[PFS1] GM Losonti's Blazing Dangerous Trails 8-18 (Inactive)

Game Master Losonti

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Scarab Sages

Elf Tatterdemalion/Cartomancer3

Spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12

"It's doing--uh, something! So stop it before it does!"

Eòshli directs her little thundercloud at the undead thing again.
Damage (Ref negates): 3d6 ⇒ (2, 3, 6) = 11


Wrath of the Righteous | Iron Gods

GM Screen:
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Natural 1! Roll for damage, please.

The Exchange

NN female Half-Orc Investigator 4
Spoiler:
|AC 16, T 11, FF 15|HP: 27/27|F +4, R +7, W +9 (+2 vs death/negative energy)|Init +1, Perc +10|CMB +5 CMD 16|5/5 Inspiration, 7/7 Necroforensics, 1/1 Luck, 1/1 Showman

Uh-oh...I think I've seen this encounter before!

Inspired Knowledge (Religion): 1d20 + 7 + 1d6 ⇒ (10) + 7 + (4) = 21 Unusual defenses?

"Yep. Zuvembie. Used to have one for a neighbor, briefly; he was SO annoying..."

Inspired Spellcraft: 1d20 + 7 + 1d6 ⇒ (18) + 7 + (2) = 27

"...Watch it! He's conjuring help!"

Khāṇa recklessly charges the zuvembie in a bid to halt his plans (and itching to put her wonderful new weapon to the test at last)!

masterwork falchion, charge: 1d20 + 7 ⇒ (14) + 7 = 21
slashing damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5 Boooo.

Grand Lodge

M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Thorur calls out..."Oh Great Trudd, protect your servant with your grace.", then moves as far forward as he can and attacks...

Masterwork longsword (w/Good Blessing) vs. Creature: 1d20 + 7 ⇒ (7) + 7 = 14
possible Slashing damage vs. Creature: 1d8 + 3 ⇒ (1) + 3 = 4
possible Good damage(if Evil) vs. Creature: 1d6 ⇒ 5

2nd round of Good Blessing on longsword. Swift action and 1 Fervor to cast Protection from Evil on Self. 15' move into position. Standard to attack.

Blessing(SU):
A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Unless otherwise noted, using a blessing is a standard action. Blessings that affect weapons and armor benefit anyone who wields or wears those items, not just the warpriest.

Good Blessing:
GOOD: Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability. Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

Fervor(SU):
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Protection from Evil:
Protection from Evil Casting Time: 1 standard action Components: V, S, M/DF Range: touch Target: creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: no; see text Description: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.


Wrath of the Righteous | Iron Gods

GM Screen:
Concentration: 1d20 + 8 ⇒ (8) + 8 = 16

Khana:
Like many undead, the zuvembie is immune to cold damage, and resistant to positive channeled energy. He is also resistant to physical damage, though this can be overcome by piercing damage.

Khana's attack is well-timed and masterfully aimed, and yet his undead hide turns the blade aside harmlessly. He similarly knocks Thorur's longsword aside with a sweep of a claw. Fortunately, Eoshli's little thundercloud sneaks up on him from behind and delivers a powerful jolt of electricity, scattering the arcane energies he had been summoning into the wind.

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

"Can't get in there with my ax yet, not good at this bow thing... I'm coming!"

Bahram will loose an arrow, and then move up 20' can't move him atm

longbow: 1d20 + 2 + 1 + 2 - 4 ⇒ (20) + 2 + 1 + 2 - 4 = 211d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

confirm: 1d20 + 2 + 1 + 2 - 4 ⇒ (10) + 2 + 1 + 2 - 4 = 111d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

+1 mw, +2 luck, -4 melee. Enact arcane strike for+1 dmg

The Exchange

NN female Half-Orc Investigator 4
Spoiler:
|AC 16, T 11, FF 15|HP: 27/27|F +4, R +7, W +9 (+2 vs death/negative energy)|Init +1, Perc +10|CMB +5 CMD 16|5/5 Inspiration, 7/7 Necroforensics, 1/1 Luck, 1/1 Showman

DM:
Given my Knowledge check, may we retcon that I'd attacked with my kunai instead?

piercing kunai damage if so: 1d4 + 2 ⇒ (3) + 2 = 5

Dark Archive

CN Ratfolk Level 4 Alchemist/Vexing Dodger |HP 29/29 | AC: 21 (+2 vs animals) T: 16 FF: 11| Fort +5; Ref +10; Will +0 * +3 vs poison & +1 alchemical weapons or harmful effects from drinking | Init: +5 | Perception: darkvision |Sense Motive: -1| CMB: 0 CMD: 15 | Special Abilities: Unnatural, Cornered Fury, I have 3 arms | Movement: 25ft Base 15ft Climb | Active Conditions: None

Gillie steps upto the creature and lets loose with everything he has.

Bite: 1d20 + 8 ⇒ (19) + 8 = 27
Claw 1: 1d20 + 8 ⇒ (15) + 8 = 23
Claw 2: 1d20 + 8 ⇒ (5) + 8 = 13
Tailblade: 1d20 + 4 ⇒ (5) + 4 = 9

Bite (B/S/P): 1d3 + 5 ⇒ (3) + 5 = 8
Claw 1 (B/S): 1d4 + 5 ⇒ (1) + 5 = 6
Claw 2 (B/S): 1d4 + 5 ⇒ (4) + 5 = 9
Tailblade (S): 1d2 + 5 ⇒ (1) + 5 = 6

5ft step up, full attack. Can’t move token atm

Grand Lodge

M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Moved Bahram20' and Gillie 5'.

Gillie....does your bite/claw attacks only crit on a nat 20?


Wrath of the Righteous | Iron Gods

Khana: That is very reasonable.

An expertly aimed shot from Bahram bites deep into the creature's neck, followed by a flurry of attacks from Gillie. While it fends off the majority of the ratfolk's attacks, Gillie's teeth tear out a chunk of flesh and one of his claws scores a minor cut along its leg.

Hard-pressed as it is, its anger own seems to grow as it prepares to counterattack.

Even with the DR, that's 36 damage in a round! He is not looking too good. Yates is up!

Liberty's Edge

NG Human Extemporaneous occultist 2 | HP: 15/15 | AC: 15 (T 12, FF 13) | CMB: +4, CMD: 16 | F: +5, R: +2, W: +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30 ft | Spells 1st 3/3 | Focus 8/8 | Active conditions: none

Yates takes a look at everyone else piling in near the creature and decides to rik getting in close himself. He totters up and lashes out at the monster, hoping that he can do something horrible to it.

Bah! Bash undead! (Improvised weapon): 1d20 + 6 ⇒ (16) + 6 = 22
Unsure what kind of damage he'd be doing as I have no idea of what he picked up


Wrath of the Righteous | Iron Gods

Apologies, Yates. I think in this particular environment he'd be most likely to find a thick branch, so we'll treat it as a club. That's definitely a hit, though.

Liberty's Edge

NG Human Extemporaneous occultist 2 | HP: 15/15 | AC: 15 (T 12, FF 13) | CMB: +4, CMD: 16 | F: +5, R: +2, W: +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30 ft | Spells 1st 3/3 | Focus 8/8 | Active conditions: none

Okay, might be time to look for a different weapon in case this DR is killer
Club, bludgeoning, Shikigami style and mastery: 2d6 + 3 ⇒ (1, 2) + 3 = 6


Wrath of the Righteous | Iron Gods

GM Screen:
Cast defensively: 1d20 + 8 ⇒ (1) + 8 = 9

The zuvembie begins gathering energy for another spell, only to have his concentration interrupted by a blow to the head from Yates. It whirls on him and takes a shuddering step toward the occultist.

Spellcraft DC17:
You recognize another spell-like ability, this time analogous to ghoul touch.

Round 3
Khāṇa
Eòshli
Thorur
Gillie
Yates
Bahram
Mirous -37 HP

Everyone is up!

The Exchange

NN female Half-Orc Investigator 4
Spoiler:
|AC 16, T 11, FF 15|HP: 27/27|F +4, R +7, W +9 (+2 vs death/negative energy)|Init +1, Perc +10|CMB +5 CMD 16|5/5 Inspiration, 7/7 Necroforensics, 1/1 Luck, 1/1 Showman

Necril:
"Ohhh no you don't!"

masterwork kunai, flank: 1d20 + 7 ⇒ (7) + 7 = 14
piercing damage?: 1d4 + 2 ⇒ (3) + 2 = 5

Dark Archive

CN Ratfolk Level 4 Alchemist/Vexing Dodger |HP 29/29 | AC: 21 (+2 vs animals) T: 16 FF: 11| Fort +5; Ref +10; Will +0 * +3 vs poison & +1 alchemical weapons or harmful effects from drinking | Init: +5 | Perception: darkvision |Sense Motive: -1| CMB: 0 CMD: 15 | Special Abilities: Unnatural, Cornered Fury, I have 3 arms | Movement: 25ft Base 15ft Climb | Active Conditions: None

"I have no idea what that means Khāṇa! Lets make this guy more dead!"

Attack Claw1: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Attack Claw2: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Attack Bite: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Attack Tail Blade: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

Damage Claw1: 1d4 + 5 + 1d6 ⇒ (2) + 5 + (5) = 12
Damage Claw2: 1d4 + 5 + 1d6 ⇒ (4) + 5 + (6) = 15
Damage Bite: 1d3 + 5 + 1d6 ⇒ (3) + 5 + (5) = 13
Damage Tail Blade: 1d2 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10

Scarab Sages

Elf Tatterdemalion/Cartomancer3

Content to allow the others to surround the undead, Eòshli continues chasing it with her conjured ball of swamp gas and lightning.

Hold position, move the thundercloud into the zuvembie's square
Damage (Ref16 negates): 3d6 ⇒ (3, 6, 4) = 13

Grand Lodge

M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Thorur steps forward and attacks once again...

Masterwork longsword (w/Good Blessing) vs. Creature: 1d20 + 7 ⇒ (1) + 7 = 8
possible Slashing damage vs. Creature: 1d8 + 3 ⇒ (2) + 3 = 5
possible Good damage(if Evil) vs. Creature: 1d6 ⇒ 5

5' step, attack. 3rd round of Good Blessing, 2nd round of Protection from Evil

Grand Lodge

M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Thorur steps forward and attacks once again...

Masterwork longsword (w/Good Blessing) vs. Creature: 1d20 + 7 ⇒ (8) + 7 = 15
possible Slashing damage vs. Creature: 1d8 + 3 ⇒ (6) + 3 = 9
possible Good damage(if Evil) vs. Creature: 1d6 ⇒ 5

5' step, attack. 3rd round of Good Blessing, 2nd round of Protection from Evil

Seriously?

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Finally getting close enough to get into action with is sweet new masterwork greataxe, Bahram drops the bow, pulls the axe from his back and steps forward.

mw greataxe: 1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 111d12 + 3 + 2 + 1 ⇒ (11) + 3 + 2 + 1 = 17

Free action: Drop bow, Move action: draw axe and 5' step, continuing archaeologist's luck, swift action: arcane strike

Whoa! This axe is much lighter. Going to have to readjust my swing."

Liberty's Edge

NG Human Extemporaneous occultist 2 | HP: 15/15 | AC: 15 (T 12, FF 13) | CMB: +4, CMD: 16 | F: +5, R: +2, W: +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30 ft | Spells 1st 3/3 | Focus 8/8 | Active conditions: none

given he was out of reach, Yates probably had to yeet that club branch last round. So he needs a new weapon right?

Yates's face pales as the undead steps up to him, clearly not wanting the thing in his face. He fumbles at his monk sash for a moment before pulling out the pickle extractor and brandishes it about as he refits his hands around the stick into an impromptu brass knuckles. He then stabs out with the pointed bit. "Shyka said this was going to be important someday... I sure hope that it isn't today!"

Pickle extractor (Improvised weapon), flank: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Should be piercing, but no idea as to what the base damage would be. Not that it matters if he rolls like that.


Wrath of the Righteous | Iron Gods

Gillie, do you have something that grants you flanking without having to be in position for it?

GM Screen:
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Cast Defensively: 1d20 + 8 ⇒ (2) + 8 = 10

With an agility that is disturbing to look at, the zuvembie bends at unnatural angles to avoid one attack after another, with only Gillie's flurry able to land any blows on the creature. It tries, and fails, to cast another spell, raging in wordless frustration as it steps out of the cage the party is building around it.

Round 4
Khāṇa
Eòshli
Thorur
Gillie
Yates
Bahram
Mirous -42 HP

The entire party is up! The dice weren't happy with anybody this round.

Liberty's Edge

NG Human Extemporaneous occultist 2 | HP: 15/15 | AC: 15 (T 12, FF 13) | CMB: +4, CMD: 16 | F: +5, R: +2, W: +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30 ft | Spells 1st 3/3 | Focus 8/8 | Active conditions: none

Yates steps with the Zuvembie in time, ending up in nearly the exact same spot as earlier, and takes a stab at the thing again. "Nope, not leaving you out of my sight! Time to ... wait you don't have any pickles to extract do you... uh Time to extract your organs! ... Shyka's eternal timer does that sound terrible. There must be a better way to put that" He blathers like this for a bit until someone steps up across from him and he remembers where he is. He then lashes out with the extractor of pickles.

Pickle extractor (Improvised weapon), flank: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Piercing damage, Assuming a 1d4 base, Shikigami style and mimicry: 1d8 + 3 ⇒ (2) + 3 = 5

5 foot step and then ready an attack for when someone is flanking with him.

Grand Lodge

M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Thorur moves and tries to hit the creature once more...

Masterwork longsword (w/Good Blessing) vs. Creature: 1d20 + 7 ⇒ (12) + 7 = 19
possible Slashing damage vs. Creature: 1d8 + 3 ⇒ (3) + 3 = 6
possible Good damage(if Evil) vs. Creature: 1d6 ⇒ 5

4th round of Good Blessing, 3rd round of Protection from Evil


Wrath of the Righteous | Iron Gods

Sorry again, Yates, forgot to clarify the pickle extractor's damage. I think treating it like punching dagger makes sense, so yeah a 1d4 is appropriate.

Dark Archive

CN Ratfolk Level 4 Alchemist/Vexing Dodger |HP 29/29 | AC: 21 (+2 vs animals) T: 16 FF: 11| Fort +5; Ref +10; Will +0 * +3 vs poison & +1 alchemical weapons or harmful effects from drinking | Init: +5 | Perception: darkvision |Sense Motive: -1| CMB: 0 CMD: 15 | Special Abilities: Unnatural, Cornered Fury, I have 3 arms | Movement: 25ft Base 15ft Climb | Active Conditions: None

I thought I had a flank with Khana at the time of the attack...

”Get back here you icky thing!”

Gillie scrabbles after the thing and after Yates takes his swing he bites at it.
Moving for a flank with Yates but can’t move my token atm as I’m on a tablet.

Bite: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage: 1d3 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11

Grand Lodge

M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Moved.

The Exchange

NN female Half-Orc Investigator 4
Spoiler:
|AC 16, T 11, FF 15|HP: 27/27|F +4, R +7, W +9 (+2 vs death/negative energy)|Init +1, Perc +10|CMB +5 CMD 16|5/5 Inspiration, 7/7 Necroforensics, 1/1 Luck, 1/1 Showman

Khāṇa continues - taunting??? - the zuvembie in a hideous, unearthly tongue as she takes the longer way around the magical stormcloud (because with the Dead you know where you stand, but that thing she doesn't trust!).

Necril:
"Say what you will about the living - they don't call us 'the Quick' for nothing!"

masterwork kunai: 1d20 + 5 ⇒ (19) + 5 = 24
piercing damage: 1d4 + 2 ⇒ (2) + 2 = 4

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

Dancing around with the rest of this fellow pathfinders, along with the 'badguy', Bahram moves clockwise around his fellows to get a clear shot at the creature.

mw greataxe: 1d20 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 91d12 + 3 + 2 + 1 ⇒ (9) + 3 + 2 + 1 = 15

+1 mw, +2 luck attack and +2 luck +1 arcane strike

"Ugh! I just can't with this."

Scarab Sages

Elf Tatterdemalion/Cartomancer3

"Just hold still a damned second!" Eòshli snarls as she keeps up the thundercloud assault on the undead menace.

Damage (Ref16 half): 3d6 ⇒ (1, 6, 1) = 8


Wrath of the Righteous | Iron Gods

Eoshli, I believe the duration of the spell has expired. Feel free to redo your turn.

The zuvembie continues to fend off the party's assault, though Thorur and Khana are able to land solid blows. The monster, covered in slashes and burns and stab wounds, somehow still stands.

Scarab Sages

Elf Tatterdemalion/Cartomancer3

Ah so it is, well 1/3 is a bit of a bummer.

As the thunderbolt fizzles and fades away, Eòshli makes a disgusted sound and advanced on the scrum, floating one of her carved rune-bones out of its pouch and imbuing it with arcane force. As the fate-runes begin to glow with white light the elf whispers a prayer to Grandmother Spider and sends the knucklebone whirring towards the zuvembie like a bolt.

Move, Arcane Strike, using my Deadly Dealer ability instead
Attack: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12 Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Wrath of the Righteous | Iron Gods

GM Screen:
Cast Defensively: 1d20 + 8 ⇒ (11) + 8 = 19
Touch Attack: 1d20 + 8 ⇒ (11) + 8 = 19

Eoshli's card whizzes past the zuvembie's head before turning back and beginning its journey back to the elf's hand.

The zuvembie once again steps out of the snare closing around him, and reaches out to Khana with one of his foul claws. When it makes contact, she feels her muscles stiffen and begin to lock up.

Khana, please make a DC16 Fortitude save to avoid becoming paralyzed for 1d6 + 2 ⇒ (3) + 2 = 5 rounds. Everyone within 10 feet: if Khana fails her save, you will also need to make a Fortitude check at the same DC to avoid becoming sickened.

The Exchange

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NN female Half-Orc Investigator 4
Spoiler:
|AC 16, T 11, FF 15|HP: 27/27|F +4, R +7, W +9 (+2 vs death/negative energy)|Init +1, Perc +10|CMB +5 CMD 16|5/5 Inspiration, 7/7 Necroforensics, 1/1 Luck, 1/1 Showman

Fortitude save vs what I think is a negative energy effect: 1d20 + 6 ⇒ (5) + 6 = 11
Inspired Sixth Sense reroll!: 1d20 + 6 + 1d6 ⇒ (8) + 6 + (4) = 18

Necril:
"HA! You're going to have to do better than that tired old trick!"


Wrath of the Righteous | Iron Gods

The zuvembie's face takes on an expression of shock as Khana throws the spell off.

I love it! The whole party is up.

The Exchange

NN female Half-Orc Investigator 4
Spoiler:
|AC 16, T 11, FF 15|HP: 27/27|F +4, R +7, W +9 (+2 vs death/negative energy)|Init +1, Perc +10|CMB +5 CMD 16|5/5 Inspiration, 7/7 Necroforensics, 1/1 Luck, 1/1 Showman

Khāṇa wastes no time driving his shock home with a kunai to the face like a nail into a coffin!

masterwork kunai, flank: 1d20 + 7 ⇒ (13) + 7 = 20
piercing damage: 1d4 + 2 ⇒ (4) + 2 = 6

Grand Lodge

M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

"By Trudd's Beard, just die, again, already!"

Masterwork longsword (w/Good Blessing) vs. Creature: 1d20 + 7 ⇒ (19) + 7 = 26
possible Slashing damage vs. Creature: 1d6 + 3 ⇒ (6) + 3 = 9
possible Good damage(if Evil) vs. Creature: 1d6 ⇒ 4

5th round of Good Blessing, 4th and last round of Protection from Evil.

Ohh...Crit perhaps?

Masterwork longsword (w/Good Blessing) vs. Creature: 1d20 + 7 ⇒ (10) + 7 = 17
possible Slashing damage vs. Creature: 1d6 + 3 ⇒ (2) + 3 = 5
possible Good damage(if Evil) vs. Creature: 1d6 ⇒ 3


Wrath of the Righteous | Iron Gods

Khāṇa's kunai hammers into the zuvembie's face, driving deeply into his dead eye. He staggers backward from the impact, taking the weapon with him. He doesn't get far, though, as Thorur delivers a kick to the back of the creature's knee, driving it to the ground, where a flash of steel from the dwarf sends the monster's head soaring through the air. The body slumps down into the ground, and moves no more.

Combat over! Well done, everybody!

Grand Lodge

Male Half-orc Bard (archaeologist) / 6 HP 44/51 | AC 23 F 20 T 13 | Init +3 | F +8 R +12 W +9 | Perception (+12) | Darkvision 60'

"That was a nasty booger! Since it was here waiting on us, I'd have to think that we are either ahead of everyone else, or they went a different way. In either case, we need to keep moving!"

Bahram picks his bow back up, and helps out anyone else that needs it.

Liberty's Edge

NG Human Extemporaneous occultist 2 | HP: 15/15 | AC: 15 (T 12, FF 13) | CMB: +4, CMD: 16 | F: +5, R: +2, W: +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30 ft | Spells 1st 3/3 | Focus 8/8 | Active conditions: none

Yates dusts off his race clothes and gives everyone a subdued smile. "Well that could have gone significantly worse.
I say it it time we got moving again though as we still are in a race.


Wrath of the Righteous | Iron Gods

With the zuvembie dealt with and the finish line within reach, your party sprints through the swamp and is greeted by a small crowd of race enthusiasts, gamblers, and other assorted spectators. As you approach, the chorus of applause and cheers grows and grows until you finally, mercifully, cross the finish line.

You are ushered onto a raised platform, where Grand Custodian Utilinus himself waits to meet you. After shaking each of your hands, he turns to face the crowd. "These adventurers have faced the mighty Sargava Jungle, and in so doing have proven their worth! I present to you, the champions of this year's Sargavan Chalice, the Pathfinders!"

As he hands the eponymous chalice to you, the crowd erupts into cheers and hurrahs. Venture-Captain Bellaugh comes up to congratulate you. "Part of our deal with the Sargavan government meant we had to give up the prize money, which would ordinarily have gone to you. However," he says, handing over a bag made heavy by gold, "I happened to have made a number of bets that, it turns out, were very well placed." With a self-satisfied chuckle and a wink, he fades back into the crowd.

Mission accomplished! Please double-check that your PFS info is correct, and I will have chronicle sheets out for you very soon.

The Exchange

NN female Half-Orc Investigator 4
Spoiler:
|AC 16, T 11, FF 15|HP: 27/27|F +4, R +7, W +9 (+2 vs death/negative energy)|Init +1, Perc +10|CMB +5 CMD 16|5/5 Inspiration, 7/7 Necroforensics, 1/1 Luck, 1/1 Showman

I'm going to try to "undermine a rival entrepreneur or merchant so that you can claim his market share" per Season 8 Exchange Faction Objectives:

Khāṇa celebrates their victory the only way she knows how: Swimming in vice at Eleder's finest casino.

Quickly identifying one of the highest-rollers in the joint, she challenges the fool to his game of choice...

Intimidate DC 18, Inspiration, Faction Pin: 1d20 + 2 + 1d6 + 1d4 ⇒ (9) + 2 + (4) + (3) = 18 HAHA!

...and midway through, what should come tumbling out of the balmy evening air and into Mr. High-Roller's lap but a blackened corpse head, a wicked metal spike sticking out of one of its eyes!

Though she'd been on a losing trajectory before, for whatever reason the game goes Khāṇa's way for the rest of the evening.

"You play a good game, Chappy...but I guess there's something to be said for the 'luck of the Green'."

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