[PbP Gameday IX] PFS1 #8-03 Captives of Toil (5-9) T2 (Inactive)

Game Master Baerlie


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Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

lucky dispel: 1d20 + 7 ⇒ (12) + 7 = 19

Almost releasing the spell too early, Urzaia luckily gets it back under control for a much more potent execution.


Venture Lieutenant, Play by Post (online)

Father Urzaia, please use my campaign service coin reroll that I can give to someone else for that dispel check. It has a bonus of +3 on it from my GM stars.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Oh so close: 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 22


Venture Lieutenant, Play by Post (online)

Father Urzaiah knows the spell is gone. The dwarf is still barely unconscious.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Urzaia channels a little more healing energy into the dwarf.

converting liberatind command

CLW: 1d8 + 5 ⇒ (2) + 5 = 7

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel looks around, trying to see if any more threats emerge.

Any luck with the dwarf, father? The ways of magic are so foreign to me... he says as he looks over the fallen duergar.

checking for loot...i'm such a murderhobo lootbag...lol

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

He's free of their influence now, but still heavily wounded.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Good...it would weigh heavily on my conscience if I were to have killed someone compelled against their own free will. It would likely drive me to drink...well, drink more, I guess would be more accurate... he says with a wry grin.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

After moving around the bodies Luurg stoops down from his elevated state to give the Dwarf a look over. He pokes the half mang in the chest and checks for signs of wellness.

Heal, Heroism: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

Luurg taps him with the crooked tree branch he keeps in his belt.
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

"WAKEY WAKEY HALF MANG."


Venture Lieutenant, Play by Post (online)

The dwarf wakes up, obviously relieved to be free of the spell, but feeling shame at what he did under its control.

The mongrelmen warn you more enemies are approaching.

you have a few more rounds for any preparations you want to make. Please also look at the durations on your buffs.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Regarding buffs:
We had only two combat rounds, then a least 4 rounds out of combat so far.
For simplicity, shall we say 10 rounds have passed at the start of the next combat?
If yes, Grunjar's buffs spells are still active then for 39 rounds.

Status Grunjar:

effects: fly (40 feet), invisibility purge (30 feet radius), bless (+1 morale bonus on attack rolls and on saving throws against fear effects)

Cleric Spells Prepared (CL 6th; concentration +12)
. . 3rd: fly; daylight, dispel magic, invisibility purge (DC 19)
. . 2nd: aid; murderous command (lvl 1 spell), remove paralysis, sound burst, weapon of awe (x2) (DC 18)
. . 1st: expeditious retreat; bless, protection from evil (x2), remove sickness, ironbeard (DC 17)
. . 0 (at will): detect magic, read magic, guidance, virtue

Bit of Luck (Sp): 2/9 used
Doorsight (Su): 0/9 used
Good Fortune (Ex): 0/1 used

"I'm Grunjar. What's your name?" Grunjar says to the dwarf, while healing him some more.

cure moderate wounds: 2d8 + 6 ⇒ (8, 6) + 6 = 20 (std action, converting sound burst)

"More duergar are headed this way. Take your weapon and fight them with us!"

Grunjar then flies to the daylight pebble. (move action)
He will pick it up next round and stow it in his pocket again.

"Whoever needs light to see: Get in position now!"

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h
Grunjar wrote:
For simplicity, shall we say 10 rounds have passed at the start of the next combat?

No, I'd rather the next wave arrive immediately. There's no need to wait 10 rounds unless the scenario requires it.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg continues to clean up the battle field to hide the carnage as best he can. Ready whenever. Just make the call on time elapsed. Most my buffs are 8 mins or more.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Las Lajas wrote:
No, I'd rather the next wave arrive immediately. There's no need to wait 10 rounds unless the scenario requires it.

I was kind of rounding to 10 rounds in total: Since the start of the first combat at least 6 rounds have passed, now we have a few rounds of preparation before the next combat starts...

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

I'm Mykel. I got the feeling you didn't want to fight us. Want to get some revenge? Join us...and take out your anger on the duergar. Mykel says as he extends his hand to help the dwarf up.

Get ready...this might get ugly...

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Angelic Aspect and Weapon of Awe are minutes /lvl. Channel Vigor and Divine Favor will depend on how long between these waves. War Mind is one minute so it will probably fade from everyone.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h
Grunjar wrote:
I was kind of rounding to 10 rounds in total: Since the start of the first combat at least 6 rounds have passed, now we have a few rounds of preparation before the next combat starts...

If we are definitely at a minimum of 6 rounds, then a few more won't matter to Las.


Venture Lieutenant, Play by Post (online)

the scenario does indeed specify it is exactly 10 rounds before the next enemies appear.

The dwarf returns to consciousness, clearly grateful and ready to attack the duergar.


Venture Lieutenant, Play by Post (online)

please make sure your tokens are arranged as desired on the map. You may also assume the dwarf will take your suggestions about where to stand.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Do we know exactly when the creature are arriving like last time?

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

"Luurg, please use the wand of CLW on the dwarf again."

I might need my remaining spells for combat. Also, I'd like to reserve my (few) channels for group healings.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Everyone ready? This anticipation is getting to me...moved...use my wand to heal the dwarf if needed...i hardly use it

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Mykel's CLW Wand vs Dwarf: 1d8 + 1 ⇒ (6) + 1 = 7
Mykel's CLW Wand vs Dwarf: 1d8 + 1 ⇒ (3) + 1 = 4
Mykel's CLW Wand vs Dwarf: 1d8 + 1 ⇒ (2) + 1 = 3
Mykel's CLW Wand vs Dwarf: 1d8 + 1 ⇒ (8) + 1 = 9
Mykel's CLW Wand vs Dwarf: 1d8 + 1 ⇒ (2) + 1 = 3

Luurg gives the Dwarf a handful of taps of the wand. Its a bit comical. He hands it back to Mykel then gets himself back into position, big axe in hand. Shhh, gotta be super sniggy again!

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Luurg wrote:
Luurg gives the Dwarf a handful of taps of the wand. Its a bit comical. He hands it back to Mykel then gets himself back into position, big axe in hand. Shhh, gotta be super sniggy again!

If needed (not enough rounds left for Luurg to use it five times), Grunjar will fly to Luurg and use the wand, too. Two rounds should be left after picking up the pebble.

Grabbing a wand from a willing person is a move action, right?

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Urzaia joins in with a couple taps of his wand. Just before the next wave shows up he will refresh his War Mind and Divine Favor.


Venture Lieutenant, Play by Post (online)

With a few taps from Luurg as well, the dwarf is ar full health.

OK, last chance for any map placements or other actions before the next wave of combat...

map is here

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Urzaia scooted back 10 ft around the corner once the dwarf was healed.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

I'm good

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Grunjar moved to keep Las Lajas invisible (invisibility purge with a radius of 30 feet centered on Grunjar is still active).

Grunjar keeps flying 5 feet above ground for now.

The daylight pebble is in Grunjar's left hand which he keeps in his pocket, so it is dark again.


Venture Lieutenant, Play by Post (online)

uggh, this is embarassing, but I misread the scenario. It's actually 10 minute between the waves of combat. Please post a list of any buffs that are still active for the second combat. You do have enough warning of the approaching enemies to be able to renew any buffs that you have memorized again/own wands of/etc.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Looks like daylight on the pebble will be the only spell of Grunjar that is still active, then.

Sorry, guys - no more bless, aid, protection from evil, ironbeard or weapon of awe... and no more invisibility purge... :-(

New buffs:
Grunjar will cast virtue (1 temp HP, lasting 10 rounds) on the dwarf, Mykel and himself - starting 3 rounds before combat.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

After about 8 minutes LUURG shrinks back down to Luurg size. "Oh well, view was gud fer while."

He turns to their new Dwarf friend and asks "So Dwarf half mang, what's yer name? I'mma Luuuuurrrggg. How you get yer brain all foggied?" Obviously referring to the mind control magic.

With such a long pause between things can we get a little bit of NPC interaction and backstory? Its pretty important to get a good idea on just how important this fellow is to our mission, etc.


Venture Lieutenant, Play by Post (online)

The dwarf, Dornarnus, shamefacedly explains that he was one of the captives you are trying to rescue. He was a paladin of Torag, but was magically compelled to be part of abusing the other captives. He has now despaired, and lost his paladin powers.

Silver Crusade

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#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Grunjar listens very sympatheticly.

"Dormammu - that's your name, right? Sorry, I'm really bad with names... Anyway, it isn't your fault - it's the duergar's. I wish I could help you regain your powers, but unfortunately the atonement spell is not yet available to me."

"But have faith! I am sure you will find a cleric in Jormi... Jormu... your city who can help you. Until then, help us rescue the other captives!"

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Well, I'm sure Torag will take into consideration the fact that you were under a spell. To help your own mind, there is a bunch of duergar coming that I'm sure could use their skulls being knocked around a bit. The after this, we'll grab a few pints and make our way to your temple to get you back in Torag's good graces.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

"Mebe Torag forget! We gotta save more half mangs ok? Ok." Luurg waits for the next round to butt kicking to commence.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

During the wait Urzaia retrieved and stows his bow, preferring to axe his questions first hand this time.


Venture Lieutenant, Play by Post (online)

[spoiler=initiative]
Mykel: 1d20 + 9 ⇒ (11) + 9 = 20
Grunjar: 1d20 + 6 ⇒ (15) + 6 = 21
Father Urziah: 1d20 + 0 ⇒ (12) + 0 = 12
Luurg: 1d20 + 2 ⇒ (15) + 2 = 17
Las Lajas: 1d20 + 1 ⇒ (17) + 1 = 18
Dornarnus: 1d20 + 5 ⇒ (20) + 5 = 25
duergar: 1d20 + 1 ⇒ (7) + 1 = 8
duergar leader: 1d20 + 3 ⇒ (20) + 3 = 23

You are approached by three duergar riding on big bugs of some kind, and another duergar, clearly the leader. You see Dornarnus wince when he sees the leader.

Dornarnus moves forward (double move) to be right in the face of the enemy leader.

The leader moves back a little and casts a spell on Dornarnus.
will save: 1d20 + 4 ⇒ (16) + 4 = 20
He shakes off the effects.

bold may post:
round 1:
Grunjar
Mykel
Las Lajas
Luurg
Father Urziah

duergar
round 2:
Dornarnus
duergar leader

map

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Cursing hot headed dwarves Urzaia focuses on speed as he charges forward to support Dornarnus.

War Mind +10 ft move

Attack, Charge, Divine Favor: 1d20 + 13 + 2 + 3 ⇒ (3) + 13 + 2 + 3 = 21
Damage, Divine Favor: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel glides forward and slashes at the closest duergar(orange) in a fluid motion. He then readies to fend off any attack.

attack: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17
p/r: 1d20 + 15 ⇒ (5) + 15 = 201d20 + 15 ⇒ (20) + 15 = 351d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17

intimidate: 1d20 + 13 ⇒ (8) + 13 = 21
crit?: 1d20 + 15 ⇒ (12) + 15 = 272d8 + 14 ⇒ (6, 8) + 14 = 28
intimidate as an immediate if i hit...not sure if the parry works..i hope it does..

Bow down, cur!

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Las, remaining behind the corner, drinks his last extract of Adhesive Spittle.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Mykel Therinor wrote:
not sure if the parry works..i hope it does..

As Grunjar has a higher initiative than Mykel, he is able to give him a bit of luck (standard action) before the human rushes off.

@Mykel: Please roll a second time for all D20-rolls (including intimidate).

Grunjar then moves a bit forward (not flying anymore as his fly spell expired, too). He drops the daylight pebble during the movement so Mykel and Las can see.
(move action, the duergar - and maybe the bugs, too - are now dazzled.)

@GM Redelia:
1) The save bonus of the dwarf seems really low. I'm glad he made the save, but does he as a paladin (even without his paladin class features, e.g. divine grace) really have only +2 on will saves (and +2 racial against poison, spells and spell-like abilities)? Which level is he?
2) Is the position of the duergar leader correct? How did he move back?

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

parry: 1d20 + 15 ⇒ (13) + 15 = 28
intimidate: 1d20 + 13 ⇒ (13) + 13 = 26

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg keeps peeking around the corner, waiting to see the half mang's arrive Ooo dare dey are! Hrm, castin' some majiks on our new friend...

Spellcraft to ID, Heroism, Mutagen: 1d20 + 14 + 2 - 1 ⇒ (6) + 14 + 2 - 1 = 21

Luurg doesn't waste too much time pondering the magic when everyone rushes in for the ambush. "Hey wait fer Luurg!" He spreads his beautiful butterfly wings and zooms on over. He stays just up above the baddies heads, grabbing a coconut from his belt and drinking down the contents. With a magnificent, unruly belch he breaths fire over orange and green, as well as their mounts.

Fire Breath Weapon Bomb: Reflex DC16 for Half: 4d6 + 2 ⇒ (5, 6, 2, 4) + 2 = 19

Breath Weapon Bomb:

Breath Weapon Bomb* (Ultimate Combat pg. 24): Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. An alchemist must be at least 6th level before selecting this discovery.

Knowledge Nature vs Bug Mounts? Heroism, Mutagen: 1d20 + 14 + 2 - 1 ⇒ (1) + 14 + 2 - 1 = 16

Also, what is the orange, wedge of cheese looking thing on the map? Luurg is armed with his butchering axe, 5' over enemies for higher ground.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Mykel Therinor wrote:

[dice=parry]1d20+15

[dice=intimidate]1d20+13

Please reroll the first attack, too - and also the crit confirm (better be on the safe side).

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Luurg wrote:
Also, what is the orange, wedge of cheese looking thing on the map?

I think it's the duergar leader.

Forgot to try to id the spell: Spellcraft to ID: 1d20 + 5 ⇒ (5) + 5 = 10 The dicebot seems to hate me... :-/


Venture Lieutenant, Play by Post (online)

Yes, the yellow and orange pac-man is the leader. Yes, I forgot to move the leader back for the 5 ft step I declared. Since others have already acted based on my error, I will leave things as they are (leave her in her current position, but with no AoO from Dornarnus). Yes, I looked at reflex save instead of will save, so the save should have been higher.

reflex saves: 4d20 ⇒ (14, 15, 3, 1) = 33

One of the beetles seems to move out of the worst of Luurg's fiery belch, but the other and the riders take full damage.

toddler getting out of hand; I'll post this much so the dice roller does not change, and finish later

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Redelia wrote:
toddler getting out of hand; I'll post this much so the dice roller does not change, and finish later

Take your time. I really appreciate you GMing for us!

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

duct tape works wonders on kids...i'm kidding of course....maybe...lol

[ooc]rerolling the attack and crit because Grunjar said so...[/dice]

attack: 1d20 + 15 ⇒ (8) + 15 = 23
crit: 1d20 + 15 ⇒ (19) + 15 = 34


Venture Lieutenant, Play by Post (online)

Father Urzaiah's charge slightly injures his target (blue, I believe).

Mykel's blade slices into his opponent.

Mykel's target swings a warhammer at him.
attack: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14

Mykel's counterblow brings him to the ground, unconscious. His mount skitters away.

oops, skipped Old Ironfin's turn. If I try to put it before that attack, it would change the roll, so I'll put it here.

Old Ironfin rises from under the ground to attack green.
attack: 1d20 + 15 ⇒ (17) + 15 = 32
damage: 2d8 + 12 ⇒ (5, 5) + 12 = 22

blue tries to return the favor to Father Urzaiah.
attack: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17

Green attacks Dornarnus
attack: 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23
damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14

Now Dornarnus gets another chance at revenge on the leader.
attack: 1d20 + 15 ⇒ (17) + 15 = 32
attack: 1d20 + 10 ⇒ (16) + 10 = 26
combined damage: 2d8 + 10 ⇒ (7, 7) + 10 = 24

The leader carefully steps back, and raises a staff. You all (except for Las) feel magic pulling at you.
will save, please, everyone but Las. enchantment/compulsion, if that changes your bonuses.

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