[PbP Gameday X] GM Ladile's Bounties (Inactive)

Game Master Lady Ladile

Maps & Handouts | Skill Macros


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Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

"I'll take a shift whenever. Can't see in the dark, though."

Envoy's Alliance

Male Elf Investigator 1

"My vision is hampered by the dark of night as well, but what choice do we have. Wake me for a middle watch, as you like."

Envoy's Alliance

Male Human (Varisian) Swashbuckler 2 | HP 32/32 | AC 19 | F +5 R +10 W +6 | Perc +6 | Stealth +8 | 25 ft | Hero 0/3 | ◆ ◇ ↺ | Active Conditions: toughness

"Oh, uh, I'm sorry," Sebasti has the grace to look slightly abashed. "I thought all elves could see well under the night sky. Keep the campfire stoked."


Season of Ghosts

GM Stuff:

Aella's Perception (E): 1d20 + 7 ⇒ (14) + 7 = 21
Scary Gourd's Perception (T): 1d20 + 7 ⇒ (8) + 7 = 15
Parnel's Perception (T): 1d20 + 7 ⇒ (7) + 7 = 14
Isder Edabreth's Perception (T): 1d20 + 4 ⇒ (9) + 4 = 13
Sebasti's Perception (E): 1d20 ⇒ 18
Ezren's Perception (T): 1d20 ⇒ 6

After finishing your dinner and setting a watch order, your little caravan settles in. Almost the entire night is filled with the distant sound of crackling leaves and branches and the faint howls of nocturnal beasts, though nothing that ever seems to get very close to your camp. Still, it's enough to keep each of you on edge as the hours steadily tick by. The sounds only abate during the last hour or two before dawn, when Ezren rises to take his turn at watch.

**************

Your second day on the road is less pleasant as the weather has turned rather damp and drizzly. Sometimes you hear sounds in the woods, such as snapping twigs, the wind rustling through the leaves, and the faint groaning of trees - or perhaps creatures.

It's later on in the morning, approaching noon, when Kisaya suddenly straightens up in her seat and hisses, "Shh! Listen!"

GM Stuff:

Aella's Perception (E): 1d20 + 7 ⇒ (5) + 7 = 12
Scary Gourd's Perception (T): 1d20 + 7 ⇒ (7) + 7 = 14
Parnel's Perception (T): 1d20 + 7 ⇒ (19) + 7 = 26
Isder Edabreth's Perception (T): 1d20 + 4 ⇒ (3) + 4 = 7
Sebasti's Perception (E): 1d20 ⇒ 7
Ezren's Perception (T): 1d20 ⇒ 6

But try as you might, none of you can hear anything. Confusion flickers across Kisaya's face.

"But...but I could've sworn...it sounded like someone was sobbing, out there in the woods..."

There's a pause and then she shrugs, forcing a laugh.

"Hah! Guess...guess it must've just been my imagination," she says weakly. Still, Kisaya scoots a little closer to Sebasti and Isder.
______________

Another post to follow, please stand by~


Season of Ghosts

Later, a few hours past midday, you hear the alarmed whinny of the horses as the wagons suddenly come to a complete stop, swiftly followed by Arek's cursing.

"Of all the rotten luck! The bridge up ahead is out," Andri calls back to you. "Can you have a look and see what you can do? Arek and I need to keep the horses calm; they're acting awful jittery for some reason!"
______________

You need to find a way to deal with this obstacle, but you've got a lot of leeway on your approach and there's no one specific answer that I'm looking for. Each of you can attempt one skill check to deal with the problem, with a +1 circumstance bonus to your checks since you resolved last night's argument. Feel free to discuss things over in the Discussion thread before making your checks!

Envoy's Alliance

Male Human (Varisian) Swashbuckler 2 | HP 32/32 | AC 19 | F +5 R +10 W +6 | Perc +6 | Stealth +8 | 25 ft | Hero 0/3 | ◆ ◇ ↺ | Active Conditions: toughness

"That's a pickle," Sebasti says once he has hopped down and walked to the fore to see the broken bridge. "I've got some rope in my pack, but that's only going to get us so far. The horses and wagons are going to be tricky."

Verdant Wheel

Poly Gourd Leshy Druid 3 | 25’ | HP 30/38 | Shield 12/12 | AC 18 (20 w/shield raised) | F +8 R +5 W +10 | Hero Points 1 | Exploration: Detect Magic | Spells 1st 1/2 2nd 1/2 | Conditions: None

Scary Gourd follows along behind Sabasti.

They look at the bridge, and then the nearby woods. “Might be able to find some sturdy saplings or even an old but solid tree we could fell. Vines to help bind things.

Envoy's Alliance

Male Human (Varisian) Swashbuckler 2 | HP 32/32 | AC 19 | F +5 R +10 W +6 | Perc +6 | Stealth +8 | 25 ft | Hero 0/3 | ◆ ◇ ↺ | Active Conditions: toughness

"We can string our ropes across and get some of us over there to help brace the staves you can make," Sebasti says.

I'll go with Acrobatics to balance while helping.

Verdant Wheel

Poly Gourd Leshy Druid 3 | 25’ | HP 30/38 | Shield 12/12 | AC 18 (20 w/shield raised) | F +8 R +5 W +10 | Hero Points 1 | Exploration: Detect Magic | Spells 1st 1/2 2nd 1/2 | Conditions: None

Scary Gourd looks around for materials that might help with the repair including sources of wood or vines.

Nature: 1d20 + 6 ⇒ (9) + 6 = 15

Radiant Oath

N Male Kobold Monk 1 | HP 18/18 | AC 19 | F +7 R +9 W+6 | Perc +4 | Stealth +7 Hero Points 1 | Exploration: Searching| Conditions: Darkvision

Isder Edabreth begins to inspect the structure to understand which section were broken, before he begins to be a monk jumping from broken structures towards another broken structures.

Should I roll Warfare Lore and Acrobatics?

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

"Let me find a good spot for us to cross."

Survival: 1d20 + 7 ⇒ (13) + 7 = 20

Starfinder

"Wildfire" (they/them) | Khizar recluse soldier | hp 22/22; Hero Points 1/3 | AC 16; F+9 R+3 W+7 (+1 circ vs mental, paralyzed, poison, sleep, void) | Perception +5 | Speed 20ft, climb 20ft | Magazine unloaded | Current conditions: | ◆◇↺

"No, no, arrange those beams like this. Much stronger!"

Crafting: 1d20 + 7 ⇒ (18) + 7 = 25

Envoy's Alliance

Male Human (Varisian) Swashbuckler 2 | HP 32/32 | AC 19 | F +5 R +10 W +6 | Perc +6 | Stealth +8 | 25 ft | Hero 0/3 | ◆ ◇ ↺ | Active Conditions: toughness

Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8

"Ah! Whoa! I'm not as young as I used to be!"

Sorry, guys.


Season of Ghosts

With a plan in mind, everyone begins working to put it into motion!

Scary Gourd has no trouble scouring the edge of the woods for suitable materials to use for repairing the bridge and comes up with plenty of timber that should do the trick. Meanwhile, Aella ranges back and forth until she finds a much shallower section of the ravine that allows for some (careful) crossing on foot. Now you can work on the repairs from both ends of the bridge!

Isder, given your post I'm going to say that Acrobatics sounds more appropriate for what you're doing. Going to go ahead and roll it for you to save a little time.

Once the work is ready to begin, Ezren and ParnelBot confirm for a few minutes to work out the finer details. Then, Ezren remains to direct the work from the wagon-side of the ravine while Parnel goes around to direct from the opposite side...

ParnelBot - Crafting: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

...and it goes quite well! Both human and elf have clearly had some experience with this sort of thing before and have no trouble accurately and clearly directing the repairs as Isder and Sebasti work.

Isder Acrobatics: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 Crit success, cancels out Sebasti's crit failure.

Though Sebasti quickly finds out that he isn't as spry as he used to be, Isder is able to more than pick up the slack as he clambers to and fro, hammer in one hand and nails clenched tightly between his teeth.

It takes quite a bit of time and work, but you're eventually able to get the bridge repaired! "Well, ain't you all something!" Arek exclaims, giving Ezren a hearty slap on the back. "Didn't know we were getting expert craftsmen as well as guards! Any of you ever think about making this sort of thing a full-time gig?"

"Come on Arek, they've probably got better prospects than this," Andri remarks with a roll of her eyes as the siblings get the wagons rolling again. "Still, he's not wrong. If any of you *do* ever want a change of pace, look us up again, alright?"

Thanks to your quick thinking and teamwork, the little caravan is able to get across the ravine and continue on without any further incident, arriving to your designated campsite only a little behind schedule instead of hours. This means that you're still able to do a thorough scout of the area and get settled in early enough to get a good night's sleep. You keep to the same watch rotation as the previous night, but this time the evening passes without any strange sounds or howling.
______________

Another post to follow, please stand by~


Season of Ghosts

GM Stuff:

Aella's Perception (E): 1d20 + 7 - 2 + 1 ⇒ (8) + 7 - 2 + 1 = 14
Scary Gourd's Perception (T): 1d20 + 7 - 2 + 1 ⇒ (17) + 7 - 2 + 1 = 23
Parnel's Perception (T): 1d20 + 7 - 2 + 1 ⇒ (1) + 7 - 2 + 1 = 7
Isder Edabreth's Perception (T): 1d20 + 4 - 2 + 1 ⇒ (10) + 4 - 2 + 1 = 13
Sebasti's Perception (E): 1d20 + 5 - 2 + 1 ⇒ (6) + 5 - 2 + 1 = 10
Ezren's Perception (T): 1d20 + 4 - 2 + 1 ⇒ (14) + 4 - 2 + 1 = 17

Add +1 from previous knowledge success, -2 due to sight reliance.

As morning dawns over your camp, a deep fog rolls in to blanket the surrounding area. Everyone rises as usual and gets to the task of breakfast as well as packing up the camp for the day's journey that lies ahead.

Yet the other caravan passengers seem to be unnerved by the fog. "Are you sure we are quite safe?" Professor Shurgun remarks as he downs the last of his morning coffee. "This is the first fog we have seen and an awful thick one it is. It seems to me that it would make travel rather dangerous, even on a well-traveled path. Perhaps we should give it time to clear off before departing."

"Oh no," Kisaya responds with a firm shake of her head. "I don't fancy sitting around in this soup like a sitting duck. We should hurry and get away from here as quickly as we can!"

Eigil hefts his gear back into one of the wagons. "Eh...th' fog ain't so unusual, lass. 'O course that don't mean it ain't damned inconvenient at times."

"Eigil's right, fog like this isn't exactly uncommon here in Ustalav," Arek agrees as he sees to the horses.

"But that doesn't mean that we're safe, either," Andri points out.

A silence falls over the camp and over your traveling companions, broken only by Professor Shurgun's sigh as he stands up and quietly begins packing his gear.

Suddenly, Scary Gourd and Ezren become aware of sounds coming from the fog-shrouded woods, just outside of the camp perimeter. It sounds like groaning...and the rattle of bones!

Everyone has one round (three actions) to make any preparations they deem necessary. The severe fog completely impedes vision beyond 20 feet. It also partially impedes vision between 10 and 20 feet, imposing a –2 circumstance penalty to visual Perception checks and causing creatures to be concealed when viewed within that distance. I placed arrows on the map to indicate the general direction of the sounds but no one can see anything yet.

Trouble in the Fog

Verdant Wheel

Poly Gourd Leshy Druid 3 | 25’ | HP 30/38 | Shield 12/12 | AC 18 (20 w/shield raised) | F +8 R +5 W +10 | Hero Points 1 | Exploration: Detect Magic | Spells 1st 1/2 2nd 1/2 | Conditions: None

Scary Gourd pats Entropy on the head, then raises their shield.

Magic Fang, Raise Shield

Radiant Oath

N Male Kobold Monk 1 | HP 18/18 | AC 19 | F +7 R +9 W+6 | Perc +4 | Stealth +7 Hero Points 1 | Exploration: Searching| Conditions: Darkvision

Growling like a tiger, Isder brings a dagger on hand and steps out to be closer to any hostile creature (humanoid, undead).

"Come on! Show yourself" whispers Isder.

> Enter Tiger Stance
> Interact to hold a dagger
> Step

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

Aella gets behind the stone in the center, protecting herself.

Move and Take Cover

Envoy's Alliance

Male Human (Varisian) Swashbuckler 2 | HP 32/32 | AC 19 | F +5 R +10 W +6 | Perc +6 | Stealth +8 | 25 ft | Hero 0/3 | ◆ ◇ ↺ | Active Conditions: toughness

At Ezren's warning, Sebasti draws his blade and takes cover behind one of the rocks.

◆ Interact
◆ Step
◆ Take Cover

Starfinder

"Wildfire" (they/them) | Khizar recluse soldier | hp 22/22; Hero Points 1/3 | AC 16; F+9 R+3 W+7 (+1 circ vs mental, paralyzed, poison, sleep, void) | Perception +5 | Speed 20ft, climb 20ft | Magazine unloaded | Current conditions: | ◆◇↺

Ezren follows Aella's lead, stepping forward and taking cover behind the center stone as he draws a scroll from a tube at his hip. ◆Step, ◆Take Cover, ◆Interact to draw his scroll of grim tendrils.


Season of Ghosts

Aware that trouble is imminent, everyone begins to take cover and get into position. Arek, Andri, and your three travelling companions are quick to get out of the way while Parnel moves closer to Scary Gourd, drawing and loading his crossbow.

The sounds of groaning and rattling grow louder until those of you that have taken up position on the edges of the camp spot movement out in the fog. Scary Gourd, Isder, and Parnel see skeletons begin to emerge, carryingg weathered, broken shields displaying the symbol of Iomedae. And judging by the sounds, there are more lurking in the fog, just out of sight...

Who Goes First?:

Aella, Search: 1d20 + 7 ⇒ (18) + 7 = 25
Scary Gourd, Detect Magic: 1d20 + 7 ⇒ (20) + 7 = 27
Parnel, Search: 1d20 + 7 ⇒ (7) + 7 = 14
Isder Edabreth, Scout: 1d20 + 4 ⇒ (8) + 4 = 12
Sebasti, : 1d20 + 5 ⇒ (4) + 5 = 9
Ezren, : 1d20 + 4 ⇒ (12) + 4 = 16

ZB: 1d20 + 4 ⇒ (2) + 4 = 6
Y: 1d20 + 2 ⇒ (14) + 2 = 16
B: 1d20 + 2 ⇒ (18) + 2 = 20
G: 1d20 + 2 ⇒ (16) + 2 = 18
O: 1d20 + 2 ⇒ (11) + 2 = 13

Recall Knowledge - Skeletons (Religion; DC 13):

These are skeleton guards, the most common type of skeleton minion encountered out in the field. You know that they possess a basic amount of resistance to many forms of elemental attack such as cold, electricity, and fire. They also resist damage from most forms of weaponry, though they *are* susceptible to being smashed.

______________

Round 1

Scary Gourd
>Entropy (Magic Fang)
Aella

==============
Blue
Green
==============
Ezren
==============
Yellow
==============
Parnel
==============
Orange
==============
Isder
Sebasti
==============
Red

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Scary Gourd and Aella are UP!

Trouble in the Fog

Verdant Wheel

Poly Gourd Leshy Druid 3 | 25’ | HP 30/38 | Shield 12/12 | AC 18 (20 w/shield raised) | F +8 R +5 W +10 | Hero Points 1 | Exploration: Detect Magic | Spells 1st 1/2 2nd 1/2 | Conditions: None

Scary Gourd raises his shield, moves up to Yellow, then calls for Entropy to attack it.

Scary Gourd’s movement would provoke from Yellow.

There’s a big one further into the fog!


Male Leopard 3 | 35’ | HP 25/25 | AC 17 | F +5 R +7 W +6 | Conditions:

Entropy bounds up and bites at Yellow!

Jaws, Magic Fang: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 finesse
Piercing damage, flat footed, Magic Fang: 1d6 + 2 + 1d4 + 1d6 ⇒ (4) + 2 + (2) + (6) = 14 Assuming flat footed from flanking positions


Season of Ghosts

The brave and scary gourd raises his shield and moves up to Yellow, signaling for Entropy to put his jaws to good use. The leopard bounds up to Yellow and delivers a powerful bite to the skeleton. Though the leopard does feel some resistance from the bones, the skeleton is no match for the animal's raw power and shatters into pieces!

Further in the depths of the fog, Scary Gourd can make out another shape. Except this one is noticeably larger than the skeletons, a hulking mass of rotten, stinking flesh!

You can attempt the below Recall Knowledge once you're able to see Red.

Recall Knowledge - Red (Religion; DC 16):

This is a zombie brute, a zombie that has been augmented by necromantic energies to increase both its size and power. Though it has greater reach and strength behind its fists, it's just as slow as any other zombie and possesses a weakness to positive energy as well as weapons that can cut.

______________

Round 1

Scary Gourd (Raised Shield)
>Entropy (Magic Fang)
Aella
==============
Blue
Green
==============
Ezren
Parnel
==============
Orange
==============
Isder
Sebasti
==============
Red

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Aella is UP!

Trouble in the Fog

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

Aella can't see anything from from her initial hiding place, so she carefully moves in the direction of the noise. She tries to zap the creature she can see! Blue

flat check: 1d20 ⇒ 20
Electric Arc: 1d4 + 4 ⇒ (3) + 4 = 7, DC 17 basic Reflex Save

Envoy's Alliance

Male Elf Investigator 1

Religion: 1d20 + 5 ⇒ (15) + 5 = 20
Religion: 1d20 + 5 ⇒ (6) + 5 = 11

"Use blunt weapons to smash those skeletons. They might be hard to damage otherwise! Cold, electricity, fire, and blades are not likely to do much good. My knowledge of zombies seems somewhat lacking, however."


Season of Ghosts

@Parnel - Don't forget that Recall Knowledge takes actions, not to mention I don't believe you can see any of the foes from your current position.

GM Stuff:

Blue Basic Reflex: 1d20 + 8 ⇒ (19) + 8 = 27

Blue Strike vs. Entropy (Scimitar): 1d20 + 6 ⇒ (3) + 6 = 9
Blue Strike vs. Entropy (Scimitar): 1d20 + 1 ⇒ (1) + 1 = 2
Blue Strike vs. Entropy (Scimitar): 1d20 - 4 ⇒ (19) - 4 = 15

Blue Strike vs. Entropy (Scimitar): 1d20 + 6 ⇒ (6) + 6 = 12
Blue Strike vs. Entropy (Scimitar): 1d20 + 1 ⇒ (10) + 1 = 11

Aella cautiously moves up until she can finally see a target. The air crackles as she sends an electric arc at it...and somehow the arc manages to pass between the skeleton's ribs without actually connecting!

Crit success.

Blue Skeleton, having a living foe close by, begins slashing mindlessly at Entropy with its scimitar but can't manage to strike the leopard - though its third strike does come very close!

Green Skeleton rattles and clatters forward, angling for a piece or two of Isder, but fares no better against its foe than Blue did against Entropy!
______________

Round 1

Scary Gourd (Raised Shield)
>Entropy (Magic Fang)
Aella
==============
Blue
Green
==============
Ezren
Parnel

==============
Orange
==============
Isder
Sebasti
==============
Red

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Ezren and Parnel are UP!

Trouble in the Fog

Starfinder

"Wildfire" (they/them) | Khizar recluse soldier | hp 22/22; Hero Points 1/3 | AC 16; F+9 R+3 W+7 (+1 circ vs mental, paralyzed, poison, sleep, void) | Perception +5 | Speed 20ft, climb 20ft | Magazine unloaded | Current conditions: | ◆◇↺

Ezren stumbles his way around the center stone, until he can just see the hideous creatures attacking. Not wishing to get any closer, he unleashes an arc of electricity at the two!

Flat check to target green (DC 5): 1d20 ⇒ 7
Flat check to target blue (DC 5): 1d20 ⇒ 19

Electricity damage: 1d4 + 4 ⇒ (4) + 4 = 8 DC 17 basic Reflex


Season of Ghosts

GM Stuff:

Green Basic Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Blue Basic Reflex: 1d20 + 8 ⇒ (13) + 8 = 21

Ezren staggers through the fog until he too finally spots two of the skeletons. He delivers an electrical blast that completely shatters Green and blasts some chunks out of Blue!
______________

Round 1

Scary Gourd (Raised Shield)
>Entropy (Magic Fang)
Aella
==============
Blue (-4)
==============
Ezren
Parnel
==============
Orange
==============
Isder
Sebasti
==============
Red

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Parnel is UP!

Trouble in the Fog


Season of Ghosts

Putting Parnel on Delay for the moment.

GM Stuff:

Strike vs. Isder (Scimitar): 1d20 + 6 ⇒ (19) + 6 = 25
Damage (Slashing): 1d6 + 2 ⇒ (5) + 2 = 7

Strike vs. Isder (Scimitar): 1d20 + 1 ⇒ (15) + 1 = 16

As Parnel tries to decide on a course of action yet another skeleton comes rattling out of the fog! It too shambles up to Isder and swings its rusty-looking scimitar twice at the kobold. This time, blood is drawn as the first strike opens a painful-looking gash in Isder's upper arm! Fortunately the monk is able to dodge the second strike.

Isder takes 7 damage.
______________

Round 1

Scary Gourd (Raised Shield)
>Entropy (Magic Fang)
Aella
==============
Blue (-4)
==============
Ezren
Parnel (Delay)
==============
Orange
==============
Isder (-7)
Sebasti

==============
Red

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Isder and Sebasti are UP!

Envoy's Alliance

Male Human (Varisian) Swashbuckler 2 | HP 32/32 | AC 19 | F +5 R +10 W +6 | Perc +6 | Stealth +8 | 25 ft | Hero 0/3 | ◆ ◇ ↺ | Active Conditions: toughness

Aid (Isder's Attack), Open if Accepted:
Diplomacy, One for All: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Sebasti breaks from cover and runs around to the other side of Isder's foe. "I'll distract it! You've got this!" he calls over supportively.

◆ Stride
◆ One for All
◆ Strike

Rapier (T): 1d20 + 7 ⇒ (14) + 7 = 21
Piercing: 1d6 + 1 ⇒ (6) + 1 = 7

Radiant Oath

N Male Kobold Monk 1 | HP 18/18 | AC 19 | F +7 R +9 W+6 | Perc +4 | Stealth +7 Hero Points 1 | Exploration: Searching| Conditions: Darkvision

Feeling the proximity of an enemy as he feels the bite of a scimitar, Isder steps and will unleash a flurry of blows on the skeleton.

> Step
> 2 strikes through flurry of blows.

Tiger Claw: 1d20 + 7 ⇒ (3) + 7 = 10
Slashing Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Tiger Claw: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
Slashing Damage: 1d8 + 1 ⇒ (6) + 1 = 7


Season of Ghosts

Hoping to help put Orange down quickly Sebasti darts around to help flank it with Isder, calling out words of encouragement as he does. To help distract the skeleton he strikes it with his rapier, which seems to do a little damage but not as much as it normally would.

Deciding to take advantage of the help, Isder steps into flanking position and unleashes a flurry of blows at Orange! Though the first strike whiffs, the second one manages to land and chips off a few more pieces of bone from the skeleton - but it does remain standing.

Flurry of Blows counts as a single action so Isder still has one action left if he'd like to do anything else!
______________

Round 1

Scary Gourd (Raised Shield)
>Entropy (Magic Fang)
Aella
==============
Blue (-4)
==============
Ezren
Parnel (Delay)
==============
Orange (-4)
==============
Isder (-7; One Action Remaining)
Sebasti
==============
Red

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Isder is UP!

Trouble in the Fog

Radiant Oath

N Male Kobold Monk 1 | HP 18/18 | AC 19 | F +7 R +9 W+6 | Perc +4 | Stealth +7 Hero Points 1 | Exploration: Searching| Conditions: Darkvision

Isder tries to strike again.
Strike: 1d20 + 7 - 8 ⇒ (18) + 7 - 8 = 17

Radiant Oath

N Male Kobold Monk 1 | HP 18/18 | AC 19 | F +7 R +9 W+6 | Perc +4 | Stealth +7 Hero Points 1 | Exploration: Searching| Conditions: Darkvision

Slashing Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Envoy's Alliance

Male Elf Investigator 1

Since Parnel was delayed, I went ahead and took the opportunity to take action now.

Parnel moves closer to the action, hope to glimpse some of these foes.

◆ Stride
◆ Recall Knowledge (from before, since I read it already, on Skeletons was a 20)
◆ Strike (Hand crossbow)

Can I target it? DC 11: 1d20 ⇒ 10
Can I hit it?: 1d20 + 3 ⇒ (15) + 3 = 18
Damage if both succeed: 1d6 ⇒ 2

Nope!


Season of Ghosts

Isder delivers yet another blow to Orange, sending more bone fragments flying. Though his claws clearly aren't as effective as they would normally be, Orange now looks as though a stiff breeze might finish them off!

Springing into action Parnel advances to where he can better glimpse the two skeletons. He recalls some useful information, primarily that bludgeoning weapons are the way to go when dealing with these things! He then attempts to take aim at one of them.

If you were aiming at Blue, you actually succeed in sighting them well enough to target.

Blue is pretty close so he takes aim at that one - and manages to see through the fog well enough to target and hit it! But the piercing bolt just bounces off the bleached bones.

GM Stuff:

Flat Check (DC 5): 1d20 ⇒ 4
ZB Strike vs. Entropy (Fist): 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d12 + 5 ⇒ (3) + 5 = 8

"Grghhh..."

The enormous rotting corpse shambles forward through the undergrowth and, sensing something ahead, uses its long arm to take a swing in Entropy's general direction. But the fog is as much a hindrance to your foes as it is to you and the hulking corpse misses!
______________

Round 2

Scary Gourd (Raised Shield)
>Entropy (Magic Fang)
Aella

==============
Blue (-4)
==============
Ezren
==============
Orange (-6)
==============
Isder (-7; One Action Remaining)
Sebasti
Parnel
==============
Red

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Scary Gourd and Aella are UP!

Trouble in the Fog

Verdant Wheel

Female human (skilled) druid 3 | HP 41/41 | AC 19 | F +9 R +6 W +11 | Perc +11 | Stealth +1 | Speed:25 ft | Active Conditions: ---

Aella, seeing the big one, calls upon the power of the storm!

flat check: 1d20 ⇒ 8

tempest surge: 1d12 ⇒ 2 electricity damage, DC 17 basic Reflex, also clumsy 2 for 1 round and 1 persistent electricity on a failure

She then Takes Cover behind the rock.

Verdant Wheel

Poly Gourd Leshy Druid 3 | 25’ | HP 30/38 | Shield 12/12 | AC 18 (20 w/shield raised) | F +8 R +5 W +10 | Hero Points 1 | Exploration: Detect Magic | Spells 1st 1/2 2nd 1/2 | Conditions: None

Scary Gourd pushes his way through the trees to get to the other side of the huge creature. Then he commands Entropy to attack it.
Stride x2, command animal. Movement would provoke.


Male Leopard 3 | 35’ | HP 25/25 | AC 17 | F +5 R +7 W +6 | Conditions:

Entropy shifts position and scratches at the big one.
Jaws, Magic Fang: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 finesse
Piercing damage, flat-footed, Magic Fang: 1d6 + 2 + 1d4 + 1d6 ⇒ (6) + 2 + (4) + (4) = 16

If you allow critters to take a guarded step, Entropy does. Otherwise it provokes from the skeleton. The big guy should have used up any potential AoO on Scary Gourd.


Season of Ghosts

GM Stuff:

ZB Basic Reflex: 1d20 + 3 ⇒ (14) + 3 = 17

Blue Strike vs. Entropy: 1d20 + 6 ⇒ (13) + 6 = 19
Damage (Slashing): 1d6 + 2 ⇒ (2) + 2 = 4

Blue Strike vs. Entropy: 1d20 + 1 ⇒ (12) + 1 = 13

Blue Strike vs. Entropy: 1d20 - 4 ⇒ (16) - 4 = 12

Aella, upon spotting Big Ugly as he comes lumbering out of the fog, calls down the power of the storm! The creature is surprisingly agile however and only winds up a little singed as he dodges the lightning.

Scary Gourd pushes through the trees and undergrowth as he calls for Entropy to engage the big brute. It thankfully is too slow to react as both leshy and leopard move into position. Entropy takes a big chunk of rotten flesh out of the brute's hide with a single bite! But it doesn't look like this foe will go down as easily as the others.

Blue Skeleton continues to swing its scimitar at Entropy and manages to open up a wound on the leopard's flank with one of the strikes!

4 damage to Entropy.
______________

Round 2

Scary Gourd
>Entropy (-4; Magic Fang)
Aella
==============
Blue (-4)
==============
Ezren
==============
Orange (-6)
==============
Isder (-7)
Sebasti
Parnel
==============
Red (-17)

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Ezren is UP!

Trouble in the Fog

Starfinder

"Wildfire" (they/them) | Khizar recluse soldier | hp 22/22; Hero Points 1/3 | AC 16; F+9 R+3 W+7 (+1 circ vs mental, paralyzed, poison, sleep, void) | Perception +5 | Speed 20ft, climb 20ft | Magazine unloaded | Current conditions: | ◆◇↺

Hearing the loud footsteps of the large brute, Ezren creeps forward a bit until he can see the huge undead. "Oh, this is a terrible idea" he mutters as he moves in front of Parnel and unleashes a gout of flame that washes over the blue-clad skeleton and the large zombie's right side. ◆Stride, ◆◆burning hands (DC 17 basic Reflex).

Fire damage: 2d6 ⇒ (3, 2) = 5


Season of Ghosts

GM Stuff:

Blue Basic Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Red Basic Reflex: 1d20 + 3 ⇒ (15) + 3 = 18

1=Isder, 2=Sebasti
1d2 ⇒ 2

Orange Strike vs. Sebasti (Scimitar): 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Orange Strike vs. Sebasti (Scimitar): 1d20 + 1 ⇒ (16) + 1 = 17
Orange Strike vs. Sebasti (Scimitar): 1d20 - 4 ⇒ (15) - 4 = 11

Ezren creeps up and, getting a better look at Red, decides it's time to turn up the heat. He unleashes a blast of flame that washes over Blue and partially over Red...but while Blue seems to take the full brunt of the attack it also doesn't seem to have any effect, as though the skeleton is resistant to the flames. At least the magic does seem to have some effect on Red, burning away a small chunk of rotten flesh.

Meanwhile, Orange turns to face its newest challenger and strikes out at Sebasti. As with Isder it manages to open a sizeable wound on the brave Pathfinder but Sebasti is able to avoid the two follow-up strikes.

Sebasti takes 5 damage.
______________

Round 2

Scary Gourd
>Entropy (-4; Magic Fang)
Aella
==============
Blue (-4)
==============
Ezren
==============
Orange (-6)
==============
Isder (-7)
Sebasti (-5)
Parnel

==============
Red (-19)

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Isder, Sebasti and Parnel are UP!

Trouble in the Fog

Envoy's Alliance

Male Human (Varisian) Swashbuckler 2 | HP 32/32 | AC 19 | F +5 R +10 W +6 | Perc +6 | Stealth +8 | 25 ft | Hero 0/3 | ◆ ◇ ↺ | Active Conditions: toughness

"You're doing great, Isder! Strike it while I've got it's attention," Sebasti calls out.

Aid Isder's Strike (open if accepted):

One for All (diplomacy), Cooperative Nature: 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22

He thrusts his rapier toward the skeleton, praying to land a damaging strike but hoping to keep its attention.

◆ One for All, ◆ Strike, ◆ Strike

Rapier (T), Precise Strike: 1d20 + 7 ⇒ (7) + 7 = 14 vs. flanked target
Piercing: 1d6 + 1 ⇒ (4) + 1 = 5 + Precision: 2 = 2

Rapier (T), Precise Strike: 1d20 + 7 - 5 ⇒ (9) + 7 - 5 = 11 vs. flanked target
Piercing: 1d6 + 1 ⇒ (3) + 1 = 4 + Precision: 2 = 2

Radiant Oath

N Male Kobold Monk 1 | HP 18/18 | AC 19 | F +7 R +9 W+6 | Perc +4 | Stealth +7 Hero Points 1 | Exploration: Searching| Conditions: Darkvision

Isder keeps his position in a flanking position, but close the claw to an closed fist.

> Flurry of blows Tiger Claw: 1d20 + 7 ⇒ (9) + 7 = 16
Bludgeoning Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Tiger Claw: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Bludgeoning Damage: 1d6 + 1 ⇒ (5) + 1 = 6

> Regular bludgeoning strike Tiger Claw: 1d20 + 7 - 8 ⇒ (15) + 7 - 8 = 14
Bludgeoning Damage: 1d6 + 1 ⇒ (4) + 1 = 5

> Regular bludgeoning strike Tiger Claw: 1d20 + 7 - 8 ⇒ (11) + 7 - 8 = 10
Bludgeoning Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Envoy's Alliance

Male Elf Investigator 1

Parnel switches to a club he carries, and steps up next to Ezren. If 5' step still a thing? Then he swings his club at the skeleton.

◆ Retrieve club ◆ Stride ◆ Strike

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 ⇒ 5


Season of Ghosts

Sebasti and Isder continue to focus on Orange, trying to finish it off. Sebasti strikes a blow with his rapier that sends a few more pieces of bone flying before Isder finishes it off with a closed-fist crushing punch!

Since Isder's FoB finished off Orange, he may redo his last two actions if he likes.

With Orange taken care of, Parnel draws out his club and steps up next to Ezren. He swings at Blue and connects, sending the skull flying off into the trees! The rest of the skeleton collapses in a heap, dead (again).
______________

Round 2

Scary Gourd
>Entropy (-4; Magic Fang)
Aella
Ezren
Isder (-7; Two Actions Remaining)
Sebasti (-5)
Parnel
==============
Red (-19)

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Isder is UP!

Trouble in the Fog

Radiant Oath

N Male Kobold Monk 1 | HP 18/18 | AC 19 | F +7 R +9 W+6 | Perc +4 | Stealth +7 Hero Points 1 | Exploration: Searching| Conditions: Darkvision

Isder tries to find the enemy through the severe fog. flat check: 1d20 ⇒ 12

> Isder moves toward the sound and stands besides it.
> Isder strikes. Tiger Claw: 1d20 + 7 - 8 ⇒ (8) + 7 - 8 = 7


Season of Ghosts

With Orange felled and then Blue, Isder knows that there's only one foe remaining. He turns and attempts to sight Big Red through the fog, which he does. The brave kobold moves up close and directs a clawful swipe at the creature, but misses.

GM Stuff:

1=Entropy, 2=Isder, 3=SG
2d3 ⇒ (3, 3) = 6

Strike vs. SG (Fist): 1d20 + 11 ⇒ (7) + 11 = 18
Damage (Bludgeoning): 1d12 + 5 ⇒ (3) + 5 = 8 + Improved Push 5ft

Strike vs. SG (Fist): 1d20 + 6 ⇒ (4) + 6 = 10

Big Red swings around and slams a fist into Scary Gourd, bruising his melon and knocking him backwards! Another rotting fist swings in from the opposite direction but thankfully misses.

Scary Gourd takes 8 damage and gets pushed back 5 ft.
______________

Round 3

Scary Gourd (-8)
>Entropy (-4; Magic Fang)
Aella
Ezren
Isder (-7)
Sebasti (-5)
Parnel

==============
Red (-19)

Active Conditions: None

Environmental Conditions: Severe Fog - Creatures between 10 and 20 feet away are Concealed (DC 5 flat check to target; this includes allies). Greater than that, they are Hidden (DC 11 flat check to target).

Everyone is UP!

Trouble in the Fog

Verdant Wheel

Poly Gourd Leshy Druid 3 | 25’ | HP 30/38 | Shield 12/12 | AC 18 (20 w/shield raised) | F +8 R +5 W +10 | Hero Points 1 | Exploration: Detect Magic | Spells 1st 1/2 2nd 1/2 | Conditions: None

Scary Gourd decides to see if the undead can be frightened. They cast Fear on the big thing and then have Entropy attack!

DC 16 Will save

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