GM ZD Dinner at Lion Lodge (Inactive)

Game Master Z...D...

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”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Seeing the creatures from above, Zerryd fires at the green enemy before it gets a chance to act.

Surprise Attack: On the first round of combat, if you roll Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Crossbow vs. Green: 1d20 + 10 ⇒ (18) + 10 = 28 (vs. flatfoot AC)
Piercing Damage + Sneak: 1d6 + 1d6 ⇒ (2) + (2) = 4

He drops his rapier to reload his crossbow, then retrieves his rapier.

Actions: ◆ Strike, ◇ Release, ◆ Interact (reload), ◆ Interact (retrieve weapon)


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

"If you can break their armour, they will be easier to destroy!" calls out the little kobold.

Any idea about how we break it?


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Jaithe sends a large rock at Red before casting shield on herself.

TKP vs Red: 1d20 + 10 ⇒ (15) + 10 = 25
Bludgeoning Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12


◆◆ Telekinetic Projectile
◆ Shield (AC 19)


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
_Kyra wrote:

"If you can break their armour, they will be easier to destroy!" calls out the little kobold.

Any idea about how we break it?

Scoring a critical or getting them down to half hit points mechanically. In character, hit it hard, hit it often. Takemiryu's strike broke red's armor since it was a critical hit

Zerryd launches an arrow at green from above. The arrow peirces through a spot at the base of the neck. Cracks spider web across the statue. Critical hit. Breaking greens armor

Jaithe launches a rock at the already broken red statue. The rock smashes into its face, completley destroying it. The statue lands in a heap on the floor. Critical hit from Jaithe, dropping red

Green charges towards Takemiryu and swipes at him. Miss

claw: 1d20 + 11 ⇒ (1) + 11 = 121d8 + 6 ⇒ (5) + 6 = 11

Round 2-Bold May Act
Takemiryu
Kellsti
Zerryd
Jaith

Green

Gm:

Green: 33/35; Armor broken


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Seeing that his previous crossbow bolt managed to crack the outer shell of the remaining enemy, Zerryd feels it safe to jump into the fray, using his wings to nestle down smoothly.
Nestling Fall uses the Strix wings to suffer no damage from falling.

Surprising the creature from behind, he says, "It's time to join your friend." From his flanking position with Takemiryu, Zerryd stabs the construct twice with his rapier.

Rapier 1: 1d20 + 11 ⇒ (11) + 11 = 22 (vs. flatfoot AC)
Piercing Damage + Sneak: 1d6 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8
Rapier 2: 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21 (vs. flatfoot AC)
Piercing Damage + Sneak: 1d6 + 1d6 + 1 ⇒ (1) + (3) + 1 = 5

Actions: ◆ Stride, ◆ Strike, ◆ Strike


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kelesti draws her bow and fires an arrow at the statue in green.
attack: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d6 ⇒ 5
Then with a grin, tries again.
attack: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
damage: 1d6 ⇒ 4


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Jaithe picks up another rock and sends it at Green. Then casts shield.

TKP @ Green: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Crit doubled to 22


◆◆ TKP vs Green
◆ Shield (AC 19)


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Looks like the lions are getting all the bad attack rolls and we're getting all the good ones... better than the alternative I suppose.

Seeing little reason to hold back, Takemiryu switches to hunting the remaining animated lion statue and then unleashes a flurry of attacks at it.

Action 1 (◆): Hunt Prey vs Green Lion

Action 2 (◆): Twin Takedown
- Action: Strike (+1 Returning Trident) with Hunter's Edge Flurry vs Green Lion (prey).
- Action: Strike (+1 Sai) with Hunter's Edge Flurry and MAP1 vs Green Lion (prey).
Trident Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Trident Damage: 1d8 + 4 ⇒ (1) + 4 = 5 piercing damage
Sai Attack: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Sai Damage: 1d4 + 4 ⇒ (1) + 4 = 5 piercing damage

Action 3: Strike (+1 Returning Trident) with Hunter's Edge Flurry and MAP2 vs Green Lion (prey).
Trident Attack: 1d20 + 11 - 6 ⇒ (2) + 11 - 6 = 7
Trident Damage: 1d8 + 4 ⇒ (5) + 4 = 9 piercing damage

Now I just have to work on improving my damage rolls.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

The green lion statue does not stand a chance as the final wave of attacks land.

OUT OF INITIATIVE

Just so we are keeping track...that is two encounters that our curious Kitsune started by going into places alone. ;P

Where to next.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:
PFS 2 GM ZD wrote:
Just so we are keeping track...that is two encounters that our curious Kitsune started by going into places alone. ;P[/ooc]

He he he. Curious Kitsune. I like the sound of that.

Takemiryu brushes the stone powder of the shattered statues from his fur. "This place is full of little surprises. Now let's go see what this cage is all about." And off he goes to examine the cage-like construction he saw earlier.


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

None the worse for wear after the statue distraction, Zerryd joins Takemiryu at the cage. "Before you head inside, my curious friend, allow me to make sure it's safe." While searching for clues in and around the gate, he checks for traps (with his passive Trap Finder ability).

Perception + Find Traps: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
(Or please make a Secret check for Zerryd at +9.)

If he finds anything suspicious, he'll attempt to disable.

Thievery-Disable: 1d20 + 12 ⇒ (19) + 12 = 31
Note: He has Wary Disamament, just in case.

He continues to be stealthy while exploring, with his rapier in one hand and his loaded hand-crossbow in the other.
Exploration Mode: Avoid Notice


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Jaithe makes her way to the other side of the pit, keeping an eye on her friends. She usually has a spell on her lips (TKP) in case something unfriendly pops out.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kellsti remains on the ledge, with her shortbow out. With her good vision she keeps an eye on the surrounding area, looking for signs of the devil reappearing... or anything else for that matter.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Nothing of interest around the cage.

You all do notice the wooden elevator.

This wooden platform connected to a large wheel hangs over this large ledge

It can easily be operated from the controls on the platform. It is currently at the top.

You could also disable the chain, which would cause the platform to drop. Depending on how well you succeed, depends on how fast it drops.

Additionally, using the elevators supports, you can climb the cave walls a bit easier. Lowers the DC of the climb to 17


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

After searching the cage, Zerryd moves over to the southern corner near the wooden elevator. He calls up to the others, "Jaithe, Kellsti, can one of you figure out this contraption to hoist us up?" The strix stretches out his wings while he waits for his ride.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu looks at the elevator and decides that using such a contraption is far more likely to kill him than taking fate into his own hands. "I believe I can handle this without assistance" (to paraphrase Custer at Little Bighorn). He proceeds to make the attempt unaided.

Athletics (Climb): 1d20 + 10 ⇒ (13) + 10 = 23

I'll assume that's good enough.

He clambers up the slope without apparent difficulty. He looks back down at his pennate companion. "Come on up, Zerryd; it's not that hard. Won't those wings of yours save you if you fall?"

He leaves the Stirx to get himself out while he goes over to investigate the little cave passage he sees leading off from the main cavern. "I wonder what's in here?"


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

"I have no idea how to make this work." sighs Kellsti.

She wanders over and tries turning the wheel to see what happens.

"Might be better climbing the chains."


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

What check to figure out how the contraption works? Crafting +8


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Zerryd nods to Takemiryu. "Sure, I could climb out, but I figured it would be more fun to ride." Zerryd gives Jaithe a chance to figure out the elevator. But if it doesn't work out, the strix starts climbing.

Athletics: 1d20 + 9 ⇒ (1) + 9 = 10

He doesn't even get one foot up, before his hand slips and he slides back down. "Just need to dry off my hands." He brushes them off and tries again.

Athletics: 1d20 + 9 ⇒ (1) + 9 = 10
Seriously??? Two nat-1s in a row? Hopefully, I'm using them all up now.

And he spectacularly fails again. He quickly explains, "It's easier to go down than up." Undeterred, he tries a 3rd time.

Athletics: 1d20 + 9 ⇒ (15) + 9 = 24
As Takemiryu said, with his strix wings and Nestling Fall, he won't take any damage from any falls during climbing.

Zerryd either gets an elevator ride courtesy of Jaithe, or he eventually completes the climb. Either way, he joins the kitsune in the corridor, with his rapier drawn and avoiding notice.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

It's quite easy to figure out. The is a lever, it's up or down

Everyone is now out of the pit, either way, you look at it.

This narrow four-foot-high crawl space extends to the west from the alcove

Tiny creature treat this space as difficult terrain, Small needs to succeed at a DC 9 acrobatics to squeeze. Medium need to succeed at a DC 19


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Zerryd studies the narrow crawlspace. Then he looks back at the party. He suggests, "Rather than all of us squeezing through, would it make sense for one of us to scout ahead ... and lead any enemies back here." He pauses and continues, "Or ... perhaps we're best off heading back to the main room. Those other doors may take us to the same place." He waits to hear what the group thinks.

After a moment, he suddenly adds, "Even if some of us want to try the crawlspace, maybe the others are better off approaching from the other side to take a flanking position." As he thinks more about the advantages of flanking, he starts backing up into the cave the way they came.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

The little artist keeps glancing toward where the devil has presumably returned to lick its wounds.

"Before splitting up... maybe we should see if that devil is still around... I'd hate for him to come upon us while we were isolated or stuck in a tight spot.."


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu looks at the crawlspace and isn't concerned. "Hold on a jiffy. I'll just have a quick look." As before, his form seems to twist in on itself as he shrinks in size until only a tiny fox remains.

Action: Change Shape - Transform into Tiny fox Pest Form

He moves stealthily into the crawlspace with his eyes peeled for any potential enemies.

Action: Sneak with Pest Form (Stealth +10) - SECRET

In Pest Form, Takemiryu's Acrobatics and Stealth modifiers are +10, and he has Low-light vision and imprecise scent 30 feet.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

As Takemiryo moves down the tunnel, his senses pick up a few creatures he can not see.

In a strange language, a creature that is unseen shouts aggressively.

Inferal:

"get back, we kills you"

GM:

Takemiryu, Scout: 1d20 + 9 ⇒ (16) + 9 = 25
Zerryd, Avoid Notice: 1d20 + 10 ⇒ (4) + 10 = 14
Jaithe, Avoid Notice: 1d20 + 7 ⇒ (15) + 7 = 22
kellst, perception: 1d20 + 10 ⇒ (17) + 10 = 27
GM: 1d20 + 7 ⇒ (13) + 7 = 201d20 + 7 ⇒ (18) + 7 = 25

Red circle is where Takemiryu can smell them. They are undetected by everyone but him. A seek action to detect them may make them hidden instead. Or you could send them a "to whom it may concern" message like AOE

Round 1-Bold May Act
Kellsti

GM
Takemiryu
Jaithe
GM
Zerryd


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

"Takemiryu, " Jaithe calls, "What do you see?"


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kellsti sighs "I don't understand what they are saying, but I'm sure I heard words down there. Best come back."

Delays.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Kellsti waits for a moment to see what is going on.

attack vs Takemiryu: 1d20 + 9 ⇒ (19) + 9 = 28
piercing damage: 1d4 - 1 ⇒ (2) - 1 = 1
evil damage: 1d4 ⇒ 2

Takemiryu feels a sting in his shoulder as a devilish looking creature appears, hovering adjacent to him. 1 piercing and 2 evil damage. I will also need a DC 16 fort save vs poison.

Fail, or crit fail:

fail-stage 1: 1d6 ⇒ 4 poison damage and clumsy 1
On critical fail-stage 2, same poison damage, but you are clumsy 1 and slowed 1

Round 1-Bold May Act
GM
Kellsti
Takemiryu
Jaithe

GM
Zerryd


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Can the rest of us see the little creature?


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Yes. Since it attacked, it is no longer invisible


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

Kellsti directs a lance of holy goodness at the horrid little creature.

"Stay away from him!"
divine lance: 1d20 + 10 ⇒ (16) + 10 = 26
good damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8

Then she steps back to let the others in.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Kellsti's ray connects with the devil. It screeches as the good energy courses over it.

Round 1-Bold May Act
GM
Kellsti
Takemiryu
Jaithe

GM
Zerryd

GM:

Red-4/15


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

In Pest Form, Takemiryu has an AC of 19 (=15+level), which means that the imp's strike was barely not a crit. He also has Weakness 5 to physical damage. So by my calculations, the bottom line is that Takemiryu took 8 (=1+5+2) hit points of damage from the imp's attack

The little fox emits a high-pitched wail as the imp's sting hits home. He feels the effects of the stinger's poison...

Fortitude Save vs DC 16: 1d20 + 10 ⇒ (16) + 10 = 26

...but apparently not enough of it got into his system to affect him.

Takemiryu moves away from the imp to put more space between them.

In Pest Form, Takemiryu has a speed of 10 feet, which given that this is difficult terrain means he can step one square.

Action 1 (◆): Step

He then decides that perhaps being a small defenseless animal isn't the best way to deal with this problem, so he transforms back into his humanoid form.

Action 2 (◆): Change Shape - Transform back into normal form

Quickly taking the trident in hand, he flings it at the nasty little creature that attacked him.

Action 3 (◆): Quick Draw
- Action: Interact - Take +1 Returning Trident in hand
- Action: Strike (+1 Returning Trident) vs Red Imp.
Trident Ranged Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Trident Ranged Damage: 1d8 + 4 ⇒ (4) + 4 = 8 piercing damage


”Jaithe” | Female N Medium Fleshwarp Sorcerer 4 | HP 42/42 | AC 18 (19 w/ shield) | F +7 R +8 W +8 (+1 vs disease and poison; Mental 2) | Perc +6 (T) | Default Exploration - Avoid Notice | Speed 25 ft | Active Conditions: None

Jaithe steps behind Kellsti. Squinting, she peers at the small being in front of Takemiryu.

"Takemiryu! Duck!" she calls as she sends a sharp rock flying at the thing.

TKP: 1d20 + 10 ⇒ (15) + 10 = 25
Slashing Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13


◆ Stride
◆◆ TKP at the tiny being


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Takemiryu's trident pierces the creature in the chest. It vanishes in a puff of smoke as it goes back to Hell.

To save some time, I am going to delay Jaithe for a moment.

Takemiryu hears fluttering go over head.

Infernal:
"You go no further"

stinger vs Zerryd flat-footed: 1d20 + 9 ⇒ (6) + 9 = 151d4 - 1 ⇒ (4) - 1 = 3

A moment later another tiny creature emerges next to Zerryd, it's stinger flying right past his head.

Jaithe launches a sharp rock. It connects, sending the tiny creature reeling for a bit.

Round 1-Bold May Act
Kellsti
Takemiryu
GM
Jaithe
Zerryd

Round 2-Bold May Act
Kellsti
Takemiryu

GM:

Blue Imp- 5/15


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Surprised as the infernal stinger flies by him, Zerryd performs a Distracting Feint to get the upper hand.

Deception-Distracting Feint: 1d20 + 12 ⇒ (1) + 12 = 13

Ouch! Feint says that on crit-fail, Zerryd is flat-footed to this target for 1 round.

Knowing he failed miserably, he shrugs it off before stepping into a flanking position with Kellsti and striking with his rapier.

Rapier: 1d20 + 11 ⇒ (16) + 11 = 27 (vs. flatfoot AC)
Piercing Damage + Sneak: 1d6 + 1d6 + 1 ⇒ (5) + (1) + 1 = 7
Deadly d8, if crit: 1d8 ⇒ 4

He stepped into a square with 50% usable area. If the GM determines that's not enough room, he'll delay until one of his party (Takemiryu?) hopefully moves to the creature's west, leaving the eastern square open for Zerryd's flanking.

◆ Distracting Feint, ◆ Step, ◆ Strike


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

"Eeep!" calls out Kellsti, who steps back in surprise.

Then, once again calls on her patron of the arts to send a bolt of divine light at the horrid little devil.

divine lance to hit: 1d20 + 10 ⇒ (5) + 10 = 15
good damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10

◆ stride
◆◆ cast divine lance.

"How many of these little horrors are there?"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

I'll Allow It

Zerryd moves into a advantageous position and finish the imp in one strike. Critical hit. Only had 5 HP left

Out of Combat

Now with the devil infestation over, Takeymiryu can see something metallic and shiny at the far end of the hall.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Noticing the shiny thing at the end of the tunnel, Takemiryu says, "What's that I see down there? Hold on. I'll go find out."

Action: Change Shape - Transform into Tiny fox Pest Form

He moves stealthily into the crawlspace with his eyes peeled for any more imps. When he gets to the shiny thing, he transforms back into his humanoid form and examines it. If it's portable, he stows it and turns back into his fox form to get out of the tunnel before once again turning back to his human form and showing whatever he found to the others.

Action: Change Shape - Transform back into normal form


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

The tiny fox pulls a Silver Dagger from the darkness. The hilt is etched with some iconography, not belonging to Alocer. The blade itself is etched with runes.

GM:

Kellsti relgion: 1d20 + 10 ⇒ (18) + 10 = 28

Kellsti recognizes the symbols on the hilt as belonging to Erastil. Erastil is another deity tied to hunting, but not to the same extent as Alocer.

So it looks like the party was a bit split up before the recent encounter. Did you want to check where the bearded devil came from or did you want to go back and check the other rooms.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu turns the dagger left and right to examine the runes and the carvings on the handle.

Activity: Identify Magic (Arcana +0) - SECRET

Does anyone have decent Arcana to do an Identify Magic on this thing?

"If nothing else, the silver might prove useful if we run into any more devils."

He tucks it into his belt next to the Sai for easy access.


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

"Hold up a moment while I tend to this stinger wound." He pulls out his herbs and berry extracts and gets to work.

Activity: Treat Wounds (Natural Medicine) on Takemiryu vs DC 15
Nature (Treat Wounds) vs DC 15: 1d20 + 6 ⇒ (20) + 6 = 26
Treat Wounds Healing: 2d8 ⇒ (7, 5) = 12 hit points healed

Takemiryu looks around the cavern. "Seems like we've pretty much explored this place. Only the devil office to ransack before we head back to the main hall to see where the other doors lead."

He heads over to the door leading into the office. He gives it a good looking over but doesn't touch it. "Uh, Zerryd? I believe this is more your line of work."

The ranger takes his new silver dagger in hand, just in case.


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Ahh...didn't even notice that door...

When Takemiryu indicates the door to the devil's office, Zerryd blinks his strix eyes, muttering to himself, "Now where did that well-camouflaged door come from?" The rogue approaches and checks for traps.

Perception +9 with Trap Finder.

He tries the door. If locked, he sheathes his rapier, retrieves his thieves tools, and sets to work on the lock.

Thievery: 1d20 + 12 ⇒ (17) + 12 = 29

If he's successful, he packs up his tools and draws his rapier before entering the room.

NOTE: If the door is trapped, please use the above Thievery roll to Disable instead of Pick Lock.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

I think you can use religion to also identify magical items in PFS2. Especially if it is a religous one, and it sounds like this one is.

Kellsti examines the dagger.
religion: 1d20 + 10 ⇒ (2) + 10 = 12


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu watches as Zerryd tries to pick the lock. "I hate to bring this up yet again, my friend, but perhaps you could try the key we found? Actually, now that I think about it, there's a key on the desk in the office. Nearly cost me my soul if I remember correctly. Maybe it's the one that lets us out the front door."


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

Zerryd continues to focus on his work as Takemiryu offers helpful reminders. "Ah yes, my friend, I could. But I don't need to remind you that no self-respecting rogue would use a key when a perfectly good set of lockpicks will do." He grins and continues tinkering.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Identify magic is a trained action. But since this item just has the magical trait, Arcana, Nature, Religion, or Occultism could be used to do so.

Kellsti looks over the runes on the blade and can not discern what they do.

After inspecting the door, Zerryd finds the door locked. He quickly disables the lock and the door swings open.

This room seems to be a combination of trophy hall and ritual chamber although the heads mounted on the walls aren’t of wild beasts—they are, instead, of people. A desk with several books and scrolls sits to the south. A large wooden cabinet with ice crusting the edges of its closed drawers stands in an alcove to the northeast, while a stone slab that appears to have been set up as some sort of operating table sits in the middle of the room. A pair of peepholes in the west wall look out into a larger chamber. To the north, a ten-foot-wide pentagram has been carved in the floor, its perimeter adorned with bones, skulls, and blood-red candles. The air smells of brimstone and an unpleasant bestial musk.

DC 19 Korvosa Lorem or Religion or DC 26 Society:
You recognize the four heads as several well-liked Erastilian hermits who once dwelled in the Korvosan hinterlands but, over the past year, have mysteriously gone missing.

As noted before, on the desk with scrolls also sits a heavy iron key and a ring with some runes and a single ruby. I think someone was detecting magic. If that is the case, you do detect magic in this room.


”Kellsti” | Female CG Medium Kobold Cleric 4 | HP 38/38 | AC 19 | F +8 R +9 W +12 (+1 vs Control effects; Resist Energy 2) | Perc +10 (T) | Default Exploration ( ????) | Speed 25 ft | Active Conditions: None

"Well... no surprise about magic given what we saw here before... and that icy chest of draws." notes Kellsti.

"I'm guessing the dagger is just an enchanted weapon. Are any of you lacking such an item? If we are to fight that devil again, we might need it."

Looking into the room again Kellsti sniffs...
religion: 1d20 + 10 ⇒ (3) + 10 = 13

No, really, I am a priest. Really.

society: 1d20 + 6 ⇒ (13) + 6 = 19


”Zerryd” | Male CG Medium Strix Rogue 4 | HP 44/44 | AC 21 | F +7 R +12 W +8 | Perc +8 (E) | Exp Mode: Avoid Notice | Speed 30ft; Wings | Hero: 1 | Active Conditions: None

How exciting...I get to use Korvosa Lore!
Korvosa Lore DC 19: 1d20 + 6 ⇒ (16) + 6 = 22

Upon entering the room, Zerryd is about to walk towards the desk, when the mounted heads catch his eye. He stops in his tracks. "My friends ... these people mounted on the wall. These are the missing hermits, worshippers of Erastil. Their disappearance has been a mystery for nearly a year." He shudders. "That silver dagger might have once belonged to one of these men. There is much evil going on here." He shakes his head sadly.

The rogue moves over to the desk and studies the large iron key. He checks to see if it fits the door to this room. If not, just out of curiosity, he checks to see if the smaller key found earlier works the door.

Moving back at the desk, he checks for traps on any drawers. And if any drawers are locked or trapped, he attempts to correct that issue.

Perception +9 w/ Trapfinder

Thievery: 1d20 + 12 ⇒ (13) + 12 = 25


”Takemiryu” | Male NG Medium Kitsune Ranger 4 | HP 56/56 | AC 21 | F +10 R +9 W +8 | Perc +8 (E) | Exp. Mode: Scout | ✋+1 Returning Trident, +1 Sai | Speed 25' | Hero 1 | Prey: - | Active Conditions:

Takemiryu enters the room and makes straight for the key on the desk. He picks it up. "Finally got you, you elusive key, you." When Zerryd comes over and wants to have a look, Takemiryu scoffs. "I didn't think you had any use for such things. No self-respecting rogue would use a key if I recall correctly." But he's clearly joking and gladly hands the key over to the Strix.

Ignoring the boring books and scrolls, he catches sight of the fancy ring. "Oooo. I like the look of this." He slips it on his finger and examines it more closely. "It matches my fur perfectly." Pleased with his new bauble, a thought strikes him. He frowns. "I hope it isn't cursed or something; Auldegrund wouldn't keep cursed items lying around the place, would he?"

The curious kitsune then stands aside to let Zerryd work the lock on the desk, and instead makes a circuit of the room. He scrunches his nose at the mounted heads. "There by the grace of the gods go we, eh?" he mumbles to himself. Coming around to the ice cabinet, he gives each drawer a tug to see if they will open for him. If any do, he will examine their contents closely before continuing his search of the room.

Activity: Search (Perception +8) - SECRET


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

GM:

Zerryd's perception: 1d20 + 9 ⇒ (19) + 9 = 28
Takemiryu perception: 1d20 + 8 ⇒ (1) + 8 = 9

Zerryd looks over the drawers and indeed finds it trapped. A spring-loaded, poisoned needle is hidden near the drawer’s keyhole. Disabling or breaking the trap does not disable or break the lock.

To save some time

Zerryd thievery to disable lock: 1d20 + 12 ⇒ (16) + 12 = 28

Zerryd easily pops open the drawer. Inside he finds four flasks filled with red liquid and a pouch containing 120 GP.

Just south of the desk, Zerryd spots a bedroll tucked away in the corner.

Takemiryu opens the ice cabinet revealing it is packed with snow. He surmises it is the source of Auldegrund’s simulacrum.

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