GM Hawthwile's Eyes of the Ten (Inactive)

Game Master Hawthwile

Maps, Important People, and Handouts


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active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

"HAAARRR!!!! HAAARRRR!!!!" honks Mvumbu as she snaps her massive jaws.

snapping flank chomp! vs behir, amplified ferocious beast, menacing pack flanking outflank, GMF, power attack: 1d20 + 14 + 4 + 6 + 2 - 3 ⇒ (18) + 14 + 4 + 6 + 2 - 3 = 41damage, strong jaw: 4d8 + 16 + 2 + 9 ⇒ (4, 1, 4, 3) + 16 + 2 + 9 = 39
chomp! vs behir, amplified ferocious beast, menacing pack flanking outflank, GMF, power attack: 1d20 + 14 + 4 + 6 + 2 - 3 ⇒ (11) + 14 + 4 + 6 + 2 - 3 = 34damage, strong jaw: 4d8 + 16 + 2 + 9 ⇒ (5, 5, 4, 5) + 16 + 2 + 9 = 46
iterative chomp! vs behir, amplified ferocious beast, menacing pack flanking outflank, GMF, power attack: 1d20 + 9 + 4 + 6 + 2 - 3 ⇒ (19) + 9 + 4 + 6 + 2 - 3 = 37damage, strong jaw: 4d8 + 16 + 2 + 9 ⇒ (4, 5, 3, 5) + 16 + 2 + 9 = 44

Threat on the iterative
confirm? iterative chomp! vs behir, amplified ferocious beast, menacing pack flanking outflank, GMF, power attack: 1d20 + 9 + 4 + 6 + 2 - 3 ⇒ (14) + 9 + 4 + 6 + 2 - 3 = 32damage, strong jaw: 4d8 + 16 + 2 + 9 ⇒ (1, 8, 8, 1) + 16 + 2 + 9 = 45

If the threat confirms, Kiboko gets an AoO via Outflank:
Kiboko AoO, vs blue, furious greatsword, amplified rage, menacing pack flanking outflank, power attack, expertise, snake focus: 1d20 + 22 + 6 - 3 - 3 + 4 ⇒ (17) + 22 + 6 - 3 - 3 + 4 = 43damage: 2d6 + 13 + 3 + 9 ⇒ (1, 5) + 13 + 3 + 9 = 31

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective ignores the distraction of the melee as he continues his efforts to free the captured rebels.

Disable Device: 1d20 + 33 + 1d6 + 2 ⇒ (7) + 33 + (3) + 2 = 45
Opening a lock is a full round action.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

I’m assuming that there’s no way the remaining behir survives that onslaught…

Seeing his friends bring down the behir and no other foes around, Flyn moves forward to retrieve his arrows…


Witch's Winter Holiday

For science:

'Fortification', 1 = Normal damage: 1d4 ⇒ 4

Mvumbu grabs the behir in her mighty jaws and throws it around like a snake before anyone else can raise a blade against it. She shakes it a few more times for good measure, then drops its limp form on the ground.

Out of Initiative! Damage Report:
Kiboko (-31)
Mvumbu
Zaarah (7 images)
Fendel
Flyn (-10)
Kramac (-22, -8 Nonlethal)
Beak (-9)
Kol Voss (-106)

Ignoring his own grievous injuries, Kol Voss turns back to the luxury box. Again he raises his sword above his head and shouts in Azlanti. The crowd goes silent as Adril rises to his feet, large face red with barely contained rage.

"Ποτέ!"

Immediately the crowd turns on their new king. Screams and what can only be assumed to be taunts are hurled at the luxury box - as well as foodstuffs, rocks, and even a few weapons. Those closest begin to pull themselves up the sides of the structure, closing in on the Beast on all sides.

Perception DC 40:
Through the pandemonium, you hear words in Common - as well as the sound of someone spitting. "Coward!" yells the chained woman next to Adril. "A weak man who cannot fight his own battles!"

Adril's face grows even more red and he shouts back at the furious crowd. But when he spots hands reaching over the edge of the luxury box, his face goes slightly pale. He wipes a globule of spittle from his cheek with one large hand, then grabs the chained woman. With the other, he deftly unhooks her manacles from their mooring and pulls her after him into the private entrance tunnel to his box.

"You fools! You've won nothing! You'll all regret coming here and getting in the middle of so-"

Adril's magically-enhanced voice suddenly cuts out as if he'd just walked into an area of magical silence. At the same time, a barrier around and over the arena shimmers once, twice, three times before disappearing with an audible SNAP!

Kol Voss turns to the Seekers. "We are victorious, but the worm Adril flees. The riot has destroyed the Pactmaster shield and we must follow him - quickly!" He points his unsheathed blade at the door the behirs came in through, glancing over at his companions who are helping an unseen presence unlock their fellows.

Flyn, Kramac, Zaarah:
On the front facade of the luxury box, you spot a stone carved with the design that can only be the Immortality Stone! With the force field disabled, you can retrieve it easily - though you're pretty sure Kol Voss would not take kindly to what he would see as theft should he notice.

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Perception: 1d20 + 38 + 1d6 + 2 ⇒ (10) + 38 + (1) + 2 = 51

Interesting. The sister knows and speaks common as well.

Without pause, The detective flies toward the skybox.
I moved a round's worth of space. I would still have a standard action (if we were in initiative.

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

"Where is Hestram headed?" Kiboko asks Voss as he withdraws a wand from its sheath.

Breathing heavily from his exertion, Kiboko employs the wand to free Mvumbu from the after effects of sharing his rage. Remove Sickness. Kiboko is fatigued 4 rounds.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

GM/Kramac/Zaarah:
Flyn will cast blend and then move towards the luxury box, using any shade or shadows nearby there to hide in plain sight…

He then proceeds to remove the Stone from its facade as subtly as he can…

Will burn an inspiration point…also, not sure if I might need Disable Device or Sleight of Hand (or both) to remove the Immortality Stone so I included both…

Stealth: 1d20 + 28 + 4 + 1d6 ⇒ (2) + 28 + 4 + (5) = 39
Disable Device: 1d20 + 28 ⇒ (11) + 28 = 39
Sleight of Hand: 1d20 + 16 ⇒ (16) + 16 = 32

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

perception : 1d20 + 19 ⇒ (10) + 19 = 29

[Spoiler= GM and Flyn, Kramac ]

In her invisible state Zaarah also flies to the stone and tries to assists Flyn.

auto aid on sleight of hand

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Given his proximity and constant See Invisible, does Fendel notice this?


Witch's Winter Holiday

Flyn, Zaarah, Fendel:
Flyn deftly removes a stone from the façade of the luxury box before wrapping it and storing it in his pack. Zaarah tries to help, but the elf's magic and skill at avoiding notice (and his inability to see her) complicate the endeavor.

Kiboko wrote:
"Where is Hestram headed?"

"The palace would be my first guess, but the coward may seek to flee the city to escape the citizens." Kol Voss gestures again towards the doors. "We must hurry. Where are your fellow strangers?"

Once the whole group - Pathfinders and rescued rebels - is assembled, the red-skinned warrior leads them into a maze of tunnels. He moves confidently, never hesitating to pick a direction nor looking back to make sure the Seekers keep pace. The only thing that gives him pause is a huge, booming roar that shakes the entire structure. "The coward flees." A fierce grin spreads across Kol Voss's face. "To the skydock."

After a few more minutes of passage through the red stone passages, the group emerges back into the weak sunlight. In the sky floats what can only be described as an airship - similar to the sailing vessels of Golarion, but with leathery wings and stabilizers - racing quickly away from the dock and trailing a cloud of thick black smoke. Dozens of citizens lie unmoving on the ground, scattered like wheat after a storm. A handful of other ships sit in their berths, though most of them are already in flames.

"That one!" Kol Voss points to the ship at the end of the row that still appears to be intact. "Everyone on board! The Beast has my sister! If you are cowards, you can stay. I am not. I shall fight him in the clouds if I have to!" With those words, he and his companions rush across the gangplank and begin casting off ropes and ties.

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective is puzzled by Flyn and Zaarah's actions. Tripping about darkened trophy rooms before a crisis is one thing, but now they are putting the lives of the Princess and a potential ally at risk for some trivial stone? Right now? All he can do is shake his head. A disgusted sigh hisses across his lips. "Disappointing. I expected better."

GM Hawthwile wrote:
What do you do?

Um...sit back and enjoy the Season 2 railroad?

I am assuming this has taken several minutes, so my Fly and Invisibility have expired.

With little time to waste, the detective scrambles up the gangplank to board the skyship.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

After securing the stone, not seeing Zaarah, Flyn nods knowingly to Kramac and then quickly follows Kol Voss; upon reaching the sky dock, he moves across the gangplank and boards the ship…

Eying the fleeing sky ship, Flyn draws his bow trying to gauge how far the ship is ahead of them…

Looking to Kol Voss, Flyn asks, ”Is this ship faster than his?”

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

As it becomes apparent that there are no more immediate threats presented in the arena, Kiboko patches his wounds with another wand then follows Kol Voss down the tunnel to the sky dock.

clw: 6d8 + 6 ⇒ (3, 4, 2, 5, 2, 5) + 6 = 27 that'll do - 4hp damage remain.

"You and your men can fly this thing, Voss?" he asks. "Is the vessel armed?"

If possible, get Zaarah to recharge his ioun stone from his Shield wand as well.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah supports Kiboko.

“I am ready!“


Witch's Winter Holiday
Fendel wrote:
I am assuming this has taken several minutes, so my Fly and Invisibility have expired.

For ease of tracking buffs, we'll say that ones lasting less than 20 minutes are no longer active.

Flyn wrote:
”Is this ship faster than his?”

"With that broken wing?" Kol Voss points to the trail of smoke in the sky. "I think so."

Kiboko wrote:
"You and your men can fly this thing, Voss? Is the vessel armed?"

The red-skinned warrior nods and points at what look like ballista mounted to the forward and rear gangplanks. "Use those harpoons - it'll take two people to load them and another to fire, but they'll slow the cowardly Beast down enough for us to catch him and end his life."

With the last of the ties undone, the airship begins to float into the ruby sky. Kol Voss speaks to his companions - two of them nodding and moving to where the helm would be on a sailing ship, while the rest accompany the warrior into the depths of the ship. "We will start the engines and make sure they are running at full strength," he explains to the offworlders. "Prepare yourselves to board Adril's ship and send a messenger down to us when we are close." With a one-armed salute, he descends the stairs.

The air begins to grow thin and cold as the ship quickly gains altitude. Ahead, Adril's ship grows larger and larger - Fendel's keen ears pick out a distant cry of alarm from the other deck before the Seekers' target begins climbing even higher into the ruby sky. But the warriors at the helm seem to know what they're doing as they push their own craft even higher, just above Adril's airship.

But before the Pathfinders can prepare to board, the vessel leans hard to starboard and begins to descend far more rapidly than it had ascended. The Arlians cry out in alarm, and one hurries out to the deck. "Κάτι δεν πάει καλά με τους κινητήρες! Κάποιος τα έχει σαμποτάρει! Κατεβείτε εκεί κάτω και πείτε τους να δουλέψουν πριν τρακάρουμε!" she explains with an expression of urgency.

Azlanti:
"Something is wrong with the engines! Someone has sabotaged them! Get down there and get them working before we crash!"

Sense Motive DC 10:
She seems to be say something along the lines of the engines not working and the ship in danger of crashing if someone doesn't go down and fix them right away.

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Sense Motive: 1d20 + 28 + 1d6 + 2 ⇒ (4) + 28 + (2) + 2 = 36

Sprinting toward the engines, "She thinks something is amiss with the propulsion system. I may be the best suited to the task. You may need to prepare some other way to continue the pursuit, just in case I am unsuccessful." He lets the ominous words hang in the air as he dashes below deck. He studies the various complicated systems, looking for similarities to other technologies he has encountered.

Engineering: 1d20 + 26 + 1d6 + 2 ⇒ (18) + 26 + (6) + 2 = 52

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17

Flyn nods in agreement with Fendel and follows him down there…although thinking that since it just happened, the saboteurs might still be there, he follows a bit more stealthily the closer they get to the engine room…

Stealth: 1d20 + 28 + 4 ⇒ (20) + 28 + 4 = 52

…and he pauses as they enter to see if there be any danger lurking within…

Perception: 1d20 + 25 ⇒ (9) + 25 = 34

Will enact a 10-minute increment of Darkvision, if needed…

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Before:

Flee all you want wicked man! Kramac and his friends will chase you down!

As he makes threats, Kramac also taps himself with his wand.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Now...

Fendel! Kramac does not know how engines work, but if you need Kramac to hit anything or unstick any bolts, let Kramac know. Kramac will be happy to demonstrate a proper feat of strength for Kiboko!


Witch's Winter Holiday

Fendel and Flyn descend the stairs, passing through the lower deck before going down another floor to the belly of the ship. The first thing the pair notice are is a large diamond-shaped crystal in the center of the room that is likely the engine. A bright red glow dims, then winks out as they enter.

The second thing the pair notice are the bodies of Kol Voss and his companions strewn about the room like discarded dolls. Blood and gore paint the walls and floor, though much of it seems to already be freezing in the thin cold air.

Fendel:
The third and fourth things you notice are a the translucent form of an invisible woman hiding in the stern of the ship, and the similarly-translucent forms of half a dozen frozen corpses standing upright in the bow. As the woman notices you noticing her, her face twists into a snarl and the upright corpses begin to move.

I'll send a picture with everyone's placements via Discord.

Flyn:
The third thing you notice is the sound of breathing from the stern, near where the third mast is anchored to the ship's hull. The fourth thing you notice is an unnatural chill from the ship's bow, and a faint movement of air as if some things unseen were moving nearby.

There are six invisible creatures in a 2-by-3 block, starting one square NE of your position and continuing into the ship's bow. There is probably another invisible creature as well, but you're not certain where exactly.

Initiative:
Fendel: 1d20 + 11 ⇒ (18) + 11 = 29
Flyndyngylyn: 1d20 + 10 ⇒ (9) + 10 = 19
Kiboko: 1d20 + 2 ⇒ (9) + 2 = 11
Kramac: 1d20 + 5 ⇒ (14) + 5 = 19
Zaarah: 1d20 + 9 ⇒ (2) + 9 = 11

Blue: 1d20 + 7 ⇒ (16) + 7 = 23
Cool Kids: 1d20 + 0 ⇒ (16) + 0 = 16

Fendel:
The woman looks to be human - judging by her clothes, probably from the frozen land of Irrisen.

Knowledge (religion), Inspiration: 1d20 + 27 + 1d6 + 2 ⇒ (15) + 27 + (6) + 2 = 50

The frozen corpses, on the other hand, look to have once been frost giant children. Now they are rime zombies, animated by ice and malice. The cold doesn't bother them anymore, but fire certainly does - not only are they vulnerable to it, but even the faintest exposure to flame will slow them. Their icy bodies dull the impact of piercing and cutting attacks, but a blunt hammer can easily smash them to pieces. While normally they would be just as slow and shambling as any other zombie, the freezing temperature is likely letting these creatures hold themselves together more easily and move more swiftly. It seems likely that someone hit by their blows would bruise and freeze, but with your abjuration that shouldn't be an issue.

Immune to cold and usual undead immunities, Vulnerable to Fire and become Staggered for 1 round if they take any fire damage, DR/bludgeoning, Stagger (but not in cold environments like this), 2 slams that deal cold and bludgeoning damage.

Free Falling
Surprise Round! Bold may take a move or standard action!
Fendel
!!
Flyn
Kramac
Beak
?
??
???
????
?????
??????

Zaarah
Kiboko
Mvumbu

Environmental Effects:
- Decks are shown from lowest to highest with stairs between decks marked by dashed/dotted boxes (those squares exist on each indicated deck)

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Oh Dung!

Fendel snaps his wrist, allowing a wand to drop in his hand. He simultaneously moves toward the center of the deck as he grabs a flask from his belt. He tosses the bomb at the crew of zombies. The detective points the wand toward the rear of the engine room. "Caster! Just to the east of the rear support beam. The north end holds ice zombies. I will try to slow them down!"

Alchemist Bomb vs Middle Zombie (Touch AC): 1d20 + 14 ⇒ (6) + 14 = 20
Damage (Fire): 1d6 + 9 ⇒ (3) + 9 = 12 {x2 Vulnerable = 24}
All other zombies take 10 points of splash damage. Zombies taking splash damage can attempt a DC 19 Reflex save for half damage.
{x2 Vulnerable = 20 on failed save, 10 on a sucessful save.}

Mom said that two levels of alchemy wouldn't ever be enough. I have found that fire bombs work quite well on swarms and ice zombies, lol.

Swift action to retrieve Wand of Faerie Fire from wrist sheath, Move action to draw a Bomb while moving (Alchemists consider their bombs as weapons. Class feature thing.) Standard to throw.


Witch's Winter Holiday

As per Discord, moving Fendel back to starting position.

As if on instinct, Fendel throws something into the ship's bow and starts relaying information to Flyn. His words are briefly interrupted by an explosion in the hold.

? Reflex vs DC 19: 1d20 + 5 ⇒ (14) + 5 = 19
?? Reflex vs DC 19: 1d20 + 5 ⇒ (7) + 5 = 12
???? Reflex vs DC 19: 1d20 + 5 ⇒ (2) + 5 = 7
????? Reflex vs DC 19: 1d20 + 5 ⇒ (9) + 5 = 14
?????? Reflex vs DC 19: 1d20 + 5 ⇒ (9) + 5 = 14

Unfortunately, vulnerability by itself is only 1.5x damage. Does Fendel have a means of increasing that to 2x?

As smoke fills the air, so does a screeching, hate-filled voice. A pale-skinned woman clothed in heavy furs becomes visible to Flyn moments before the deck around him erupts in a swarm of rubbery black tentacles.

Tentacles CMB: 1d20 + 19 ⇒ (17) + 19 = 36
Bludgeoning damage: 1d6 + 4 ⇒ (6) + 4 = 10

As the tendrils wrap themselves around the Pathfinders, Fendel's talisman flares to life and his restraints slide away as though he were a greased pig in a fair contest. Flyn isn't as lucky, feeling bruises start to form. "You'll all rot in the Abyss for slaying my husband!" the woman shrieks.

Free Falling
Surprise Round! Bold may take a move or standard action!
Fendel (Freedom of Movement 1/3)
Blue
Flyn (-10, Grappled)
Kramac
Beak
? (-7, Staggered 1/1)
?? (-15, Staggered 1/1)
??? (-18, Staggered 1/1)
???? (-15, Staggered 1/1)
????? (-15, Staggered 1/1)
?????? (-15, Staggered 1/1)

Zaarah
Kiboko
Mvumbu

Environmental Effects:
- Decks are shown from lowest to highest with stairs between decks marked by dashed/dotted boxes (those squares exist on each indicated deck)
- Cyan area is difficult terrain, actively trying to hug people

What do you do?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Escape Artist: 1d20 + 25 ⇒ (15) + 25 = 40

Flyn slips through the tentacles grasp…and takes a 5’ step east to get clear of them…

Yelling back up to the others, ”Undead! Could use some help down here!”

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
GM Hawthwile wrote:
Does Fendel have a means of increasing that to 2x?

Nope! Just me and my brain fart. I convinced myself that swarms took 1.5 from AoE damage and so vulnerability couldn't be the same number.


Witch's Winter Holiday

Flyn slips out of the tentacles' grasp and over the edge of the stair railing in one fluid motion. Unfortunately, he's given a cold reception when he lands.

Red Slam, Invisible vs Flyn FF AC 20: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30
Bludgeoning damage: 1d6 + 7 ⇒ (6) + 7 = 13

Yellow Slam, Invisible vs Flyn FF AC 20: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40
Bludgeoning damage: 1d6 + 7 ⇒ (1) + 7 = 8
Crit Confirmation: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24
Crit damage: 1d6 + 7 ⇒ (2) + 7 = 9

Fendel's abjuration wards his fellow archer from the chill of the now-visible zombies' touch, but not from the force of their fists - especially the one that clocks Flyn squarely in the head and causes him to see stars for a moment. He would swear that he could hear shuffling feet and bones snapping, but no other creatures reveal themselves.

Fendel:
I'll send you current positions via Discord.

Free Falling
Round 1! Bold may act!
Fendel (Freedom of Movement 2/3)
Blue
Flyn (-40)
Kramac
Beak
Red (-7)
Yellow (-15)
??? (-18)
???? (-25, Grappled)
????? (-25, Grappled)
?????? (-25, Grappled)

Zaarah
Kiboko
Mvumbu

Environmental Effects:
- Decks are shown from lowest to highest with stairs between decks marked by dashed/dotted boxes (those squares exist on each indicated deck)
- Cyan area is difficult terrain, actively trying to hug people

What do you do?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

GM: Just curious, do we not see the grappled creatures?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective sprints along the bulkhead, drawing an arrow and snapping off a shot at the vengeful woman.

Longbow: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Is there anything about her that might give some clue as to who she is referring to? Is she red-skinned or some non-human race?

Perception: 1d20 + 38 + 1d6 + 2 ⇒ (8) + 38 + (2) + 2 = 50
Sense Motive: 1d20 + 28 + 1d6 + 2 ⇒ (14) + 28 + (3) + 2 = 47

"I can see your pain has driven you to violence. I fear it is misplaced. We have been accused of dark acts like this before. All I can do is assure you that we have not committed such a crime. Surrender now and you will live to find the true killer. Continue on this path and you will never see another sunrise. I say this with no malice. You have one many paths before you, but only a single choice if you wish to live."


Witch's Winter Holiday
Flyn wrote:
GM: Just curious, do we not see the grappled creatures?

Correct. They only moved during the surprise round and did not take any actions that would break invisibility.

Fendel, CSI: Absalom wrote:
Is there anything about her that might give some clue as to who she is referring to? Is she red-skinned or some non-human race?
GM Hawthwile wrote:
A pale-skinned woman clothed in heavy furs...

And from the first round of combat:

GM Hawthwile wrote:
The woman looks to be human - judging by her clothes, probably from the frozen land of Irrisen.
Fendel wrote:
"I can see your pain has driven you to violence. I fear it is misplaced. We have been accused of dark acts like this before. All I can do is assure you that we have not committed such a crime. Surrender now and you will live to find the true killer. Continue on this path and you will never see another sunrise. I say this with no malice. You have one many paths before you, but only a single choice if you wish to live."

"Lies - Adril is right to rid the Society of murderous bastards like you who send your fellow agents to their deaths!" The woman's face twists from a snarl into a sneer. "Why don't you sleep on it?"

Fendel Will: 1d20 + 12 ⇒ (4) + 12 = 16

And the Pathfinder does just that, falling down amidst the writhing tentacles.

Tentacles to Grapple: 1d20 + 19 ⇒ (16) + 19 = 35
Bludgeoning damage: 1d6 + 4 ⇒ (6) + 4 = 10

As usual, if you want to use a Folio reroll or something similar, just make sure it's the first thing in your next post.

Free Falling
Round 1! Bold may act!
Fendel (Freedom of Movement 2/3, Asleep 1/??)
Blue (-17)
Flyn (-40)
Kramac
Beak

Red (-7)
Yellow (-15)
??? (-18)
???? (-35, Grappled)
????? (-35, Grappled)
?????? (-35, Grappled)

Zaarah
Kiboko
Mvumbu

Environmental Effects:
- Decks are shown from lowest to highest with stairs between decks marked by dashed/dotted boxes (those squares exist on each indicated deck)
- Cyan area is difficult terrain, actively trying to hug people

What do you do?

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac spurs beak to his maximum speed, and goes barreling down the stairs. Seeing a host of invisible enemies below, Kramac pauses a moment to cast Invisibility Purge before plunging into the tentacles.

Use the Hunter trick Chameleon Step to double Beak's move speed for the turn, cast invisibility purge then move into tentacles. Swift action to turn on Animal Focus: Bull to increase CMD

Grand Lodge

Animal Companion 10 (Bodyguard Archetype) | Current AC: 28 AC Base: 28 T 13 FF 25 | HP 83/83 | F +11 R +10 W +4 | CMD 28 | Hunter's Trick 1/4 | Animal Focus: Bear (+4 Con)

Beak struggles against the tentacles that have grappled him!

Switch animal focus to Bull, and use standard action to attempt to escape grapple

CMB: 1d20 + 17 ⇒ (6) + 17 = 23

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

GM reroll + Inspiration: 1d20 + 12 + 1 + 1d6 ⇒ (8) + 12 + 1 + (4) = 25

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Assuming since I can see them I can do a Knowledge Religion check. I’m only interested in DR and also assuming my check is enough to let me know they’re DR5/bludgeoning…

Knowledge (Religion): 1d20 + 6 + 1d5 + 4 ⇒ (17) + 6 + (5) + 4 = 32

Recalling these undead, Flyn unleashes a barrage of blunt arrows at red…if it drops, he’ll switch to yellow…

To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot, Favored Enemy
Damage: Gravity Bow, Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot, Favored Enemy

Magic Composite Longbow (Manyshot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 4 ⇒ (13) + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 4 = 35
Magic/Bludgeoning Damage: 2d6 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 ⇒ (1, 3) + 3 + 2 + 1 + 1 + 6 + 4 + (3, 1) = 25
Magic/Bludgeoning Damage: 2d6 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 ⇒ (4, 4) + 3 + 2 + 1 + 1 + 6 + 4 + (4, 2) = 31

Magic Composite Longbow (Rapid Shot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 4 ⇒ (3) + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 4 = 25
Magic/Bludgeoning Damage: 2d6 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 ⇒ (3, 4) + 3 + 2 + 1 + 1 + 6 + 4 + (6, 6) = 36

Magic Composite Longbow (Iterative): 1d20 + 12 + 2 + 1 + 2 + 1 - 2 - 3 + 4 ⇒ (17) + 12 + 2 + 1 + 2 + 1 - 2 - 3 + 4 = 34
Magic/Bludgeoning Damage: 2d6 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 ⇒ (5, 5) + 3 + 2 + 1 + 1 + 6 + 4 + (2, 3) = 32

Current AC: 27
Perfect Strike: 5/6
Inspiration: 2/3


Witch's Winter Holiday

Excellent - Fendel did not fall asleep!

Fendel shakes his head, eyelids falling for a split second before snapping back open.

Man, I'm not certain that's a legal position for Kramac and Beak given that it's both over a stairwell and (more importantly) occupying the same squares as Flyn and a zombie, but this entire thing is a mess and I don't have any better ideas where else they could be. XD

Kramac's approach is heralded by the revelation of four more frosty zombies, though the half-orc's advance is cut short by the field of grasping tentacles underfoot. Flyn unleashes his signature barrage of arrows, their blunted tips cracking ice and bone and sending one zombie to the ground in pieces.

Making an executive decision to have Flyn take a 5-ft step north to get out of Beak's space.

The zombies flail with single-minded determination at the Pathfinders...

Yellow Slam vs Flyn AC 27: 1d20 + 18 ⇒ (17) + 18 = 35
Bludgeoning damage: 1d6 + 7 ⇒ (3) + 7 = 10

Yellow Slam vs Flyn AC 27: 1d20 + 18 ⇒ (6) + 18 = 24
Bludgeoning damage: 1d6 + 7 ⇒ (4) + 7 = 11

Green Slam vs Flyn AC 27: 1d20 + 18 ⇒ (20) + 18 = 38
Bludgeoning damage: 1d6 + 7 ⇒ (2) + 7 = 9
Crit confirmation: 1d20 + 18 ⇒ (19) + 18 = 37
Crit damage: 1d6 + 7 ⇒ (5) + 7 = 12

Green Slam vs Flyn AC 27: 1d20 + 18 ⇒ (12) + 18 = 30
Bludgeoning damage: 1d6 + 7 ⇒ (4) + 7 = 11

Purple Slam, Grappled vs Beak Grappled AC 26: 1d20 + 18 - 2 ⇒ (11) + 18 - 2 = 27
Bludgeoning damage: 1d6 + 7 ⇒ (2) + 7 = 9

Purple Slam, Grappled vs Beak Grappled AC 26: 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23
Bludgeoning damage: 1d6 + 7 ⇒ (6) + 7 = 13

Orange Slam, Grappled vs Beak Grappled AC 26: 1d20 + 18 - 2 ⇒ (19) + 18 - 2 = 35
Bludgeoning damage: 1d6 + 7 ⇒ (1) + 7 = 8

Orange Slam, Grappled vs Beak Grappled AC 26: 1d20 + 18 - 2 ⇒ (5) + 18 - 2 = 21
Bludgeoning damage: 1d6 + 7 ⇒ (2) + 7 = 9

Black Slam, Grappled vs Beak Grappled AC 26: 1d20 + 18 - 2 ⇒ (10) + 18 - 2 = 26
Bludgeoning damage: 1d6 + 7 ⇒ (3) + 7 = 10

Black Slam, Grappled vs Beak Grappled AC 26: 1d20 + 18 - 2 ⇒ (4) + 18 - 2 = 20
Bludgeoning damage: 1d6 + 7 ⇒ (5) + 7 = 12

@Kramac - go ahead and roll any Mounted Combat checks you want to make as Immediate Actions and we'll retcon as needed.

Free Falling
Round 2! Bold may act!
Zaarah
Kiboko
Mvumbu
Fendel
(Freedom of Movement 3/3)
Blue (-17)
Flyn (-82)
Kramac (-10, Grappled)
Beak (Stoneskin 37/100, Grappled)
Red (-99)
Yellow (-47)
Green (-18)
Purple (-35, Grappled)
Orange (-35, Grappled)
Black (-35, Grappled)

Environmental Effects:
- Decks are shown from lowest to highest with stairs between decks marked by dashed/dotted boxes (those squares exist on each indicated deck)
- Cyan area is difficult terrain, actively trying to hug people

What do you do?

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

Anyone having a bad time of it when grappled, Kiboko has the Liberty's Edge "Liberator" boon. What this does is: when you or an ally reroll a check to escape a grapple, an escape artist check, a will save against a compulsion or a reflex save to avoid entangle, stagger, or paralysis, that character can roll twice and take the best result. 1/adventure grant a reroll for one of these checks.

If anyone needs or wants the reroll granted by this boon please take it, and the boon lets you roll twice and take the better result.

Dark Archive

1 person marked this as a favorite.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Wary of the caster, the detective snaps off two more arrows. I need to keep her attention focused on me until the others have dealt with the undead! "Your husband chose an unfortunate ally and an even worse line of work. If he were adequate enough, he may have lasted longer than the pitiful remaining twelve seconds of his life. I hope you had no children, as his blood was only good enough to soil the sand of the arena. Even now, worms of this world are turning their noses up at such a lackluster and feeble meal. Do not worry though. You'll not be a widow much longer! In a moment you will have all eternity to berate him as the shrill banshee of a wife you no doubt were as you ruined his life. You could only stand by and watch him die. Fitting that you are as much a coward as he was."

Longbow: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d8 + 10 ⇒ (7) + 10 = 17

Longbow: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 10 ⇒ (5) + 10 = 15

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah moves forward and casts haste on Kiboko, Mvumbu and herself.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Mounted Combat: 1d20 + 22 + 2 ⇒ (14) + 22 + 2 = 38

Mounted Combat: 1d20 + 22 + 2 ⇒ (2) + 22 + 2 = 26

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

Pretty sure you could move closer as well Zaarah - cast from initial position then move 60 feet?

Kiboko leads his companion into the ship's interior. Finding the way into the lower deck effectively full of Beak and tentacle, and hearing the pitched battle ahead, Kiboko asks Mvumbu make room below! The two reach into their connection to the natural powers of the Mwangi and to each other.

Kiboko makes a single move action of 60'; casts Shield from his ioun stone; activates Animal Focus (Bull + Tiger for himself and Mvumbu); then rages, including Mvumbu via Ferocious Beast.


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

"MOOOAAAARRGGHHHHHH!!!!!"

Mvumbu forces her way through the decks, splintering bulkheads and stopping at nothing to reach the fight.

Mvumbu Tramples - moving over all the zombies except yellow. DC26 Ref save for half damage, or refuse the save and get an AoO at -4 to hit.

Mvumbu has used 125 feet out of 140 feet movement and a full round action.

trample damage: 1d8 + 16 ⇒ (6) + 16 = 22 bludgeoning


Witch's Winter Holiday

As discussed in Discord, Mvumbu does not break down the wall and is still upstairs (not trampling anyone - yet).

As the rest of the Pathfinders belatedly (if hurriedly) rush down to the lower deck, Fendel puts two more arrows into the woman - as well as a few barbs of his own. She spits at him and unleashes a blizzard from her fingertips.

Cold damage: 14d6 ⇒ (2, 1, 3, 6, 3, 4, 4, 5, 6, 4, 1, 1, 2, 6) = 48
Fendel Reflex: 1d20 + 19 ⇒ (8) + 19 = 27
Flyn Reflex: 1d20 + 22 ⇒ (15) + 22 = 37
Kramac Reflex, Grappled: 1d20 + 18 - 2 ⇒ (19) + 18 - 2 = 35
Beak Reflex, Grappled: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13

The cold barely bothers most of the Pathfinders, though Beak seems a bit cooler than usual. The tentacles squeeze and writhe...

Tentacles to Grapple: 1d20 + 19 ⇒ (19) + 19 = 38
Bludgeoning damage: 1d6 + 4 ⇒ (2) + 4 = 6

...and the sound of bones breaking echoes through the hold.

Free Falling
Round 2! Bold may act!
Zaarah
Kiboko
Mvumbu
Fendel (-4, Freedom of Movement 3/3)
Blue (-49)
Flyn (-86)
Kramac (-20, Grappled)
Beak (-28, Stoneskin 34/100, Grappled)
Red (-99)
Yellow (-47)
Green (-18)
Purple (-41, Grappled)
Orange (-41, Grappled)
Black (-41, Grappled)

Environmental Effects:
- Decks are shown from lowest to highest with stairs between decks marked by dashed/dotted boxes (those squares exist on each indicated deck)
- Cyan area is difficult terrain, actively trying to hug people
- Red lines show walls as needed

What do you do?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn will fire more blunt arrows, at green first…when green drops, he’ll fire at yellow…

To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot, Favored Enemy
Damage: Gravity Bow, Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot, Favored Enemy

Magic Composite Longbow (Manyshot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 4 ⇒ (12) + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 4 = 34
Magic/Bludgeoning Damage: 2d6 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 ⇒ (1, 3) + 3 + 2 + 1 + 1 + 6 + 4 + (2, 5) = 28
Magic/Bludgeoning Damage: 2d6 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 ⇒ (3, 6) + 3 + 2 + 1 + 1 + 6 + 4 + (6, 5) = 37

Magic Composite Longbow (Rapid Shot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 4 ⇒ (14) + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 4 = 36
Magic/Bludgeoning Damage: 2d6 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 ⇒ (3, 1) + 3 + 2 + 1 + 1 + 6 + 4 + (3, 6) = 30

Magic Composite Longbow (Iterative): 1d20 + 12 + 2 + 1 + 2 + 1 - 2 - 3 + 4 ⇒ (7) + 12 + 2 + 1 + 2 + 1 - 2 - 3 + 4 = 24
Magic/Bludgeoning Damage: 2d6 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 ⇒ (4, 5) + 3 + 2 + 1 + 1 + 6 + 4 + (1, 1) = 28

…and then move northeast 5’…

Grand Lodge

Animal Companion 10 (Bodyguard Archetype) | Current AC: 28 AC Base: 28 T 13 FF 25 | HP 83/83 | F +11 R +10 W +4 | CMD 28 | Hunter's Trick 1/4 | Animal Focus: Bear (+4 Con)

Beak will attempt to break out of the tentacles!

CMB: 1d20 + 17 ⇒ (20) + 17 = 37

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac also attempts to break free!

CMB, Heroism: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38

Kramac is also able to slip the tentacles! Kramac and Beak slip the tentacles, and reposition outside the rubbery mass.


Witch's Winter Holiday

Two shots shatters the further zombie, and two more shatter its companion. As Beak and Kramac pull themselves free of the tentacles, the remaining undead struggle futilely...

Orange Slam, Grappled vs Beak AC 28: 1d20 + 18 - 2 ⇒ (10) + 18 - 2 = 26
Bludgeoning damage: 1d6 + 7 ⇒ (6) + 7 = 13

Orange Slam, Grappled vs Beak AC 28: 1d20 + 18 - 2 ⇒ (17) + 18 - 2 = 33
Bludgeoning damage: 1d6 + 7 ⇒ (1) + 7 = 8

Purple Slam, Grappled vs Beak AC 28: 1d20 + 18 - 2 ⇒ (3) + 18 - 2 = 19
Bludgeoning damage: 1d6 + 7 ⇒ (5) + 7 = 12

Purple Slam, Grappled vs Beak AC 28: 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34
Bludgeoning damage: 1d6 + 7 ⇒ (1) + 7 = 8

Black CMB vs CMD 29: 1d20 + 18 ⇒ (7) + 18 = 25

...but to no avail.

Again, @Kramac - feel free to make those Mounted Combat checks if desired and we'll adjust damage as needed.

Free Falling
Round 3! Bold may act!
Zaarah
Kiboko
Mvumbu
Fendel
(-4)
Blue (-49)
Flyn (-86)
Kramac (-20)
Beak (-28, Stoneskin 50/100)
Red (-99)
Yellow (-108)
Green (-83)

Purple (-41, Grappled)
Orange (-41, Grappled)
Black (-41, Grappled)

Environmental Effects:
- Decks are shown from lowest to highest with stairs between decks marked by dashed/dotted boxes (those squares exist on each indicated deck)
- Cyan area is difficult terrain, actively trying to hug people
- Red lines show walls as needed

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective continues to pepper the vengeful woman with arrows.

Longbow: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

Longbow: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 10 ⇒ (8) + 10 = 18

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah looks down at the black tentacles and shudders.

She casts dispel magic on the tentacles and then moves down.

dispel magic cl check : 1d20 + 12 ⇒ (20) + 12 = 32

”When someone else uses this spell I really hate it! Let’s see who is hiding down there!?“

acrobatics to move through threatened square without provoking : 1d20 + 24 ⇒ (18) + 24 = 42

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

Looks like that got rid of the tentacles :o

Kiboko follows Zaarah down the stairs, preparing for trouble. He counts of his natural prowess to get him past the mindless zombies and dashes towards the caster in the back. As he runs, he readies his wickedly hooked lance. Rushing all the way up to the enemy 'priestess', Kiboko bares his fangs and calls upon Mvumbu to destroy.

Swift to set Animal Focus to Tiger and Snake for both Mvumbu and Kiboko. Kiboko then double moves, drawing his lance as he goes. He'll end up threatening adjacent with his bite, and threatening at reach with his lance. Will update tagline and slide with correct number. NOT raging as yet.

Kiboko's movement provokes for Orange and Black zombies.


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

"Moooaarrrgghhh!"

Mvumbu squeezes her way down, and barges through the zombies. Being unable to get to the enemy in the stern, she sticks close to the rest of her allies to help them out.

Trample, but without rage and bull focus the DC is easier. DC22 Reflex save for half damage, or take an AoO at -4. Mvumbu tramples all three zombies.

trample damage: 1d8 + 10 ⇒ (3) + 10 = 13


Witch's Winter Holiday

Zaarah cuts down the tentacles like a chef preparing oversized calamari, clearing the way for her and her companions to descend to the bottom of the ship. Kiboko rushes forward, trusting in his armor and instincts to keep him safe from the also-liberated zombies...

Orange AoO vs Kiboko AC 39: 1d20 + 18 ⇒ (19) + 18 = 37
Bludgeoning damage: 1d6 + 7 ⇒ (5) + 7 = 12

Black AoO vs Kiboko AC 39: 1d20 + 18 ⇒ (13) + 18 = 31
Bludgeoning damage: 1d6 + 7 ⇒ (1) + 7 = 8

...and those instincts are the only thing that keep him from getting smacked, the zombies's fists bouncing off harmlessly off him like rain. Mvumbu joins the fray at last, her mighty feet trampling down the stairs and across the hull...

Since Orange and Black already took AoO's, they can only try to dodge.

Purple AoO vs Mvumbu AC 43: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34
Bludgeoning damage: 1d6 + 7 ⇒ (5) + 7 = 12
Crit confirmation: 1d20 + 18 - 4 ⇒ (15) + 18 - 4 = 29
Crit damage: 1d6 + 7 ⇒ (6) + 7 = 13

Orange Reflex vs DC 22: 1d20 + 5 ⇒ (18) + 5 = 23
Black Reflex vs DC 22: 1d20 + 5 ⇒ (15) + 5 = 20

...and the mighty hippo does not let a lucky little boop on her snout stop her stomping rampage.

The woman grunts in pain as Fendel adds more arrows to his collection in her torso, but does not back down from either him or the half-orc. "Join me in death then," she hisses. Her hair and robes begin to float upwards, and the smell of ozone fills the air.

Concentration to Cast Defensively vs DC 29: 1d20 + 20 + 4 ⇒ (12) + 20 + 4 = 36

Electric damage: 14d6 ⇒ (6, 2, 1, 3, 4, 1, 5, 1, 2, 5, 6, 2, 3, 3) = 44

Mvumbu Reflex, Evasion: 1d20 + 15 ⇒ (20) + 15 = 35
Fendel Reflex: 1d20 + 19 ⇒ (3) + 19 = 22
Flyn Reflex: 1d20 + 22 ⇒ (4) + 22 = 26
Kramac Reflex: 1d20 + 18 ⇒ (16) + 18 = 34
Beak Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
Zaarah Reflex: 1d20 + 22 ⇒ (14) + 22 = 36

A blinding flash and deafening CRAAAAAACK fill the hull as lightning floods from the woman's hands towards Mvumbu. The hippo deflects the energy through a combination of fast movements and her thick hide, but smaller bolts radiate from her to strike all the Pathfinders except Kiboko.

Everyone succeeded at the saving throw, so half damage unless your name is Mvumbu and you have Evasion. @Flyn, that's exactly enough damage to put you at 0 hitpoints and Staggered.

Free Falling
Round 3! Bold may act!
Zaarah (-22)
Kiboko
Mvumbu (-12)
Fendel (-26)
Blue (-83)
Flyn (-108, Staggered)
Kramac (-42)
Beak (-50, Stoneskin 50/100)
Red (-99)
Yellow (-108)
Green (-83)

Purple (-54)
Orange (-47)
Black (-54)

Environmental Effects:
- Decks are shown from lowest to highest with stairs between decks marked by dashed/dotted boxes (those squares exist on each indicated deck)
- Cyan area is difficult terrain, actively trying to hug people
- Red lines show walls as needed

What do you do?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

”We need to question her!”

Flyn will fire a blunt arrow at blue, hoping to knock her out…

To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot, Favored Enemy
Damage: Gravity Bow, Strength, Magic, Greater Bracers of Archery, Deadly Aim, Clustered Shot, Favored Enemy

Magic Composite Longbow: 1d20 + 17 + 2 + 1 + 2 - 2 - 3 - 4 ⇒ (13) + 17 + 2 + 1 + 2 - 2 - 3 - 4 = 26
Magic/Bludgeoning/Nonlethal Damage: 2d6 + 3 + 2 + 1 + 6 + 2d6 ⇒ (3, 2) + 3 + 2 + 1 + 6 + (5, 3) = 25

…and then he drops to the deck…

Current AC: 27
Perfect Strike: 5/6
Inspiration: 2/3

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac will attempt to kill the remaining zombies, starting with blue!

Swift action to activate Bane:Undead, free action to drop sword and then full attack, starting with Purple, then orange, then black (5-foot stepping as needed).

Attack 1, Heroism, Power Attack, Outflank, Bane, Flurry: 1d20 + 18 + 2 - 3 + 4 + 2 - 2 ⇒ (12) + 18 + 2 - 3 + 4 + 2 - 2 = 33
Damage, Sneak Attack, Power Attack, Bane: 1d4 + 7 + 1d6 + 6 + 2 + 2d6 ⇒ (2) + 7 + (5) + 6 + 2 + (1, 6) = 29

Attack 2, Heroism, Power Attack, Outflank, Bane, Flurry: 1d20 + 18 + 2 - 3 + 4 + 2 - 2 ⇒ (19) + 18 + 2 - 3 + 4 + 2 - 2 = 40
Damage, Sneak Attack, Power Attack, Bane: 1d4 + 7 + 1d6 + 6 + 2 + 2d6 ⇒ (4) + 7 + (2) + 6 + 2 + (3, 3) = 27
Confirm, Heroism, Power Attack, Outflank, Bane, Flurry: 1d20 + 18 + 2 - 3 + 4 + 2 - 2 ⇒ (4) + 18 + 2 - 3 + 4 + 2 - 2 = 25
Extra Damage, Power Attack, Bane: 1d4 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18

If Attack crit and zombie is still up:

Kramac's AoO 1 on whoever got crit, Heroism, Power Attack, Outflank, Bane, Flurry: 1d20 + 18 + 2 - 3 + 4 + 2 - 2 ⇒ (1) + 18 + 2 - 3 + 4 + 2 - 2 = 22
Damage, Sneak Attack, Power Attack, Bane: 1d4 + 7 + 1d6 + 6 + 2 + 2d6 ⇒ (3) + 7 + (3) + 6 + 2 + (1, 1) = 23

Beak's AoO, Power Attack, Outflank: 1d20 + 17 + 4 - 2 ⇒ (13) + 17 + 4 - 2 = 32
Damage, Power Attack: 2d6 + 14 + 6 ⇒ (2, 6) + 14 + 6 = 28

Attack 3, Heroism, Power Attack, Outflank, Bane, Flurry: 1d20 + 18 + 2 - 3 + 4 + 2 - 2 ⇒ (10) + 18 + 2 - 3 + 4 + 2 - 2 = 31
Damage, Sneak Attack, Power Attack, Bane: 1d4 + 7 + 1d6 + 6 + 2 + 2d6 ⇒ (4) + 7 + (1) + 6 + 2 + (1, 5) = 26

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