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

Game Master Tom G

SLIDES
LOOT


151 to 200 of 1,358 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

”Then let’s go!” Huxwren continues impatiently. ”I shall certainly be in trouble myself if I am not returned within the hour, and it took most of that time merely to find this place! If you cannot take me there yourself, then you may bring this Greeley to me.” He taps his foot impatiently.

Huxwren is certainly not wise enough to think to change tactics right now. He’ll continue badgering the poor guard.

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 walks neaerer to the guard together with Grunyak.


Night of the Gray Death

Taariik I moved you on the map a double move down the pier. Drusilla, Eldrin and Grunyak can take a round of actions

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 head for the shack with a double move.
"Sweet Silver sickles, that went down hill quick."
He does not have his axe out but he has dropped the pretense of strolling.

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

Sense motive: 1d20 + 2 ⇒ (9) + 2 = 11

Invisible, Dru tries to decypher the guard's attitude, to see if he's a threat.

She keeps quiet, but she is ready to spring into action if Huxwren's bluff is called

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 follows Drusilla, trying to move as quietly as he can. Seeing the guards reaction though; he freezes in place for a moment. He carefully pulls a wand from his belt, and waits to see what if any danger the knocking provokes.


Night of the Gray Death

@Dru I'm assuming you wanted to keep moving up with Huxwren? You didn't move your token on the map, but for now I'll assume you moved up. Eldrin if that would have affected your position then you can move yourself that's fine

As Huxwren is talking and the rest of the group moves up the pier, the door is opened from the inside, revealing another person dressed similarly to the guard. The guard starts to move inside and it looks like the person inside is ready to close the door as soon as he moves in. Huxwren and Drusilla also see inside into a disgusting building lit from within with ensconced torches. It is rotting, filled with debris and rubbish, and not at all what you might expect from a drug dealers headquarters, more like a run of the mill drug-den. There are 2 other similarly dressed individuals stood at the back of the room attempting to look dangerous, but clearly under the influence of some sort of drug.

I'm going to roll initiative here even though no-one has done anything offensive (yet) so we can see if you can react before the door is closed (if you want to)

Initiative:

Huxwren: 1d20 + 7 ⇒ (1) + 7 = 8
Eldrin: 1d20 + 3 ⇒ (8) + 3 = 11
Drusilla: 1d20 + 2 ⇒ (17) + 2 = 19
Grunyak: 1d20 + 1 ⇒ (12) + 1 = 13
Taariik: 1d20 + 12 ⇒ (20) + 12 = 32
NPCs: 5d20 ⇒ (8, 15, 5, 16, 8) = 52

Perception:

Huxwren: 1d20 + 3 ⇒ (14) + 3 = 17
Eldrin: 1d20 + 6 ⇒ (7) + 6 = 13
Drusilla: 1d20 + 9 ⇒ (3) + 9 = 12
Grunyak: 1d20 + 4 ⇒ (7) + 4 = 11
Taariik: 1d20 + 2 ⇒ (10) + 2 = 12

The Rotting Wharf

Round 1
Taariik
Drusilla

Occupant 4
Occupant 2
Grunyak
Mystery thing
Eldrin
Occupant 1
Huxwren
Occupant 3

Taariik and Drusilla are 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

Dru will ready her morningstar, just in case a guard tries something foolish. She will put herself in harm way if someone attacks directly Huxwen, shielding the halfling with her body. She keeps her eyes open for anyone trying a spell

If someone attacks Hux with an hand held weapon, Dru will litteraly put herself in harm way (so attack should be made on Dru's AC and eventual damage on her HP). If someone casts a spell, she will rushes to the attack with her morningstar (moves 30 even in armor)

Delayed attack on potential flat footed spellcaster/foe: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
dmg, Power attack: 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14

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 tries to just get into the building.

“Come on my dwarven friend. We have arrived. Ehh ... “

He says and tries to move into the building.

Double move. I treated Dru’s square as double as he realizes that something is there. I did not move through any opponents’ square I think. I should be able to enter in case the door is allowing me to enter from both squares.


Night of the Gray Death

@Dru As far as I understand it you can only do something like that with feats like Bodyguard and In Harm's Way. In addition for the second option you can ready a move action or a standard action (and you have to choose which), so you wouldn't be able to ready both a move and a strike. So I'll take your action as a readied action to improve Huxwren's AC against an attack

Taariik reacts quickly, moving into the dilapidated building past the surprised guard. The occupants inside draw longswords and shout at Taariik.

"Hey man, get out! This is our place, don't make us hurt you!"

Intimidate to Demoralize DC 14: 1d20 + 4 ⇒ (3) + 4 = 7
Intimidate to Demoralize DC 14: 1d20 + 4 ⇒ (17) + 4 = 21

While the first seems to be all bluster, the second seems more menacing and Taariik is shaken For 2 rounds

The Rotting Wharf

Round 1
Taariik shaken until round 3
Drusilla
Occupant 4
Occupant 2
Grunyak
Mystery thing
Eldrin
Occupant 1
Huxwren
Occupant 3

Grunyak is up!

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 double moves up behind Hux redirecting the last little bit as he realizes Dru is probably in his way. Keeping the axe head down and the handle parallel to his arm, he attempts to not make it obvious he has a weapon out.
slight of hand: 1d20 + 1 ⇒ (17) + 1 = 18
"Is this the way to the deep sea fishing office." "I want to catch a whopper."
bluff check: 1d20 ⇒ 18

There should probably be an armor penalty on that slight of hand. So -5 from the 18 for a 13.


Night of the Gray Death

Grunyak moves up attempting to slide his axe out surreptitiously, but as he does so something catches his eye to the north. Indeed Huxwren, Edlrin and Drusilla all see a large froggy shape previously hidden in darkness or beneath the waters surface emerge, as well as the tell-tale signs of magic being enacted.

I put the art on the slide even though you can't see it very clearly. It's using a 1-round cast spell-like ability, and Eldrin I checked because of your counterspell exploit; they are not subject to being counterspelled

Light wise the pier is illuminated, but the creature is in dim-light to those with just normal vision

DC 18 Knowledge (planes) on your turn:
It's a hydrodaemon. You know that daemons usually have damage reduction overcome by silver, spell resistance, immunity to acid and poison, and resistance to cold, electricity and fire. Maybe more with higher checks!

The Rotting Wharf

Round 1
Taariik shaken until round 3
Drusilla
Occupant 4
Occupant 2
Grunyak
Froggy thing
Eldrin
Occupant 1
Huxwren
Occupant 3

Eldrin is 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)

Spotting the strange creature in the water Eldrin hesitates for a moment trying to work out what it is.

Knowledge (Planes): 1d20 + 10 ⇒ (1) + 10 = 11

But is unable to recall ever seeing or reading of such a creature. Deciding it is likely bad news he raises his hand and begins casting a spell. As he reappears, several darts of energy fly from his out stretch hand and hurtle toward the creature.

Force Damage: 4d4 + 4 ⇒ (3, 4, 4, 2) + 4 = 17

Casting Magic Missile with Potent Magic (1 Arcane Reservoir point).


Night of the Gray Death

GM screen:

SP: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Concentration: 1d20 + 13 ⇒ (10) + 13 = 23

Eldrin reacts quickly to the signs of spellcasting from the creature poking above the surface of the water with some spellcasting of his own. His magic darts shoot into the barely-seen creature, causing it to hiss in pain and lose its spell.

The guard who had been outside looks with wide-eyed horror at the creature int the water now lit up with magic. He moves quickly into the shack, drawing his sword as he goes. This will provoke from Taariik but I don't think he has a weapon out

"There's something out there! It came with them" He turns his sword shakily on Taariik. "GET OUT!"

The Rotting Wharf

Round 1
Taariik shaken until round 3
Drusilla
Occupant 4
Occupant 2
Grunyak
Froggy thing -17
Eldrin
Occupant 1
Huxwren
Occupant 3

Huxwren is 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

I think Eldrin dealt +2 damage thanks to the seance boon.

Knowledge (planes) vs DC 18: 1d20 + 4 ⇒ (16) + 4 = 20

"Good lord, man, you think I brought a hydrodaemon with me?" Huxwren does not bother to hide his incredulousness. "For a package delivery?" Turning around, the halfling calls out to the street, "I don't suppose anyone brought the good silver, did they? Or can help someone fly over there to a smack a giant froggie monster?"

Using Inspiring Call, giving all allies a +3 morale bonus to saving throws for 1 round.


Night of the Gray Death

Occupant 3 will delay to join a couple of these groups, and because he's unsure of what to do

Huxwren calls out magical inspiration, bolstering everyone's defences, while the addicts in the shack huddle together and look terrified. The room is empty of anything except ratty bedrolls, and the weapons they are holding look rusted and worn.

The Rotting Wharf

Round 2

Taariik shaken until round 3
Drusilla Invisible
Occupant 3
Occupant 4
Occupant 2
Grunyak
Hydrodaemon -19
Eldrin
Occupant 1
Huxwren

Active Effects: +3 morale bonus to saves

Taariik and Drusilla are up!

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 fingers his holy symbol and prays, "Lend me your hammer to smite this evil." A glowing silver hammer forms in front of the hulking frog thing. It takes a swipe at the beast.
Casts spiritual weapon in front of the daemon.
weapon strike: 1d20 + 8 ⇒ (7) + 8 = 15
force damage: 1d8 + 2 ⇒ (1) + 2 = 3
caster check if needed: 1d20 + 6 ⇒ (15) + 6 = 21

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 out to the pier again and during his movement draws his Greatsword.

”Whatever you are! Stay away!“

Swift action: Smite evil - ignore DR and +5 to hit / +2 to damage. +5 to AC.
Free action: Champion spirit dance 5/9 remaining. All within 30 ft receive +2 to non-spell damage rolls.

He readies an action to use his mind arsenal ability to hurl the sword if the frog beast approaches within 30 ft.

Ready action Greatsword mind arsenal 1/8, Adamantine +1 Greatsword +10 (2d6+8; 19-20/×2) To hit: BAB +4, Enhancement+1, Cha +5 ; Damage 2H: Str +5 + Half Str +2 + Enhancement +1 // smite +5/+2; champion incl. seance +1/+3: 1d20 + 10 + 5 + 1 ⇒ (13) + 10 + 5 + 1 = 292d6 + 8 + 2 + 3 ⇒ (3, 3) + 8 + 2 + 3 = 19

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

Seeing as her friends are ready to engage the creature from a distance, Dru keeps her attention on the men inside, just in case they try something foolish

Readied power attack: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
PA dmg: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13


Night of the Gray Death

Grunyak's spiritual hammer shoots out through the rotten pylons toward the daemon. You can all see its reflection in the dark water as it shoots across, flickering slightly as it approaches and Grunyak forces his magic through the daemon's protection. When it gets there the hammer smashes at it, but it moves out of the way and the hammer hits only water.

At the same time Taariik storms out of the shack, Huxwren's mention of "daemon" changing his priorities. He calls out a warning to it, and feels Irori's blessing lending his arm strength against it while he dances to the spirits, and he prepares to protect his friends from its approach.

@Taariik remember that you don't get the 1.5*STR with mind arsenal as it's a thrown weapon. I think there's a feat for it. Don't forget shaken either

The men in the shack jeer and shout at Taariik as he leaves, and then one of them moves to the door and slams it shut, moving the bolt into position on the other side.

@Dru would that qualify as foolish? You could strike them as they were closing the door if you want

The daemon hisses in rage at having its spell interrupted, and responds with a quicker spell. This time it grabs two claw-fulls of water with its webbed claws and lifts them with great effort, somehow causing the surface to of the water all around you to rise. The pier you are stood on is 10 feet above the water when it starts, but the surface shoots up, past the surface of the pier, submerging you rapidly in a shock of ice-cold water and continuing almost 10 feet up.

Underwater Fun:

You are all underwater! Here are some things to know

- The water goes 10 feet above your heads, so your current square plus one more above you is water. You must start your turn with a swim check if you want to move (quarter speed for a move action, or half-speed for a full-round)
- If you cannot breathe underwater you must hold your breath, which you can do for a number of rounds equal to double your constitution score. Performing a standard or full-round action costs another round though, and there are other ways to reduce this further
- All spellcasting (including spell-like abilities) requires a concentration check DC 15 + the spell level unless you can breathe underwater. In addition if the spell has a verbal component you must spend 3 additional rounds of breath to cast it (or 1 round for a swift of immediate cast). The same applies to any kind of speaking, 1 round of breath to speak a short sentence
- Oddly, invisible creatures are visible by the lack of water surrounding them, meaning Drusilla has only 20% concealment (unless she attacked the door-closer in which case she's visible)
- There are more rules particularly related to fighting but we'll deal with them as we need them
- The water doesn't quite come to the stop of the building, so the people in there will be able to breath if they can get to the top, and you could stand on top of it
- There is a boat tied to the shack which has risen with the water, and it's rope is long enough that it has remained level. You could get it in with a climb check

The daemon's frog like face then sneers with malice as it swims with surprising speed in the direction of Eldrin.

Taariik it does come within 30 feet of you during this movement, but thrown weapons underwater are difficult, you'll take -2 for every 5 feet away it is. I'll let you decide whether you still want to take your action. The closest it gets to you is 20 feet, so you'll be at a -8

The Rotting Wharf

Round 2

Taariik shaken until round 3
Drusilla
Grunyak spiritual weapon 1/6
Occupant 3
Occupant 4
Occupant 2
Hydrodaemon -19
Eldrin breath 24/24
Occupant 1 delays
Huxwren breath 28/28

Round 3

Taariik last round of shaken, breath 32/32
Drusilla invisible, breath 30/30
Grunyak spiritual weapon 2/6, breath 32/32
Occupant 1
Occupant 3
Occupant 4
Occupant 2
Hydrodaemon -19
Eldrin breath ?/24
Huxwren breath ?/28

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:

Sorry GM! Forgot shaken and totally forgot the 1.5 Str. Will reflect that in the future! Just one question: Can I use my mind arsenal ability in the water? If yes, do I face the penalties for ranged attacks?


Night of the Gray Death

Yes I believe you can use it without any checks, but it's a -2 for every 5 feet of distance. The creature did pass within 30 feet of you but you can decide not to use your readied action if you want because of how much harder it would be to hit

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

So they just close the door on us? Doen't seem "foolish" as I meant: something that could hurt one of my guys with a weapon (unless they close the door on Huxwen's head, or hand). We seem to have more urgent matters than a closed door


Night of the Gray Death

Yes he just closed the door on you to keep you out. I didn't think that would qualify, but I wanted to give you the option

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:

Still active: Smite evil - ignore DR and +5 to hit / +2 to damage. +5 to AC.
Free action: Champion spirit dance 4/9 remaining. All within 30 ft receive +2 to non-spell damage rolls.

Taariik lets go of his greatsword with his right hand and with that hands draws a cold iron dagger. He uses his mind arsenal ability to hurl the dagger towards the frog.

Dagger mind arsenal 2/8, To hit: BAB +4, Cha +5, -10 range underwater ; Damage: Str +5 // smite +5/+2; champion incl. seance +1/+3: 1d20 + 9 + 5 + 1 - 10 ⇒ (15) + 9 + 5 + 1 - 10 = 201d4 + 5 + 2 + 3 ⇒ (3) + 5 + 2 + 3 = 13

He then tries to swim forward.

quarter speed means 5 ft movement with a move action, swim check, ACP -5: 1d20 + 5 - 5 ⇒ (6) + 5 - 5 = 6

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)

Swim: 1d20 - 2 ⇒ (19) - 2 = 17

Looking slightly panicked as the waters rise and the creature approaches, Eldrin takes a moment to calm himself. He carefully backs away from the creature reaching behind himself with one hand and bringing it down in a slashing motion.

The water swirls in a small vortex as the fabric of reality parts and Eldrin disappears from view.

Stepping out of his portal onto the roof of the shack, Eldrin looks around taking stock of the situation.

Withdrawing (full round) from the creature and casting Dimensional Slide (Su). Assuming he can see through the water to the roof of the shack. I think the withdrawal negates any attack of opportunity from the movement. It says you can't withdraw using a type of movement you don't have speed for, as Eldrin is still standing on the wharf; is he swimming or walking? If he can't withdraw he'll move normally (provoking) and take a standard action.

If unable to withdraw and avoids AoO:

Arriving atop the shack, Eldrin raises his wand and unleashes a single dart at the creature.

Force Damage: 1d4 + 1 ⇒ (4) + 1 = 5

If unable to withdraw and is hit:

Eldrin arrives atop the shack clutching at the wound the creature inflicted as he fled. He raises his hand and begins chanting arcane words for a few moments before vanishing.

Casting Invisibility


Night of the Gray Death

GM Screen:

SP: 1d20 + 1 ⇒ (1) + 1 = 2

Rules talk:
I had forgotten about walking along a surface underwater!

Aquatic Adventures page 43 wrote:
A creature can also walk on the ocean floor, lake bed, or other solid ground underwater as long as its buoyancy is swiftly sinking (see below). When it does so, it moves at half its land speed without needing to attempt a Swim check

and...

Aquatic Adventures page 43 wrote:
In addition to these three normal states of buoyancy, there are two extreme states: swiftly sinking and swiftly rising. If a creature is swiftly sinking, it and its gear are so dense that it can walk on the bottom of the body of water, but it also needs to succeed at a DC 20 Swim check to swim towards the surface or to stay off the bottom. A creature carrying plenty of dense stone or metal items gains this buoyancy state.

I would say anyone wearing medium or heavy metal armour can walk without a check, which means Taariik can move half speed without a check. Eldrin however is too light and will need to swim to make the dimensional slide happen, however moving with dimensional slide doesn't provoke so he can get out without issue

Taariik flings a dagger at the creature through the water, but despite the force he can put behind it the water is too much of an impediment and it bounces off its thick hide. He does manage to take a step toward it though. Eldrin steps through a break in reality to emerge on top of the shack, then promptly shoots a magical dart at the creature from a wand. It's hard to tell what happens through the roiling surface, but those underneath get to watch it fizzle out as soon as it touches its skin.

The wand failed to defeat the creature's spell resistance

The Rotting Wharf

Round 2

Taariik shaken until round 3
Drusilla
Grunyak spiritual weapon 1/6
Occupant 3
Occupant 4
Occupant 2
Hydrodaemon -19
Eldrin breath 24/24
Occupant 1 delays
Huxwren breath 28/28

Round 3

Taariik last round of shaken, breath 30/32
Drusilla invisible, breath 30/30
Grunyak spiritual weapon 2/6, breath 32/32
Occupant 1
Occupant 3
Occupant 4
Occupant 2
Hydrodaemon -19
Eldrin breath
Huxwren breath ?/28

Grunyak, Drusilla and Huxwren are up! DC 15 Swim check to move at quarter speed, or if you have metal medium or heavy armour you can move at half speed along the pier

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 holding his breath moves along the pier with hammer ready. His spell continues to pursue the daemon.
spiritual hammer: 1d20 + 8 ⇒ (10) + 8 = 18
force damage: 1d8 + 2 ⇒ (1) + 2 = 3
This could be bad. Hope Eldrin can dispel magic to get rid of the water. But it is interesting. Just to be clear, Grunyak double moved and the hammer follows the directed target unless as a move action Grunyak redirects it to a new target. If you think he needs to move the hammer to attack, Grunyak will only single move and should move back 10'.


Night of the Gray Death

That's fine by me Grunyak; I agree spiritual weapon only needs a move action to move to a new target (or if the target goes out of sight). It is certainly an interesting encounter!

Grunyak plods along the pier holding his breath, and his spiritual hammer continues to attack the Daemon, though once again it can't seem to land a solid blow, this time bouncing off its scaly hide.

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

I don't understand: why would we try a DC 15 swim check to move at quarter speed if we can freely move at half speed? A mistake here? Or do you mean we can move at half speed as long as we are on the pier, and that we need a swim check if we leave the pier' s more solid ground? Can we take 10 in Swimming? Even in Armor, Dru swims at 10+7-1 (armor penalty)=16 DC


Night of the Gray Death

Yes that's right, you can walk along the pier at half speed, but if you wish to swim (to leave the pier, go up or across for example), you need a swim check. It was a mistake at first as I had forgotten about walking on the bottom. You may not take 10 on the swim checks unless you have a swim speed. Huxwren needs to swim I think

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

Dru moves, as quickly as possible, toward the otherwordly foe, while trying to recall any special defenses it might had

Double move on the pier, so 30 move

Know planes, trained: 1d20 + 2 ⇒ (10) + 2 = 12


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 closes his mouth just in time to avoid getting filthy harbor water in it, though he looks like he would very much like to open it back up. Kicking his small legs, he heads for the boat floating on the surface.

Climb: 1d20 + 0 ⇒ (12) + 0 = 12

Double-move (?) to climb onto the boat.


Night of the Gray Death

@Hux sorry for the lack of clarity. You'd need to get to the boat before making a climb check, that's just for climbing aboard the rapidly bobbing boat. I think your swim bonus is the same so if we treat that as a swim check then it's a fail and you can't move:( You can take another action though if you want. I would allow an inspiring call using the rules for spells with verbal components, in that it costs extra air (2 extra rounds, so 4 in total for the round)

Huxwren struggles against the choppy water but makes no progress, while the heavier members of the group stalk along the watery pier. The Daemon was about to claw at Grunyak, but Drusilla's semi-invisible form walked in the way, so it floats gently off the pier, then furiously attacks her.

That's a five-foot swim followed by a full attack. Invisiblity underwater means your position is known and you have a 20% rather than 50% miss chance as far as I can tell

Claw, underwater: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
Slashing: 1d6 + 12 ⇒ (5) + 12 = 17
Concealment: 1d100 ⇒ 65
8 points of damage to Drusilla (halved due to underwater slashing)

Claw, underwater: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Slashing: 1d6 + 12 ⇒ (6) + 12 = 18
Concealment: 1d100 ⇒ 16
Miss due to concealment

Bite: 1d20 + 12 ⇒ (19) + 12 = 31
Concealment: 1d100 ⇒ 28
B/P/S: 1d8 + 12 ⇒ (6) + 12 = 18
Concealment: 1d100 ⇒ 35
18 points of damage to Drusilla, for a total of 26

After it bites her it attempts to hold on with its jaws and pull her from the pier

Grab: 1d20 + 17 + 4 ⇒ (4) + 17 + 4 = 25
Concealment: 1d100 ⇒ 42

It does so with ease, pulling her toward it and preparing to rake her with its claws.

@Dru being grappled you cannot move or do anything that requires two hands. You can attempt to break the grapple as a standard action with an escape artist or CMB check, or you can use a light or one handed weapon to attack it. If you did break the grapple you'd have to make a swim check or float down to the sea bed, though I'd say you could make a reflex save to grab the pier should that happen

The Rotting Wharf

Round 3

Taariik Breath 32/32
Drusilla Invisible, breath 30/30
Grunyak spiritual weapon 2/6
addicts ?
Hydrodaemon -19
Eldrin
Huxwren breath 27/28

Round 4

Taariik breath 30/32
Drusilla -26, invisible, grappled, breath 29/30
Grunyak spiritual weapon 2/6, breath 31/32
addicts ?
Hydrodaemon -19
Eldrin
Huxwren breath ?/28

Everyone is 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)

Standing on the roof of the shack Eldrin slips his wand back into his belt and spreads his arms out to the sides palms forward. He begins chanting in a loud clear voice and once he finishes the incantation he brings his hands together causing the air to ripple and spread outward from him.

Caster Level Check: 1d20 + 8 ⇒ (11) + 8 = 19

Casting Dispel Magic with Potent magic to raise the caster level to 8th (One Arcane Reservoir point) targeting the effect causing the water to rise.


Night of the Gray Death

Eldrin pits his magical might against that of the daemon, and he comes very close to succeeding, but in the end the spell resists his attempts to break it and the water remains.

CL 9 => DC 20 to dispel :(

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 continues towards the dry land. His spiritual hammer keeps wacking away.
spiritual hammer swing: 1d20 + 8 ⇒ (14) + 8 = 22
dmg force: 1d8 + 2 ⇒ (8) + 2 = 10

Thinking as he moves and determined, "Got to get rid of this water!"
Double moves and hammer swings.

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:

GM :

Hello GM, I do not know if in the last round it would have made a difference to take a move action for 10 foot of movement first to then be able to circumvent some of the penalties for range in the water. As I did not know that I could have moved easily I did not do that but that 10 ft would have meant -6 penalties instead of -10. Would hitting AC 24 have hit? If yes could we retcon that as movement on the pier was not clear?

Still active: Smite evil - ignore DR and +5 to hit / +2 to damage. +5 to AC.
Free action: Champion spirit dance 5/9 remaining. All within 30 ft receive +2 to non-spell damage rolls.

Taariik moves forward another 10 ft and uses his mind arsenal ability again to hurl the dagger towards the giant frog.

Dagger mind arsenal 3/8, To hit: BAB +4, Cha +5, -4 range underwater ; Damage: Str +5 // smite +5/+2; champion incl. seance +1/+3: 1d20 + 9 + 5 + 1 - 4 ⇒ (18) + 9 + 5 + 1 - 4 = 291d4 + 5 + 2 + 3 ⇒ (1) + 5 + 2 + 3 = 11


Night of the Gray Death

Taariik:
That's a good point! I'm happy to retcon that you moved first, though I think with shaken you'd have been at 22? That would still have been a miss. You also moved 15 feet on the map. I moved you back one, but feel free to choose a different position 10 feet from your original

Grunyak's hammer strikes again, and this time with the creature inhibited by holding Drusilla, it manages to hit and deal the fiend a nasty blow. Grunyak himself walks toward the strange edge, a magically created waterfall in the middle of the pier.

Taariik's dagger shoots through the water again, trailing a thin line of bubbles behind it. This time is sinks deep into the daemon's hide before shooting back to Taariik's hand. The daemon's dark green blood leaks into the water and it makes a strange warbling sound of rage

The Rotting Wharf

Round 3

Taariik Breath 32/32
Drusilla Invisible, breath 30/30
Grunyak spiritual weapon 2/6
addicts ?
Hydrodaemon -19
Eldrin
Huxwren breath 27/28

Round 4

Taariik breath 28/32
Drusilla -26, invisible, grappled, breath 29/30
Grunyak spiritual weapon 2/6, breath 30/32
addicts ?
Hydrodaemon -40
Eldrin
Huxwren breath ?/28

To clarify the earlier knowledge check, Huxwren knows that all daemon's have damage reduction overcome by silver, but that individual species also have other weaknesses. Some require good aligned damage, and some can even be harmed by cold-iron. Huxwren did not recall the specifics of this daemon

Huxwren and Drusilla are 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

CMB: 1d20 + 10 ⇒ (16) + 10 = 26

Dru struggles against the creature's grasp, trying to keep her mouth closed despite the pain

Damnit! I was too close! I should have foreseen that water would have betrayed my position when I moved! but hey, I'm a Caydenite, I don't know much about water!


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

Nope, that makes perfect sense with the rope and the boat. I’d thought maybe it’s a thing where the rope from the dock is reachable and you climb that up to the boat? - but I’ll admit it seemed like a stretch. XD

Swim Again from Rd 1: 1d20 + 0 ⇒ (11) + 0 = 11

Given that reaction to Taariik’s attack, we might guess that this one dislikes cold iron as well as silver.

Also, I’m very sad that Huxwren can’t use Spirit Boost on a caster-level check. Oh well.

Huxwren continues trying to make his way to the surface!

Swim: 1d20 + 0 ⇒ (11) + 0 = 11
Swim Again: 1d20 + 0 ⇒ (5) + 0 = 5


Night of the Gray Death

I had the same thought RE spirit surge on the dispel, such a shame.
I realise I made a mistake on the grab last round. I hate to retcon things but this could be important (going unconscious underwater is bad business!). I forgot to take the power attack penalty on the grab, which meant it only rolled a 22. @Dru your character sheet has your CMD as 18, but I think it should be 22 (10+6[BAB]+4[STR]+2[DEX]) Invisibility also gives you a +2 CMD vs. grapple, so it shouldn't have grabbed you! Unless I'm missing something. If that's the case you'd have been able to take your turn as normal, so I'll let you do that (you can even keep the 16 you rolled). You would be on the pier though and so not adjacent to it

Huxwren flails against the water, but Drusilla realises she's not grabbed after all!

The Rotting Wharf

Round 3

Taariik Breath 32/32
Drusilla Invisible, breath 30/30
Grunyak spiritual weapon 2/6
addicts ?
Hydrodaemon -19
Eldrin
Huxwren breath 26/28

Round 4

Taariik breath 28/32
Drusilla -26, invisible, breath 29/30
Grunyak spiritual weapon 3/6, breath 30/32
addicts ?
Hydrodaemon -40
...

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|

If the thing as reach it would get a AoO on Grunyak as he moves across the pier if it is not grappling Dru. Not that I want to be grabded by the thing.

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

Sorry, always forgot to update CMD/CMB, as I don't use them, most of the time. Keeping the 16 to hit

Silly me, I nearly got caught! If it wasn't for the invisibility, I WOULD have been caught.

Dru attacks the creature, basking its "hands" with her magical morningstar

Power Attack: 16 + 13 - 2 = 27
dmg, sceance: 1d8 + 6 + 4 + 2 ⇒ (8) + 6 + 4 + 2 = 20


Night of the Gray Death

@Grunyak - it's OK, I won't punish you for my mistake, and I don't want to retcon too much. In the chaos of combat it simply didn't take its attack of opportunity

@Dru - it's currently 10 feet away from you. It never grabbed you and pulled you from the pier so you'd need a reach weapon to hit it, that or a ranged weapon

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 just switch tactics to total defense (I suppose it works agaisnt grappling attacks?) until it comes closer


Night of the Gray Death

Drusilla goes on the defensive after having been so close to getting grabbed, and the creature sees a lone dwarf making their way to freedom, something it does not like at all. It swims 5 feet and begins to attack

Claw: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Slashing: 1d6 + 12 ⇒ (4) + 12 = 16

Claw: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Slashing: 1d6 + 12 ⇒ (2) + 12 = 14

Bite: 1d20 + 12 ⇒ (4) + 12 = 16
B/P/S: 1d8 + 12 ⇒ (2) + 12 = 14

The claws find weak spots in Grunyak's full plate, biting deep and drawing blood, but the water softens their impact somewhat. The rather more dangerous bite chomps around one of his pauldrons which crunches slightly but manages to protect him.

15 total damage to Grunyak, but he got lucky on the bite so no grab attempt

The Rotting Wharf

Round 4

Taariik breath 28/32
Drusilla -26, invisible, breath 27/30
Grunyak spiritual weapon 3/6, breath 29/32
addicts ?
Hydrodaemon -40
Eldrin
Huxwren breath 26/28

Round 5

Taariik breath 28/32
Drusilla -26, invisible, breath 27/30
Grunyak -15 spiritual weapon 4/6, breath 29/32
addicts ?
Hydrodaemon -40
...

Everyone is up! The creature had to move to reach Grunyak so it's now within range of Drusilla

The convention I'm using to record breath is if you're bold it lists the breath at the start of your turn, or at the end of your turn when you're not bold. It's probably moot as you get way too many rounds in 1E :)

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 ⇒ (3) + 13 - 2 = 14
Dmg,PA, sceance: 1d8 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14

Power attack: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
Dmg,PA, sceance: 1d8 + 6 + 4 + 2 ⇒ (7) + 6 + 4 + 2 = 19

Dru tries to bash the creature, but visibly forgot to take into account the water's resistance, as her weapon barely manage to touch the fiend

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:

GM:
Thanks a lot! ;-) Sorry that I forget shaken all the time!

Still active: Smite evil - ignore DR and +5 to hit / +2 to damage. +5 to AC.
Free action: Champion spirit dance 4/9 remaining. All within 30 ft receive +2 to non-spell damage rolls.

Taariik moves forward a little and faces an attack of opportunity.

He then grips his dagger with two hands and strikes the giant frog.

Dagger 2 H piercing, To hit: BAB +4, Str +5, -2 shaken ; Damage: Str +5 2H +2 // smite +5/+2; champion incl. seance +1/+3: 1d20 + 9 + 5 + 1 ⇒ (18) + 9 + 5 + 1 = 331d4 + 5 + 2 + 2 + 3 ⇒ (3) + 5 + 2 + 2 + 3 = 15

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, still determined to escape the water, continues to move along the pier back the land. His spell continues to strike at the creature.
spiritual hammer blow: 1d20 + 8 ⇒ (15) + 8 = 23
force dmg: 1d8 + 2 ⇒ (1) + 2 = 3

151 to 200 of 1,358 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS1] GM Pudding's The House on Hook Street All Messageboards

Want to post a reply? Sign in.