[PFS1] GM Pudding's The House on Hook Street (Inactive)

Game Master Tom G

SLIDES
LOOT


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Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"You are much punnier without the alcohol, dear warrior maiden. But I appreciate your weapon work."


Night of the Gray Death

Drusilla and Huxwren both manage to hit the invisible stalker now that it's invisibility has been defeated by Eldrin, though Drusilla's hit with her morningstar seems to do much more damage. Grunyak's axe is almost pulled out of his fingers by the buffeting air currents and he can't land a blow.

Despite being clearly hurt, the invisible stalker makes no attempt to retreat, it lashes out methodically at its attackers, the glittery outline of its face giving little away. A loud breathy whisper emerges from its direction.

"...Leave this place or die, faithless ones..."

Attack vs. Taariik: 1d20 + 12 ⇒ (11) + 12 = 23
Bludgeoning: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Image, 1 hits: 1d5 ⇒ 2
Taariik loses an image

Attack vs. Drusilla: 1d20 + 12 ⇒ (4) + 12 = 16

One of its punches goes right for Taariik's head, though luckily it turns out to be an illusory Taariik which winks out of existence. The follow-up slam in Drusilla's direction meets with her shield and doesn't faze her.

The Old Temple

Round 3

Eldrin
Taariik 3 images
Drusilla -7
Grunyak -9
Huxwren -6
Invisible stalker -42 glittered

Everyone is up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

"Thank you Eldrin!" he whispers.

Adamantine +1 Greatsword +10, pa -2: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11

Damage Str +5, 2H Half Str +2, pa +6, Enhancement +1: 2d6 + 14 ⇒ (3, 6) + 14 = 23

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Power attack: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
dmg: 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Power attack: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
dmg: 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16

The fighter stands her ground, aiming first at the head of the creature without success, then correcting the trajectory of her weapon in a backhanded swing

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak takes another swing at the glittering whatever-it-is.

swing with two handed power atk: 1d20 + 5 ⇒ (7) + 5 = 12
slashing dmg: 1d8 + 6 + 3 + 1 ⇒ (3) + 6 + 3 + 1 = 13

"Stop moving around and let me hit you."


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Huxwren steps behind the sparkling figure and cuts again with their tiny blade.

Dagger, Flanking: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Slashing damage: 1d3 + 1 ⇒ (2) + 1 = 3


Night of the Gray Death

Botting Eldrin
The breathy words of the invisible stalker have perhaps rattled our intrepid pathfinders, because only Drusilla and Huxwren are able to land a blow. The stalker floats and weaves in the air like a bad smell, and just as hard to hit it would seem.

Despite taking more hits and having its very form whittled away, it seems undeterred.

"...Leave this place...Leave this place..."

Eldrin draws his wand of magic missile and sends a bolt toward the summoned guardian.

1d4 + 1 ⇒ (1) + 1 = 2

As Huxwren takes a step toward the stage, the stalker turns its attention to them.

"...Staaay Baaack..."

Attack vs. Huxwren: 1d20 + 12 ⇒ (8) + 12 = 20
Attack vs. Huxwren: 1d20 + 12 ⇒ (19) + 12 = 31
Bludgeoning: 2d6 + 4 ⇒ (2, 3) + 4 = 9
9 damage to Huxwren

The second slam connects, as Huxwren dodges the first but overextends leaving themself open to a nasty thump by the buffeting fists of this strange elemental.

The Old Temple

Round 4

Taariik 3 images
Drusilla -7
Grunyak -9
Huxwren -15
Eldrin
Invisible stalker -63 glittered

Everyone is up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

"You seem nice. Please don’t attack!" he says.

Adamantine +1 Greatsword +10, pa -2: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26

Damage Str +5, 2H Half Str +2, pa +6, Enhancement +1: 2d6 + 14 ⇒ (5, 4) + 14 = 23


Night of the Gray Death

Taariik's well struck attack pierces the airy heart of the creature, and it dissipates like an angry shout. The glitter drops and coats the floor, leaving the room quiet again, save for a strange childlike laughter at the edge of hearing that lasts for just a second.

The Old Temple

Final Report

Taariik 3 images
Drusilla -7
Grunyak -9
Huxwren -15
Eldrin
Invisible stalker -86 glittered

Examining the rest of the room, you find the ripped up planks of the stage reveal a set of rough hewn stone steps circling down into darkness.

What do you do? There are three exits from this room, down the stairs, into the cobweb room to the west, or back the way you came

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik immediately heals Hux!

clw Hux : 2d8 + 2 ⇒ (5, 8) + 2 = 15

He then moves to the cobweb room!

“Let us check this room as long as my defense is up!“

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Holler if you need help!

Answers Dru jokingly, before following Taarik, staying three steps behind him


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Huxwren hangs back, looking at the hole in the floor with curiosity. There was an explosion in this room, I think... So why's the floor still intact except for right here where they pulled the dreamstone out?

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak hurries after the others. on pho e will stay behind Dru if someone will move me.
"Time to find the heart of the problem."


Night of the Gray Death

Huxwren:
The explosion happened in a quite different room, wood paneled rather than a temple. It may have been a room of this house, but you haven't seen it yet. Apologies for the confusion

Taariik passes through the archway into the room filled with webbing. He finds exposed beams and broken timbers indicating that the original ceiling of the large parlour must have fallen away some time ago, creating this two story chamber. Thick tangles of irridescent webs string together debris around the room's perimeter. To the west, several tables littered with a complicated arrangement of flasks, alembics, and cauldrons surround a shiver still, which emits a strange, bitter smell. A single closed door is set in the eastern wall.

Huxwren:
This is the room which had the explosion, at least the top half of it.

GM screen:
Taariik perception: 1d20 + 2 ⇒ (17) + 2 = 19

As Taariik enters and looks around, there is a subtle snip, and a piece of webbing falls loose. A fraction of a second later, a large amount of rocks falls on Taariik's head.

Attack: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 6d6 ⇒ (5, 1, 5, 3, 2, 6) = 22

As this is a trap and not aimed by any creature that might be fooled by the images they don't help

22 damage to Taariik

Looking up, Taariik sees a horrific spider like monstrosity amongst the rafters of the house ceiling some 20 feet above. Like something from a nightmare, it is half spider, half humanoid, with bleached white skin seemingly peeling back from vibrant red muscles underneath, and 8 wicked looking legs that end in knife-like blades.

DC 19 Knowledge (dungeoneering):
The creature is a nightmare ettercap, an ettercap (a type of spider-faced humanoid-shaped abberation) that has been polluted with the darkest part of the dimension of dreams. It will constantly regenerate damage unless hit with good aligned damage or silver weapons

Once you're in the room you need to make a DC 13 will save or be shaken

Around it are numerous brightly coloured spiders, each the size of a dog, moving amongst the webbing.

DC 10 Knowledge (nature):
These are dream spiders, the spiders whose venom is used to make shiver. They are very frail, but their poison is a potent hallucinogen, and is known to infuse their iridescent webbing

"Feaaasst on thhhheeem my children"

Six of the smaller spiders nearest to you, the ones near the ground, chitter and move in Taariik's direction

Initiative:

Huxwren: 1d20 + 9 ⇒ (9) + 9 = 18
Eldrin: 1d20 + 3 ⇒ (17) + 3 = 20
Drusilla: 1d20 + 2 ⇒ (20) + 2 = 22
Grunyak: 1d20 + 1 ⇒ (17) + 1 = 18
Taariik: 1d20 + 12 ⇒ (19) + 12 = 31
Spider thing: 1d20 + 9 ⇒ (3) + 9 = 12
Dream spiders: 1d20 + 2 ⇒ (5) + 2 = 7
D1: 1d20 + 7 ⇒ (13) + 7 = 20
D2: 1d20 + 7 ⇒ (14) + 7 = 21
A1: 1d20 - 1 ⇒ (7) - 1 = 6
A2: 1d20 - 1 ⇒ (14) - 1 = 13
A3: 1d20 - 1 ⇒ (18) - 1 = 17

Amongst the Shiver Stills

Active Effects:
Fear Aura: Anyone withing 60 feet of the spider monster must make a DC 13 will save or be shaken. You only need to save once

Round 1

Taariik -22, <will save required>
Drusilla -7, <will save on entering>
?
Eldrin <will save on entering>
Huxwren <will save on entering>
Grunyak -9, <will save on entering>
Spider Thing 20 feet up
Spiders

Taariik and Drusilla are up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

“Arghhh ... “ Taariik shouts out in pain.

will save : 1d20 + 11 ⇒ (16) + 11 = 27

"What are these things?!!" he asks and attacks the little spider next to him.

Adamantine +1 Greatsword +10: 1d20 + 10 ⇒ (8) + 10 = 18

Damage Str +5, 2H Half Str +2, Enhancement +1: 2d6 + 8 ⇒ (5, 4) + 8 = 17

He then 5 ft steps back.

I still have the 3 images GM, right?

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Will save, Bravery: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Know dungeon: 1d20 + 5 ⇒ (16) + 5 = 21

An ettercap, tainted by the power of the worst nightmares! Try to holy smash it as soon as possible, Taarik, or it will regenerate

Drusilla enters the room and tries to smash the closest n°4 dog-sized spider before it comes too close

Power attack: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20
PA dmg: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18

I guess I'll never see spiders the same way again. A shame, I had nothing against normal spiders so far...


Night of the Gray Death

Yes 3 images, sorry I forgot to put them in the tracker
@Dru Taariik already killed 4, so if it's already I assumed you'd go for 5 instead

Taariik strikes down at the spider next to him, squelching it instantly and causing a little splash of blue blood sprays over his sword. Drusilla also steps in, unfazed by the fearful aura of the strange spider creature in the rafters, and squishes her spider in a single blow.

At the same time, the door to the east slams open, revealing a smokey room with several haphazardly arranged tables, surrounded by chairs in a random assortment of styles, from plush divans to simple barstools. The tables are littered with baskets of glass vials and dozens of small leather satchels. A large spigoted alembic hangs from chains above the tables.

Standing around the table are a few acolytes, and standing in front of the door is the woman who led you down the stairs to the elavator. Eyes wide in insane fury, she points at you and screams.

"There! I told you there were here for the shiver, get them!"

She then shimmers with magic and suddenly another copy of her stands side-by-side with her. More sounds of spellcasting comes from the room where you can't see.

Amongst the Shiver Stills

Active Effects:
Fear Aura: Anyone withing 60 feet of the spider monster must make a DC 13 will save or be shaken. You only need to save once

Round 1

Taariik -22, 3 images
Drusilla -7
Cult Deacon 1 image
Eldrin <will save on entering>
Huxwren <will save on entering>
Grunyak -9, <will save on entering>
Spider Thing 20 feet up
Spiders
Acolytes

Eldrin, Huxwren and Grunyak are up!


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Huxwren moves closer to the other room. ”Someone shut that door!” they yell, reaching for the offending portal with arms that grow and stretch to abnormal lengths.

Move and cast long arm.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

will save vs spider fear: 1d20 + 10 ⇒ (6) + 10 = 16

Grunyak moves into the room, pauses briefly with a weird expression, then continues on to stand in the doorway and hold the door closed. I am not sure the mechanic, but he will pull on the handle or use his body weight to hold the door shut depending on which way the door opens.

Move action to move in, move action to brace/hold the door. I don't see Hux in the room but from their post I assume they entered and shut it. If not, Grunyak will shut it and hold it closed??? May get AoO on Grunyak, I don't know.

"Thanks for closing off our unwanted guesses, Hux. I will keep the rabble out."

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Eldrin moves up to the doorway and wearily pulls his spell book from his haversack.

Move 25 ft and retrieve spell book. Eldrin is running low on resources, current plan is to Quick Study Heroism next turn and buff Taariik and Drucilla.


Night of the Gray Death

Huxwren moves in and casts a spell, pointing at the door and shouting to have it closed. Grunyak quickly obliges, slamming it shut and putting his stout dwarven form against it.

I'd say a move action to close it and then lean against it is fine. It opens into your room so that's easy. It'll be a bull-rush attempt at you through the door for them to get it open, but I will say casting spells will require a concentration check due to violent motion (DC 15+spell level) while you're holding it closed (and someone tries to open it)

Eldrin jostles his items and takes his spell book out, while moving up and looking on with a concerned look. From behind the door you can hear the sound of magical invocations, and the door rattles as someone tries to open it, though without much force.

GM screen:

aid: 1d20 + 1 ⇒ (10) + 1 = 11

The smaller spiders skitter closers, then spit brightly coloured webs at the pathfinders, while the ettercap stays high up in the rafters and adds its own webbing to the barrage!

Spider 1 web vs. Grunyak touch: 1d20 + 3 ⇒ (16) + 3 = 19
Spider 2 web vs. Taariik touch: 1d20 + 3 ⇒ (12) + 3 = 15
Spider 3 web vs. Grunyak touch: 1d20 + 3 ⇒ (4) + 3 = 7
Spider 6 web vs. Drusilla touch: 1d20 + 3 ⇒ (8) + 3 = 11
Nightmare Ettercap vs. Drusilla touch, range: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8

Drusilla is able to dodge out of the way of both the iridescent blue/yellow webs of the smaller spiders, and the white, thicker webbing from the Nightmare Ettercap. Taariik is also missed, but so closely that one of his images is grazed and winks out. Only Grunyak is hit, getting stuck to the door he was trying to hold closed. The webbing covers his face and it has an odd odour that makes him feel woozy.

Grunyak Fortitude vs. poison: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

He manages to shake it off though.

I like the image of them opening the door with Grunyak stuck to the back of it like a post-it note :). You are entangled and anchored so you cannot move without freeing yourself, which can be done with an escape artist check, strength check, or by dealing enough slashing damage to them

Amongst the Shiver Stills

Active Effects:
Fear Aura: Anyone withing 60 feet of the nightmare ettercap must make a DC 13 will save or be shaken. You only need to save once

Round 2

Taariik -22, 2 images
Drusilla -7
Cult Deacon 1 image
Eldrin <will save on entering>
Huxwren <will save on entering>
Grunyak -9, entangled
Nightmare Ettercap 20 feet up
Spiders
Acolytes

Taariik and Drusilla are up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik moves to the next small spider and hacks into it.

Adamantine +1 Greatsword +10: 1d20 + 10 ⇒ (3) + 10 = 13

Damage Str +5, 2H Half Str +2, Enhancement +1: 2d6 + 8 ⇒ (3, 1) + 8 = 12

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

PA on 6: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
PA dmg: 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13

Drusilla continues her spider bashing, using the full force of her training and powerful build

In case the spiders-or other opponents- come closer for melee, remeber Dru has combat Refelxes and +2 Dex bonus, so 3 AoO

Good strategy Gruniak. Taarik, take care of the ettercap, will ya? I'll get rid of the smaller spiders.


Night of the Gray Death

Taariik and Drusilla each squelch another spider, methodically clearing them out. Bright blue webs stick to their weapons as they swing, but the potent chemicals lining them stay on their weapons and away from their mouths.

Good decision not to use power attack there Taariik, AC 13

I'm going to say that being glued to the door Grunyak can't oppose someone opening it on the other side, but the webbing itself is gluing it shut, so they'll need to succeed on a strength check with the same DC as the webbing to get it open

Strength: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Grunyak can feel the door he is stuck to shaking as someone tries to force it from the other side, but the webbing holding him in place is holding it closed. No sooner has he noticed this, than he feels something piercing his side.

Invisible sickle: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Piercing, sneak: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (1, 6, 6) = 21

I believe your flat-footed AC with entangled is 20, so that hits. 21 damage to Grunyak

The form of a cultist shimmers into existence next to him just as they stab into him with their sickle. He feels a sudden rush of ecstasy as something incredible rushes into his system.

Apparently you don't get a save against the effects of drugs!

Drug effect: 1d2 ⇒ 2
CON damage: 1d2 ⇒ 2
Addiction Fortitude: 1d20 + 9 ⇒ (16) + 9 = 25
Fear immunity: 1d4 ⇒ 4

Grunyak immediately feels incredible, like he's never felt, like he could take on the world.

Grunyak is immune to fear for 4 minutes, and takes 2 CON damage

Amongst the Shiver Stills

Active Effects:
Fear Aura: Anyone withing 60 feet of the nightmare ettercap must make a DC 13 will save or be shaken. You only need to save once

Round 2

Taariik -22, 2 images
Drusilla -7
Cult Deacon 11 image
Cult Deacon 2
Eldrin <will save on entering>
Huxwren <will save on entering>
Grunyak -30, 2 CON damage, entangled, immune to fear
Nightmare Ettercap 20 feet up
Spiders
Acolytes

Eldrin, Huxwren and Grunyak are up!


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Will vs DC 13: 1d20 + 6 ⇒ (2) + 6 = 8

Huxwren scurries into the room, flinching as they spot the monstrous spider-creature overhead. ”I could die happy if I never see another spider ever again,” they grumble, stabbing hesitantly at the newly-visible cultist with their elongated arms.

Dagger, Shaken vs FF AC: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22
Piercing damage, Precision damage: 1d3 + 1 + 2d6 ⇒ (2) + 1 + (1, 5) = 9

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak, grunting in pain and feeling strangely incredible, decides to attack the offending cultist.
two handed axe chop entangled: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
damage slashing: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

"I'm going to ram that sickle up your a**!", Grunyak roars.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

i think grunyak's flat footed ac is still 21. His dex goes to 8 but the armor, deflection, and natural armor bonus is 12 with magic vestment and 10 base with the -1 penalty for dex would be 21. His ac normal is 23.

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Will Save (DC: 13): 1d20 + 8 ⇒ (1) + 8 = 9

Eldrin tries not to be distracted by the ongoing fight and concentrate on memorising a new spell. but the menacing form of the large spider is something he can't ignore.

Eldrin is Shaken, full round action swap Dispell Magic for Herism.


Night of the Gray Death

Grunyak slashes the now-visible cultist with his axe, while Eldrin looks nervous as he studies his spellbook.

Strength aid: 1d20 ⇒ 9
Strength aid: 1d20 ⇒ 10
Strength aid: 1d20 ⇒ 19
Strength: 1d20 + 4 ⇒ (17) + 4 = 21

With a mighty heave, the webbing gluing the door shut bursts and the door swings open, spinning Grunyak away from the cultist he was attacking as he is still stuck to the back of the door.

An acolyte wearing a plague-mask bursts through and falls onto the floor where Grunyak was with the effort.

I've updated the token on the acolytes as I didn't notice their description before, they're all wearing plague masks in the smokey bottling room

The small spiders target Drusilla and Taariik again with their webs.

Web vs. Drusilla touch: 1d20 + 3 ⇒ (17) + 3 = 20
Web vs. Taariik touch: 1d20 + 3 ⇒ (17) + 3 = 20
image: 1d3 ⇒ 3
Down to 1 image

Drusilla is hit and the bright blue webs gunk her up, but Taariik's illusory images protect him again. The webs are slick with a potent venom that threatens to sink into Drusilla's skin.

Fortitude vs. poison: 1d20 + 8 ⇒ (4) + 8 = 12

She shakes off the sensation though and readies herself to continue fighting. The webs are restricting how much she can look around, and she loses sight of the ettercap as it skitters around on the ceiling. Suddenly it appears right above her, having dropped from the ceiling and hovered in mid-air. It screeches as it bites at her.

Technically it's using its frightful presence ability on your all as it attacks, but you're all too high-level to be affected

Bite: 1d20 + 5 ⇒ (20) + 5 = 25
Bite confirm: 1d20 + 5 ⇒ (7) + 5 = 12
Bite damage: 1d6 + 2 ⇒ (2) + 2 = 4

4 damage to Drusilla!

Drusilla Fort vs. Poison: 1d20 + 8 ⇒ (2) + 8 = 10

It bites down on her unprotected throat, tearing at her flesh and leaving a nasty poison in her system. She immediately begins to feel wobbly on her feet.

DEX damage: 1d2 ⇒ 2
2 DEX damage to Drusilla!

Amongst the Shiver Stills

Round 3

Taariik -22, 1 images
Drusilla -11, 2 DEX damage, poison 1/?
Cult Deacon 11 image
Cult Deacon 2
Eldrin shaken
Huxwren shaken
Grunyak -30?, 2 CON damage?, entangled?
Nightmare Ettercap 5 feet up, flying
Spiders
Acolytes

Taariik and Drusilla are up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Yeah, I thought the small spiders don’t have many hp and no power attack needed. Will switch to pa for the big spider though.

Taariik moves to attack the big spider attacking Dru!

"I will kill you evil spider!" he shouts.

Taariik swings his weapon to hit.

Adamantine +1 Greatsword +10, champion +1, pa -2: 1d20 + 1 + 10 - 2 ⇒ (13) + 1 + 10 - 2 = 22
Damage Str +5, 2H Half Str +2, pa +6, Enhancement +1: 2d6 + 14 ⇒ (1, 6) + 14 = 21

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Power attack: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
dmg: 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14

Power attack: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
dmg: 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17

Angry at the bite in her neck, Lucifer's Mistress strikes back with a solid blow. The second one is way less coordinated, as the poison burns in her blood

Hey, only my lovers can bite me in the neck! And you are way too ugly to be one of them. Sorry but not sorry to tell you! Don't worry, your feelings won't be the only things hurting tonight!


Night of the Gray Death

I think I missed Huxwren's attack before, that was a hit to the cultist. I also mixed up the deacon numbering there. It's been a long week, and it's only Tuesday

Both Taariik and Drusilla strike the nightmare ettercap, the skymetal sword and steel morningstar smashing into its revolting hide almost simultaneously. Both find their weapons slightly less effective than normal. Drusilla's second blow is avoided however.

A little DR against both hits

There is a sound of a magical word from the other room, then one of the cult deacons moves toward Taariik, so gracefully that Huxwren and Grunyak find no opening to attack!

Spider Sickle, flank: 1d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18
Image: 1d2 ⇒ 2
Last image gone!

There swing pierces what would be an opening in Taariik's plate at the waist, but instead his remaining image winks out of existence.

The other deacon does a similar thing, first casting a quick spell, then moving very gracefully around and into a flanking position on Drusilla, then stabbing with their sickle.

Sickle, flank, bless: 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22
Piercing: 1d6 + 3 + 3d6 ⇒ (2) + 3 + (2, 4, 2) = 13
Effect: 1d2 ⇒ 1
CON damage: 1d2 ⇒ 1
I'm going to waive the addiction save, having PCs addicted to drugs doesn't sound fun

The sickle hooks under her shield and pierces deep into her side, and she is immediately overcome with an incredible feeling of ecstasy, and tiredness. She falls asleep on the spot, dropping her morningstar and shield and falling prone.

Drusilla:

You suddenly find yourself in the streets of Bridgefront, near Madame Carrington's. The sky is dark and you are alone, but with all your normal gear. The streets are deserted, and you get the sense that there are hunters about, looking for prey. As soon as you have that thought you spot some flying creatures circling overhead, gaunt, emaciated horrors with inky black skin that spot you and start moving in your direction! This bears a considerable similarity to the dreams you half remember from last night, and the one that started this adventure.

Based on what you know, you think you're in the nightmare dreamscape that has a grip on Korvosa. Because you're currently having a lucid dream, you could attempt impossible acts with a charisma check (such as to cast a spell, or suddenly have an item etc), and if you die you should wake up in the real world. Should. People have been dieing while asleep recently...

Amongst the Shiver Stills

Round 3

Taariik -22
Drusilla -24, 2 DEX damage, 1 CON damage, asleep, prone, poison 1/?
Cult Deacon 11 image
Cult Deacon 2-9
Eldrin shaken
Huxwren shaken
Grunyak -30?, 2 CON damage?, entangled?
Nightmare Ettercap -25, 5 feet up, flying
Spiders
Acolytes

Eldrin, Huxwren and Drusilla are up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Hi GM, thanks for the challenging fight! :-) one question: the poison really has no saving throw?


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

”Oh for loud crying out...” Huxwren reaches out with a noodle arm to shake the sleeping Drusilla. The other arm darts out towards the spider in front of them. ”You take out the big one ‘n’ I’ll take out these little ones!”

Dagger, Shaken vs Spider 3: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Piercing damage, Precision damage: 1d3 + 1 + 2d6 ⇒ (3) + 1 + (6, 1) = 11

Move action to shake Drusilla awake, standard action to attack. If they can’t do both, keep the attack - both Huxwren and Taariik can make AoO’s against the deacons should they attempt to coup de grace Drusilla.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak will atk the webs holding him in place with his action.
axe slash two handed on webs: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
dmg slashing: 1d8 + 4 ⇒ (5) + 4 = 9

"I need to help Dru! I need to get out!"

If he can get free, he will five foot step towards Dru between Eldrin and Hux and pull out his wand of cure light wounds.

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Completing his hasty study of his spell book, Eldrin flicks back to the start and starts reciting the incantation; gesturing with his free hand.

Reaching the end of the spell he closes the book with a snap, steps forward and touches Huxwren on the shoulder causing them to begin to glow softly for a moment.

Cast Heroism, five foot step and deliver the spell to Huxwren.


Night of the Gray Death

It will require a standard action to wake Drusilla, she's in a deep slumber similar to a sleep spell

Huxwren stabs down at one of the spiders, briefly pinning it to the floor before bringing out their dagger in a spray of ichor. The spider remains limp and lifeless. They shake Drusilla but she remains asleep.

Grunyak cuts himself free of the webbing and moves a step toward Drusilla with his healing wand at the ready, and Eldrin delivers some potent magic to aid Huxwren.

I moved you one square down Eldrin as Grunyak stepped in there first, it doesn't change anything

The ettercap drops to the ground and unleashes on Taariik, fearsome bite and claws in a flurry of attacks

Bite, flank: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Bite damage: 1d6 + 2 ⇒ (3) + 2 = 5
Taariik Fort vs. poison: 1d20 + 12 ⇒ (15) + 12 = 27

Claw, flank: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Claw damage: 1d4 + 2 ⇒ (2) + 2 = 4

Claw, flank: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Claw damage: 1d4 + 2 ⇒ (3) + 2 = 5

Each attack finds its mark as the long red claws of the spider cut through armour like butter, but Taariik resists the poison coursing through his veins. The creature hisses in delight at his pain, and as it does so you can see some of its wounds begin to heal.

14 damage to Taariik

One of the acolytes steps to the door and begins casting a spell.

I've ran out of time to finish this update, but this is a convenient place to pause as it occurs to me that Eldrin might want to counterspell this. If so you'll need to spellcraft it first...

DC 17 Spellcraft:
It's Burning hands, which means you could use your level 1 slot and get a +5 to the dispel if you want. You think fire in this room with all the toxic webbing might be bad for your health...

Eldrin is (sort of) up

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Spellcraft (DC: 17): 1d20 + 14 ⇒ (14) + 14 = 28

At the familiar sound of a spell being cast, Eldrin quickly turns to face the cultist. After a moment he recognises the spell and begins his own incantation. His chanted words sounding uncomfortably discordant when mixed with those of the enemy spell caster. At the moment the other spell caster reaches the end of their incantation Eldrin raises his hand unleashing the gathered magic energies.

Dis-spell Check (DC: 12): 1d20 + 6 ⇒ (19) + 6 = 25

Eldrin isusing his final Arcane Reservoir point to attempt a counterspell, he has no first level spells left so he has to use a second level instead (and no plus five ).


Night of the Gray Death

The acolyte splays his hands and points them toward Eldrin, Huxwren and Grunyak, but Eldrin meets their magic with his own and only a puff of smoke emerges.

Another acolyte number 2 rushes in, spider sickle drawn and dripping with a clear liquid. He moves toward Eldrin.

This provokes from Huxwren

Sickle vs. Eldrin: 1d20 + 2 ⇒ (13) + 2 = 15

But Eldrin narrowly avoids the blade by dodging out of the way. Yet another number 3 moves in and around Huxwren, and the two flanking acolytes strike at Huxwren simultaneously.

This provokes from Huxwren and Grunyak

Sickle vs. Huxwren, Flank: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Sickle vs. Huxwren, Flank: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16

But neither can land a blow on the agile halfling.

I forgot Drusilla's poison save
On the floor Drusilla sleeps, but her body continues fighting off the poison.
Drusilla Fort: 1d20 + 8 ⇒ (11) + 8 = 19

Amongst the Shiver Stills

Round 4

Taariik -36
Drusilla -24, 2 DEX damage, 1 CON damage, asleep, entangled, prone, poison 2/?, 1 save made
Cult Deacon 11 image
Cult Deacon 2-9
Eldrin shaken
Huxwren shaken, heroism, 2 AoOs
Grunyak -30, 2 CON damage, AoO
Nightmare Ettercap -20
Spiders
Acolytes

Taariik and Drusilla are up!

Drusilla:
You can take actions in the dream if you want, the flying things are coming for you!


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

"Back off, buddy!"

AoO, Shaken, Heroism vs Acolyte #2: 1d20 + 12 - 2 + 2 ⇒ (11) + 12 - 2 + 2 = 23
Piercing damage, Precision damage: 1d3 + 1 + 2d6 ⇒ (1) + 1 + (2, 6) = 10

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik attacks the big spider again!

Adamantine +1 Greatsword +10: 1d20 + 10 ⇒ (13) + 10 = 23
Damage Str +5, 2H Half Str +2, Enhancement +1: 2d6 + 8 ⇒ (1, 2) + 8 = 11

Taariik uses his ki to swing his weapon to hit again. Targeting the smaller spider if the large one is down.

Ki, after this 3/6 remaining, Adamantine +1 Greatsword +10: 1d20 + 10 ⇒ (3) + 10 = 13
Damage Str +5, 2H Half Str +2, Enhancement +1: 2d6 + 8 ⇒ (1, 1) + 8 = 10

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak's axe flashes at the moving enemy.
axe AoO: 1d20 + 7 ⇒ (19) + 7 = 26
damage slashing: 1d8 + 3 ⇒ (6) + 3 = 9
"They are surrounding us." "Let's make them pay first."

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

I think Grunyak should be at -36 hp with the con damage (9 from last battle, 21 from the sneak atk, and 6 from the con damage.)

"We need to focus our attacks and put our foes down."

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

GM:
In her dreams, Dru tries to wack the flying foes with her morningstar Sorry, could you be more specific about the mechanisms? Should I use Charisma instead of Strenght for my attack rolls?

Dru seems to have a bad dream, and trashes around on the ground


Night of the Gray Death

@Grunyak I agree that you have 36 HP less than normal,

Huxwren and Grunyak both hit their targets as they move, and Huxwren's cut is so nasty that the acolyte has to stop to staunch the blood.

[ooc]They have 10HP so they became disabled and were unable to take that standard action to attack you, slight retcon there

Drusilla:
You can use a standard action to attempt an "impossible act", basically anything you like! Some examples are to cast a spell (any spell), or to create an item like a +3 sword. To attempt it you make a charisma check (1d20+charisma modifier). Here are the full rules:

Dream Dimension wrote:
As a standard action, a number of times during the dream equal to the creature’s Charisma bonus (minimum 1) the dreamer can attempt one impossible action, such as casting a spell, gaining an effect of a spell as if it were cast, or conjuring a magic item. This requires a successful Charisma check (DC 10 + the level of the spell being cast or spell effect replicated or half of the caster level of the item conjured; nonmagical items are caster level 0). Other fantastic feats are also possible with GM approval and a Charisma check with a DC determined by the GM. If the check fails, the dreamer cannot perform the feat.

You have a +1 charisma modifier so you could only attempt this once during this dream (which will probably be very short if your allies wake you up). However for now I'll take your action as readying an attack against the flying creatures, which swoop down upon you.

claw: 1d20 + 9 ⇒ (7) + 9 = 16
claw: 1d20 + 9 ⇒ (18) + 9 = 27
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
grab: 1d20 + 17 ⇒ (10) + 17 = 27

You can take an AoO against both, and your readied attack against one of them before they try to grab you.

The strange creatures get closer and you see they have no faces, just smooth skin on their heads and freakishly long claws. One tries to scratch you with its claws but misses, but the other scrapes a long gash along your face and grabs you at the same time, then starts beating its wings as if its going to take off with you.

7 slashing damage These come off your dream form which is at full HP. Sorry this is complicated! I've put a map on the slides

The Nightmare Dreamscape

Round 1
Dream Drusilla -7, grabbed 2 AoOs + 1 readied attack pending
Strange Creature 1
Strange Creature 2

Drusilla thrashes around on the floor in her sleep and you can see a strange white scar appear on her face as if she'd just been cut and it rapidly healed over. It reminds you of the sleeping form of Langston who died in the alleyway while asleep...

Beside her, Taariik strikes the nightmare ettercap twice, striking it the first time but missing the second as it dodges. Its strange loose skin seems to resist some of the the damage.

The one deacon who had a ghostly duplicate looks nervous as it winks out of existence, so they step back and conjure another, as does the other deacon.

This provoke from Huxwren, but I think they've used their AoO

Amongst the Shiver Stills

Round 4

Taariik -36
Drusilla -24, 2 DEX damage, 1 CON damage, asleep, entangled, prone, poison 2/?, 1 save made
Cult Deacon 11 image
Cult Deacon 2-9 1 image
Eldrin shaken
Huxwren shaken, heroism
Grunyak -30, 2 CON damage,
Nightmare Ettercap -26
Spiders
Acolyte 1
Acolyte 2 -10, disabled
Acolyte 3 -9
Acolyte 4

Eldrin, Huxwren, Grunyak and (dream) Drusilla are up!


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

"Someone wake her up," Huxwren orders, flicking their knife through the air like a conductor with a baton. "I'm too busy deciding which one of these idiots to carve into very small pieces first." The blade flips and flits around the halfling's small finders, their long arm moving with incredible (and unnerving) grace. "Perhaps one of these fools who think they can hide behind a mask?" The tip of the blade passes inches from one of the acolyte's plague masks. "Or maybe the cowards who send their flock to the slaughter like sheep?" The weapon whizzes through the air near the pair of deacons. "Not even nightmares are safe, are you? Look at all your blood on the floor already."

Intimidate, Shaken, Heroism: 1d20 + 14 - 2 + 2 ⇒ (18) + 14 - 2 + 2 = 32

Using Intimidating Prowess to Demoralize all foes within 30 ft as a full-round action. Huxwren doesn't take a penalty on the check from being smaller due to their racial ability Creepy Doll, and the Shaken condition lasts 1.5 times longer than usual thanks to their Memorable trait.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak swings his axe at the plague nose wearing acolyte he needs dead to get to Druzilla.
axe blow: 1d20 + 7 ⇒ (9) + 7 = 16
dmg slashing: 1d8 + 3 ⇒ (4) + 3 = 7
If he kills the acolyte he will move 5' step into the acolyte's square. If Grunyak missed I would like to use my reroll.
"I am coming, Dru."

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Knowledge (Dungeoneering): 1d20 + 9 ⇒ (9) + 9 = 18

Curses, missed it by one.

Taking a moment to look at the terrifying large spider, Eldrin tries to recall something, anything useful. But his mind is too full of the reality of the creature to come up with useful information.

He steps back, pulls out his wand and aims it at the cultist.

Five foot step, draw wand and activate it. Targeting the cultist to the left of Eldrin.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Sweeet dreams aren't made of these:
Aoo PA: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
dmg: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15

2d Aoo PA: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
dmg: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15

readied attack PA: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
dmg: 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14

readied 2d attack PA: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
dmg: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Dru has an hard time hitting the flying creatures


Night of the Gray Death

Huxwren performs a terrifying display, giving even the other Pathfinders cause to wonder just whom they have allied themselves with! All of the enemies Except for the spiders look scared, and even the nightmare creature twitches and shifts its head in a way that looks disturbed.

They're all shaken for at least 5 rounds!

Grunyak slashes down at one of the acolytes who looks like they're not sure how to react, and instead of dodging simply freeze. Grunyak's axe cuts them down like dry timber and he steps up to Dru. Likewise Eldrin's wand knocks out the wiry form of the acolyte Huxwren injured.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Drusilla:
The strange creatures avoid all of your attacks, though just barely. The one that has you grabbed attempts to fly straight up, and the other flies off to find its own prey.

Fly: 1d20 + 7 ⇒ (11) + 7 = 18

It's struggling with your weight though, so it instead flies up at an angle. As it's flying its long tail reaches down to tickle and annoy you.

Drusilla Fort: 1d20 + 8 ⇒ (10) + 8 = 18

Though you bat it away easily enough.

You are now 20 feet up, so would take 2d6 falling damage if it were to let you go (or you escaped / killed it)

The Nightmare Dreamscape

Round 1
Dream Drusilla -7, grabbed, 20 feet up
Strange Creature 1 20 feet up

The nightmare ettercap creature looks at the remaining spider and points to Taariik, chittering something in a maddening language and taking a step before attacking Taariik again. As it does this its wounds continue to heal over and its flesh knit back together.

Bite, flank, shaken: 1d20 + 5 + 2 - 2 ⇒ (10) + 5 + 2 - 2 = 15
Missed due to shaken. Actually do you have the amulet of natural armour on Taariik? Your AC might be 18
Claw, flank, shaken: 1d20 + 5 + 2 - 2 ⇒ (6) + 5 + 2 - 2 = 11
Claw, flank, shaken: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21
Claw damage: 1d4 + 2 ⇒ (3) + 2 = 5

5 damage to Taariik

Only one claw can get through his defences and give him a scratch.

Bite, flank: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9

The remaining spider also attempts to bite him, though its weak fangs are unable to penetrate his sturdy armour.

The acolytes once again attempt to deliver their drugs in a forceful manner. The First one moves to Eldrin number 1, this provokes from Huxwren

Sickle, bless, shaken: 1d20 + 1 + 1 - 2 ⇒ (8) + 1 + 1 - 2 = 8

Then the other move up to Huxwren to try the same thing. This also provokes technically from Huxwren

Sickle, bless, shaken, flank: 1d20 + 1 + 1 - 2 + 2 ⇒ (18) + 1 + 1 - 2 + 2 = 20
Ooh close. It would have hit without the shaken

Both miss, but the sickle gets to close to Huxwren that they can feel drops of shiver touch their skin.

Once again I forgot a couple of things and don't want to mess up the dice rolls

Drusilla:
It needed to maintain the grapple on you
Grapple, maintain: 1d20 + 17 + 5 ⇒ (5) + 17 + 5 = 27

Drusilla Fort vs. Poison: 1d20 + 8 ⇒ (16) + 8 = 24

Drusilla is no longer poisoned

Amongst the Shiver Stills

Round 5

Taariik -41
Drusilla -24, 2 DEX damage, 1 CON damage, asleep, entangled, prone
Cult Deacon 11 image
Cult Deacon 2-9 1 image
Eldrin shaken
Huxwren shaken, heroism, AoO vs. 1 or 4
Grunyak -30, 2 CON damage,
Nightmare Ettercap -21, shaken
Spiders
Acolyte 1 shaken
Acolyte 2 -10, unconscious, dying
Acolyte 3 -16, unconscious, dying
Acolyte 4 shaken

Taariik and Dream Drusilla are up!

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