fire damage, and 1+1 fire splash damage

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

"Finally a bug worth squashing!," Aspero grins as he strides forward ax in hand. As he reaches the first YELLOW bloodseeker his face contorts and his ax glows with black tendrils.

Muttering in what sounds like several voices and different dialects of dwarven, he grasps the ax in both hands and swings.

Actions, Stride to Yellow, Rage, Attack

Attack/2-H Dwarven Ax: 1d20 + 7 ⇒ (2) + 7 = 9
Damage/S&Nega: 1d12 + 4 + 3 ⇒ (7) + 4 + 3 = 14


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GM Screen:

Blue Attach: 1d20 + 9 ⇒ (18) + 9 = 27
Drain: 1d6 ⇒ 3
Drain: 1d6 ⇒ 6

Lleylo tosses a pair of bombs at the battling vermin and dog. One of the stirges falls to the ground as a charred husk, another looks singed, and the dog looks even more wild and panicked. Aspero steps forward and swings, but he fails to strike the tiny, hovering pest.

One of the remaining bloodseekers grabs hold of the dog with its legs and presses its proboscis into his neck. The stirge's abdomen bloats as it fills with blood.

Encounter Mode! Round 1. Bold may act.

Peaches <ready> (-13; drained 1)
Aspero
Bladden
Lleylo
Blue Bloodseeker (-2|+9)
Hamlet
Red Bloodseeker (-2)
Dave
Yellow Bloodseeker (-2)
Kalester

Verdant Wheel

Male Human Druid/1 HP: 18/18 - Hero 1/1 - Fort/Ref/Will: +4/+4/+8 - Perception: +6 - AC: 17 - Class DC: 16 | Horatio (Cat): HP: 4/11, W2 - Fort/Ref/Will: +4/+6/+5 - Perception: +5 - AC: 16

Seeing the bloodseekers, Horatio pounces (cat pounce) toward the reddish pest.

Jaws: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Jaws: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 8
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Jaws: 1d20 + 6 - 10 ⇒ (5) + 6 - 10 = 1
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Hamlet takes out his heavy crossbow, loads, and lets one fly at the yellowish bug.

Crossbow: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d10 ⇒ 1


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Since you are not an 8th level druid, your cat companion could not yet access cat pounce.
A companion only has 2 actions. Even with cat pounce, you would only manage a stride-strike and a strike.
Heavy crossbow load is 2, which means it requires 2 actions to load.
Drawing a weapon is 1 interact action.
Commanding a companion is 1 action.

At Hamlet's command, Horatio speeds across the clearing and takes down one of the wicked pests. Hamlet draws his crossbow and begins to load and draw it.

Encounter Mode! Round 1. Bold may act.

Peaches <ready> (-13; drained 1)
Aspero
Bladden
Lleylo
Blue Bloodseeker (-2|+9)
Hamlet
Dave
Yellow Bloodseeker (-2)
Kalester

Grand Archive

LN Male Human (Versatile) Barbarian (2)| HP 36/36 | AC 17 | F +7 R +4 W +6 | Perc +6 | Stealth -1 | speed 20ft| Active Conditions: None

Dave bursts into a run and heads straight for the yellow bloodseeker. When he reaches it his club swings twice.

Greatclub: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d10 + 4 ⇒ (3) + 4 = 7

Greatclub: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19 Damage: 1d10 + 4 ⇒ (10) + 4 = 14

2 Actions to Sudden charge, 1 action to attack

Verdant Wheel

Male Human Druid/1 HP: 18/18 - Hero 1/1 - Fort/Ref/Will: +4/+4/+8 - Perception: +6 - AC: 17 - Class DC: 16 | Horatio (Cat): HP: 4/11, W2 - Fort/Ref/Will: +4/+6/+5 - Perception: +5 - AC: 16

You learn something new everyday. Thanks for the heads up. First time playing 2e with a druid. And let's be honest - there's a lot of words in that fat book. Two actions for heavy crossbow loading is pretty wack, though.


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GM Screen:

Jaws: 1d20 + 7 ⇒ (2) + 7 = 9
Jaws: 1d20 + 7 - 5 ⇒ (8) + 7 - 5 = 10
Jaws: 1d20 + 7 - 10 ⇒ (12) + 7 - 10 = 9

Dave charges forward and smashes another stirge into the ground with his great club.

Peaches, meanwhile, tries to grab the parasite on his neck with his teeth to no avail.

Encounter Mode! Round 1. Bold may act.

Peaches <ready> (-13; drained 1)
Aspero
Bladden
Lleylo
Blue Bloodseeker (-2|+9)
Hamlet
Dave
Kalester

Vigilant Seal

Male NG Elf | Fighter 1 | HP 17/17 | AC 18 | Fort +6 | Reflex +7 | Will +3 | Perception +5 | Speed 15ft | Active Conditions: None

Kalester rushes forward, sword drawn and attempts to slash the final blood seeker.

Attack: 1d20 + 8 ⇒ (14) + 8 = 22Damage: 1d12 + 3 ⇒ (2) + 3 = 5

Not sure if the creature is flat footed or not due to flanking with Peaches

Radiant Oath

Male halfling alchemist 1 | HP 15/15 Hero 1/3 | AC 17 | Fort +6; Ref +7; Will +5 | Perc: +5 | Speed 25ft | keen eyes, distracting shadows, group impression, quick bomber | Active conditions: lesser antiplague.

Bladden takes the long way around the battle cat, and punches the bloodseeker right in the blood bladder to get it off the poor doggie!

Action 1: STRIDE
Action 2: STRIDE
Action 3: STRIKE
fist, unarmed, flanking: 1d20 + 5 ⇒ (8) + 5 = 13 vs. Flat-Footed AC
bludgeoning nonlethal dmg: 1d4 - 1 ⇒ (3) - 1 = 2

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

Aspero continues to mumble and spit as he steps to the next bloodseeker. He swings his ax again...

Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage/S: 1d12 + 4 + 3 ⇒ (1) + 4 + 3 = 8

And again.
Attack: 1d20 + 7 - 3 ⇒ (20) + 7 - 3 = 24
Damage/S: 1d12 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Actions - Stride, Attack, Attack

EDIT for crit
Crit Damage/S: 1d12 + 4 + 3 ⇒ (3) + 4 + 3 = 10

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Confident that his comrades have everything in hand, Lleylo does not want to waste any more bombs and stays back, shouting words of encouragement.

"Get it! Get it!"


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It is Flat Footed due to its Attach special attack.

Kalester advances and slashes the bloated parasite, draining some of the excess blood from its swollen abdomen. Bladden hurries forward and tries to strike the bloodseeker, but he just misses. Aspero is too cautious with his first swing, missing the mark by a good distance. He pours his all into his second swing, however, and cuts the stirge at the neck with a bloody spray.

Blood continues to pulse from the neck of the stirge, it's long proboscis still deep in the dog's neck. With the source of his torment slain, the dog seems to calm but looks weak and unstable.

Encounter Mode! Round 2. Bold may act.

Peaches <ready> (-14; drained 1; bleed 1)
Aspero
Bladden
Lleylo
Hamlet
Dave
Kalester

Verdant Wheel

Male Human Druid/1 HP: 18/18 - Hero 1/1 - Fort/Ref/Will: +4/+4/+8 - Perception: +6 - AC: 17 - Class DC: 16 | Horatio (Cat): HP: 4/11, W2 - Fort/Ref/Will: +4/+6/+5 - Perception: +5 - AC: 16

Hamlet finishes loading his cross bow and flies a bolt at the bug.

Range Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d10 ⇒ 6

Horatio moves in for an attack on the same bug.
Jaws Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Grand Archive

LN Male Human (Versatile) Barbarian (2)| HP 36/36 | AC 17 | F +7 R +4 W +6 | Perc +6 | Stealth -1 | speed 20ft| Active Conditions: None

Dave moves up and swings his greatclub at the bug. Off, get off.
He swings the clubs twice.

Greatclub: 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d10 + 4 ⇒ (5) + 4 = 9

Greatclub: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8 Damage: 1d10 + 4 ⇒ (6) + 4 = 10

If swing 1 misses, swing 2 gets a +1, not that it will make a difference here I don't think

Vigilant Seal

Male NG Elf | Fighter 1 | HP 17/17 | AC 18 | Fort +6 | Reflex +7 | Will +3 | Perception +5 | Speed 15ft | Active Conditions: None

Kalester takes some time to ready his swing, focusing on his training. He swings his great sword with all his might. Not giving his muscles time to rest he swings a second time with what strength he has left.

Power Attack: 1d20 + 8 ⇒ (8) + 8 = 16Damage: 2d12 + 3 ⇒ (12, 7) + 3 = 22
Attack: 1d20 + 8 - 10 ⇒ (11) + 8 - 10 = 9Damage: 1d12 + 3 ⇒ (12) + 3 = 15

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Slightly nervous to approach the frenzied dog, Lleylo steels himself and tries to administer a minor elixir of life.

Healing: 1d6 ⇒ 3

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

Aspero closes his eyes and takes a few deep breaths, glow fades from his ax. "Poor mutt, where's his owner? The secretive woman?"

As the others tend to the dog, Aspero searches the area for any signs of further struggle or where the dog's owner may be.

Survival: 1d20 + 4 ⇒ (2) + 4 = 6


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GM Screen:

Flat: 1d20 ⇒ 11
Flat: 1d20 ⇒ 11

Peaches quivers as Lleylo approaches to administer the elixir but is calm enough to accept the medicine. It helps, and Peaches licks the goblin's hand in weak thanks. However, blood continues to pour out through the hollow spike in Peaches neck.

Ending Persistent Bleed Damage requires a Medicine (U) check or healing the target to maximum health (by any means), in this case 19 HP).

Encounter Mode! Round 3. Bold may act.

Peaches (-12; drained 1; bleed 1)
Aspero
Bladden
Lleylo
Hamlet
Dave
Kalester

Grand Archive

LN Male Human (Versatile) Barbarian (2)| HP 36/36 | AC 17 | F +7 R +4 W +6 | Perc +6 | Stealth -1 | speed 20ft| Active Conditions: None

Dave has some experience ministering to mammals of the domestic variety from his days on the farm. He takes a look at Peaches to see if he can staunch the bleeding.

Medicine: 1d20 + 4 ⇒ (17) + 4 = 21

I don't think I have a healer's kit or anything in case I needed that.

Radiant Oath

Male halfling alchemist 1 | HP 15/15 Hero 1/3 | AC 17 | Fort +6; Ref +7; Will +5 | Perc: +5 | Speed 25ft | keen eyes, distracting shadows, group impression, quick bomber | Active conditions: lesser antiplague.

"Creative use for a pine cone Medium Dave! that stopped the blood pretty good! now that the bleeding is done, let's get this dog his strength back!"

Action 1: Interact pull out Elixir of Life
Action 2: Activate Elixir of Life on dog
Elixir of Life: 1d6 ⇒ 3
Action 3: Interact pull out another Elixir of Life.

Verdant Wheel

Male Human Druid/1 HP: 18/18 - Hero 1/1 - Fort/Ref/Will: +4/+4/+8 - Perception: +6 - AC: 17 - Class DC: 16 | Horatio (Cat): HP: 4/11, W2 - Fort/Ref/Will: +4/+6/+5 - Perception: +5 - AC: 16

If the dog still seems to be heavily wounded or unable to get up, Hamlet will move up and cast (2 actions) Animal Heal on the puppy.

Animal Heal: 1d8 + 8 ⇒ (7) + 8 = 15

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

In case the dog is still wounded, Lleylo will give it his final prepared potion.

Heal: 1d6 ⇒ 3


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While Dave knows what to do, he lacks the necessary equipment to staunch the dog's bleeding (First Aid does, in fact, require a Healer's Kit). Bladden administers an elixir to the dog, restoring some of his strength. However, Hamlet uses the magic of his order to finally heal Peaches to full strength and stops the bleeding.

Feeling stronger, Peaches pulls at Llelyo's sleeve with his jaws, tugging him toward one side of the clearing--in a different direction than a path that Aspero comes across while searching. Following the dog, you pass through the shadowed woods for a short distance and then enter another clearing.

The monster hunter Haru stands in the middle of the clearing, staring blankly into the fog. A single bloodseeker sits attached to her neck, its abdomen pulses as it gorges on her blood.

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Lleylo rushes to Haru, and tries to administer the potion he originally wanted to use on Peaches.

Heal: 1d6 ⇒ 5

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

Aspero draws his dagger and moves towards Haru, "I'll cut it off if someone is ready to stop the bleeding." He moves to behind the bloodsucker ready to remove it.


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This is a scripted event, so the usual rules don't apply. I know it's frustrating, but I just needed a reasonable plan.

Haru stares blankly as you approach. The crimson abdomen of the bloodseeker bright in comparison to the hunter's pale skin. Aspero deftly severs the vermin's head from it's body and removes the beak while Lleylo applies healing to the Tian woman.

Haru blinks in confusion as she snaps out of her stupor. "Where? How did I get here? What is going on?" she stammers. It quickly becomes clear that she has little memory of what has happened since she entered the forest. She does remember one potentially helpful detail. She tells you, "I found a door hidden behind bushes and dead fall. It looked like it led into an underground tunnel. I don't remember if I opened it or not..."

She gives you detailed enough directions on how to find the door.

"I am in no state to go on," she says. "Take these if you are still after the Witch."

Haru offers you a cold iron dagger and three vials--one empty and the other two full--labeled 'holy water.' "Huh. I must have used one somewhere along the way."

Grand Archive

LN Male Human (Versatile) Barbarian (2)| HP 36/36 | AC 17 | F +7 R +4 W +6 | Perc +6 | Stealth -1 | speed 20ft| Active Conditions: None

How far away do I think the door is?

Verdant Wheel

Male Human Druid/1 HP: 18/18 - Hero 1/1 - Fort/Ref/Will: +4/+4/+8 - Perception: +6 - AC: 17 - Class DC: 16 | Horatio (Cat): HP: 4/11, W2 - Fort/Ref/Will: +4/+6/+5 - Perception: +5 - AC: 16

"Now you are safe. And your little dog too. Thankfully we were here."

Seeing that Haru and the dog are fine - They do look fine now, right? - Hamlet looks at the group. A moment of silence passes. Then Hamlet bellows,

"TO THE DOOR!"

. . . Horatio shakes his head at Hamlet.

"What?" Hamlet asks. "We should totally check out that door."

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

Who wants the dagger? Front line should have it, just in case. Aspero is ok without unless no one wants it.

Aspero chuckles as Hamlet calls the charge, "Aye, to the door." After making sure Haru and Peaches are well enough to make it to town, he turns in the direction Haru indicated and starts walking.


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Dave: Estimate 20 minutes.

Peaches looks well healed but somewhat fatigued. Haru is not going to be winning any physical contests, but she looks hale enough to make her way back to civilization.

Pressing onward into the fog shrouded woods, the mosquitoes seem thicker. The pests fly into any orifice--buzzing irritatingly in your ears, tickling your nose unpleasantly, and choking you as you occasionally inhale them. However, you ultimately arrive at the base of a stony hill. Knowing what to look for, you quickly locate a wooden door built over what appears to be a small mine shaft.

Let me know if there are any updates on Exploration mode.

Grand Archive

LN Male Human (Versatile) Barbarian (2)| HP 36/36 | AC 17 | F +7 R +4 W +6 | Perc +6 | Stealth -1 | speed 20ft| Active Conditions: None

Dave sneezes as mosquitoes tickle his nose. Approaching the door he hefts his great club and stands ready to enter. Just say when

No change to exploration mode

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Lleylo carefully approaches the door, just behind Dave...

Same tactics

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

Aspero grips his ax with both hands, "Ready."

Staying in Scouting

Verdant Wheel

Male Human Druid/1 HP: 18/18 - Hero 1/1 - Fort/Ref/Will: +4/+4/+8 - Perception: +6 - AC: 17 - Class DC: 16 | Horatio (Cat): HP: 4/11, W2 - Fort/Ref/Will: +4/+6/+5 - Perception: +5 - AC: 16

Ready.

Same tactics.


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Dave hefts the door open, revealing a mined chamber under the hill. There is no illumination within the mine save the dim light filtering in through the doorway.

The transparent black border zones represent what can be seen with darkvision.

Grand Archive

LN Male Human (Versatile) Barbarian (2)| HP 36/36 | AC 17 | F +7 R +4 W +6 | Perc +6 | Stealth -1 | speed 20ft| Active Conditions: None

Dave reaches into his pack, pulls out a torch and his flint and makes a light source.

If no-one objects he begins moving down the tunnel, looking around him for danger.

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Lleylo follows right behind Dave.

Verdant Wheel

Male Human Druid/1 HP: 18/18 - Hero 1/1 - Fort/Ref/Will: +4/+4/+8 - Perception: +6 - AC: 17 - Class DC: 16 | Horatio (Cat): HP: 4/11, W2 - Fort/Ref/Will: +4/+6/+5 - Perception: +5 - AC: 16

Hamlet casts light on his drawn rapier. He attempts to open the door to the mine shaft (unless it's already open). He then peers into the mine.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Exploration Mode

If he doesn't see any traps, obstacles, etc., then he moves into the mine 10 ft.

Vigilant Seal

Male NG Elf | Fighter 1 | HP 17/17 | AC 18 | Fort +6 | Reflex +7 | Will +3 | Perception +5 | Speed 15ft | Active Conditions: None

Kalester moves forth, peering around the wall to the left with great sword at the ready.

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

"I don't mind taking the front, my eyes are better suited to the changing light here. I'm a tad sturdier than some too," Aspero grins as he grips his ax. "Now let's find us a witch... Maybe with a hint of caution." He moves warily into the old mine shaft.

Staying in Scouting Mode. I don't mind keeping Aspero out front 10 foot or so, take advantage of his dark vision.

Perception:
Perception: 1d20 + 6 ⇒ (13) + 6 = 19 I believe Scout gives a +1 to Perception, but can't remember if that's just for initiative.

Stealth:
Stealth: 1d20 + 5 ⇒ (9) + 5 = 14


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Scouting only grants +1 to initiative.
You cannot scout and be stealthy.

GM Screen:

Lleylo Init: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Bladden Init: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Hamlet Init: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Aspero Init: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Kale Init: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Dave Init: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Sneak: 1d20 + 4 ⇒ (13) + 4 = 17
Gwibble: 1d20 + 6 ⇒ (5) + 6 = 11
Stirge: 1d20 + 8 ⇒ (1) + 8 = 9

Hamlet's light reveals a crudely mined shaft beyond the doors. You begin to file into the mine while Aspero scouts ahead. As he breaches the corner, his dwarven eyes spy the black-and-white shapes of three small, armed humanoids. Their eyes reflect back as white dots in the dwarf's special vision. He calls out a warning to the others just as the mine creatures begin to shout out commands in an alien tongue (Underdark).

The transparent boxes are still areas where only dark vision can see. Hamlet sheds a 20 ft radius of normal light and another 20 ft beyond that of dim light.

Encounter Mode! Round 1. Bold may act.

Dave
Aspero
Hamlet
Sneaks
Kalester
Gwibble
Stirge
Bladden
Lleylo

Grand Archive

LN Male Human (Versatile) Barbarian (2)| HP 36/36 | AC 17 | F +7 R +4 W +6 | Perc +6 | Stealth -1 | speed 20ft| Active Conditions: None

Dave holds his club at the ready as he moves up behind Aspero.

I know they are there, but can't see them so don't know where to go to hit them

Verdant Wheel

Male Human Druid/1 HP: 18/18 - Hero 1/1 - Fort/Ref/Will: +4/+4/+8 - Perception: +6 - AC: 17 - Class DC: 16 | Horatio (Cat): HP: 4/11, W2 - Fort/Ref/Will: +4/+6/+5 - Perception: +5 - AC: 16

Hamlet moves deeper into the mine, joining his comrades. Horatio follows.

At this space, I assume Hamlet and Horatio can now see at least the yellow and orange little guy. If so, then Hamlet commands Horatio to attack the yellow one.

"Ah! Small armed humanoids! Horatio, get em'!" Hamlet attempts to recall any knowledge he has about these types of creatures.
Recall Knowledge - Nature?: 1d20 + 6 ⇒ (8) + 6 = 14

Horatio, seeing the yellowish armed humanoid, attacks it with his jaws.

Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

What's the Recall roll? The 'no stealth' I thought that after posting... Feels odd, but agree you can't pair modes.

Aspero trundles forward ax in hand, "If yer not wanting a fight, ye best says so now and drop those tiny weapons." He gives the creatures a moment to respond before swinging...

First Action - Stride
Second & Third Actions - No response, swing and swing
Attack 1/2-H Ax: 1d20 + 7 ⇒ (8) + 7 = 15
Damage 1/S: 1d12 + 4 ⇒ (2) + 4 = 6
Attack 2/2-H Ax: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Damage 2/S: 1d12 + 4 ⇒ (9) + 4 = 13


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GM Screen:

Green: 1d20 + 8 ⇒ (16) + 8 = 24
P: 1d6 - 1 ⇒ (2) - 1 = 1
Blue: 1d20 + 8 ⇒ (10) + 8 = 18
P: 1d6 - 1 + 1d6 ⇒ (2) - 1 + (4) = 5
Yellow #1: 1d20 + 8 ⇒ (9) + 8 = 17
P #2: 1d6 - 1 + 1d6 ⇒ (3) - 1 + (3) = 5
Yellow #2: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
P #2, Vengeance: 1d6 - 1 + 1d6 + 2 ⇒ (4) - 1 + (2) + 2 = 7
Pink #1: 1d20 + 8 ⇒ (2) + 8 = 10
P #1: 1d6 - 1 + 1d6 ⇒ (5) - 1 + (1) = 5
Pink #1: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
P #1: 1d6 - 1 + 1d6 ⇒ (4) - 1 + (3) = 6

Dave and Hamlet move deeper into the mine. Hamlet's light reveals short, blue-skinned goblin-like creatures with wide heads and long, pointed ears. Their eyes are tiny yellow dots under their warty brows, and their mouths are filled with pointy teeth. Each of them wears crudely forged armor and bear a knife or tiny sword.

Recall Knowledge: Nature or Lore specific to fey, gremlins, darklands, caves, etc.

Hamlet:
These are mitflits: unkind fey that live underground and have a special bond with vermin/insects. They are often called 'mites' by lay people. They are susceptible to cold iron.

Horatio bounds through the tunnel and snaps at the gremlin just around the corner, nearly tearing its arm off.

Aspero advances upon the burlier looking of the gremlins. The leader of the gremlins manages to just barely dance out of the way of his axe each time.

A gremlin emerges out of the darkness to the right of the entrance. Coming upon Bladden and Lleylo, it stops to stab at the halfling. The blade manages to cut but just. Another emerges down the tunnel to circle around the hunting cat, and then the two gremlins strike at the cat. They tear deeply into the cat, bringing the hunter down with their wild assault. The wounded one then backs away into the dim light.

Yet another gremlin emerges from the dim light at the edge of Hamlet's light to flank the dwarf. His blade rattles on Aspero's armor for little effect.

Encounter Mode! Round 1. Bold may act.

Dave
Aspero
Hamlet (Horatio: -11, wounded 1)
Yellow (-8)
Pink
Green
Blue
Kalester
Gwibble
Stirge
Bladden (-1)
Lleylo

Vigilant Seal

Male NG Elf | Fighter 1 | HP 17/17 | AC 18 | Fort +6 | Reflex +7 | Will +3 | Perception +5 | Speed 15ft | Active Conditions: None

Kalester moves forward and powerfully swings his greatsword.

Power Attack Greatsword: 1d20 + 8 ⇒ (8) + 8 = 16Damage: 2d12 + 3 ⇒ (2, 12) + 3 = 17

Stride, Power Attack flanking blue with Aspero


| Extinction | url= |

GM Screen:

Gwibble: 1d20 + 9 ⇒ (5) + 9 = 14
P: 1d6 - 1 + 1d6 ⇒ (5) - 1 + (6) = 10
Attach: 1d20 + 9 ⇒ (5) + 9 = 14

Kalester advances and strikes down one of the mites with a single, powerful blow. The death of one of their number ignites another wave of frantic shouts in an unfamiliar tongue. One word seems to occur more frequently than others: 'Gwibble.'

The larger of the gremlins grins wickedly at Aspero as he draws out a vial from a loop on his belt. He pops off the cork and pours it over his blade before stabbing at the dwarf's gut. Fortunately, even distracted as he is by the gremlin behind him, Aspero is able to avoid the thrust. The gremlin frowns in frustration and mutters something.

A giant bloodseeker with more barbs sprouting off of its body than is normal buzzes out of the dark and tries to grab the dwarf with is long, spurred legs. However, he manages to fend this threat off just as well.

Encounter Mode! Round 1/2. Bold may act.

Yellow (-8)
Pink
Green
Kalester
Gwibble
Stirge
Bladden (-1)
Lleylo
--2--
Dave
Aspero
Hamlet (Horatio: -11, wounded 1)

Vigilant Seal

Male Dwarf | Martial Disciple | Barbarian (Spirit) 1| Class DC 17 | HP: 14/25(30 Rage); Hero: 1/3 | AC: 20 (21 w/ buckler); Rage AC: 19 (20) | F (E) +8; R (T) +5; W (E) +6 | Poison Resist: 1 | Perc (E): +6 ; Darkvision | Spd: 20’

First Action - Rage, AC 19, HP 30 now; Weapons deal Negative +3 damage
Aspero grins, "Come on sluggards, you'll have to try hard than that!" His eyes roll back, he begins gibbering a mix of dwarven dialects almost as if several people were singing, and his ax flickers with darkness.

Second and Third Actions - Strikes
He lashes out at first at the bloodsucker...
Attack 1: 1d20 + 7 ⇒ (4) + 7 = 11
Damage 1/S, Nega: 1d12 + 4 + 3 ⇒ (11) + 4 + 3 = 18
...and on the back swing at the larger ORANGE gremlin.
Attack 2: 1d20 + 7 - 4 + 1 ⇒ (15) + 7 - 4 + 1 = 19 Ax has 'Sweep' second attack is +1
Damage 2/S, Nega: 1d12 + 4 + 3 ⇒ (11) + 4 + 3 = 18

Radiant Oath

Male halfling alchemist 1 | HP 15/15 Hero 1/3 | AC 17 | Fort +6; Ref +7; Will +5 | Perc: +5 | Speed 25ft | keen eyes, distracting shadows, group impression, quick bomber | Active conditions: lesser antiplague.

Aspero please take a step towards the bottom of the map as I don't want to PvP bomb you... also, what's the upside down cat representing? unconscious? prone? can you also move the cat north or east so as not be bombed? thanks! @Medium Dave: can you charge the green one beside me? then I'll move and bomb the three targets south (centering the bombs on the red stirge)

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