GM ZD Dinner at Lion Lodge (Inactive)

Game Master Z...D...

Macros


151 to 200 of 258 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

”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 will try to identify the flasks. Occultism +11. If those have either the mental, possession, prediction, or scrying trait, mod is +13.


”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

GM...Thanks for botting the extra Thievery roll. And thanks for rolling well! :)

Zerryd sets the money pouch and the 4 red flasks near the scrolls on the desk for Jaithe to identify. He says to the wizard, "Maybe also check out these scrolls too?" And seeing Takemiryu's new bauble sparkling in the light, Zerryd adds, "Maybe the ruby that our curious kitsune is also magical." He stows his thieves' tools and continues looking around.

Spotting a bedroll in the south corner of the room, Zerryd draws his rapier and approaches it warily.

After examining the bedroll, the strix joins Takemiryu at the ice-covered chest and has a look.

In case the bedroll or the cabinet requires a Disable check...
Thievery: 1d20 + 12 ⇒ (17) + 12 = 29

It probably doesn't matter, but do either of the 2 keys we've found seem to fit the desk or the door to 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

Kellsi follows the others into the room. She sighs at the mounted heads and quietly crosses the floor to bless them and try to release any souls that may still be bound into them.

Only then does the little kobold check the room for any further presence of magic.

"That does look good with your fur!" she agrees.

"I wonder why they kept a bedroll here when there are, presumably, guest rooms?"


”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

Oh do I make the check to ID?

Jaithe spends the next hour trying to identify the items.

Identify Magic:

Flask 1: 1d20 + 11 ⇒ (5) + 11 = 16
Flask 2: 1d20 + 11 ⇒ (3) + 11 = 14
Flask 3: 1d20 + 11 ⇒ (14) + 11 = 25
Flask 4: 1d20 + 11 ⇒ (11) + 11 = 22
Ruby: 1d20 + 11 ⇒ (16) + 11 = 27
Scroll 1: 1d20 + 11 ⇒ (19) + 11 = 30


”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

As Jaithe begins to study the items, Zerryd asks, "I'm not sure how much time we have till the real Auldegrund returns, but I'm guessing we don't have an hour." He considers and adds, "Perhaps you don't need to spend time ID'ing each of the four flasks, since they look similar." Zerryd shrugs and continues looking about.


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

Jaithe has Quick Identification, it only takes her a minute to ID magic items. Very useful.

The scroll is not magical, it is just a lot of writing in Infernal. It would take a few hours to read through all of the notes.

Jaithe can not identify 2 of the flask. But the other two will restore health. Possibly like a healing potion. She guesses the other two are the same as well.

The ruby ring gives off abjuration magic that when worn will protect you against fire.

I forgot that Identify Magic only gives your the name on a critical success...

Once Jaithe confirms that these items are magic, Kellsti sends out another pulse to search for more magic.

Kellsti detects one more magic item in the room.

Did not realize that detect magic got nerfed. Can use it as a sonar until it is heightened to 4th level


”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. "We could spend a while trying to find that last item, ut it may just be that pentagram..."

Having a bright idea, she backs up until 35' from the pentagram, making sure the door is open, and then tries again. Then, if there is no magic found, steps forward to try again with the pentagram in range.


”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

Just a quick repeat of earlier, so it doesn't get lost.

After investigating the bedroll, Zerryd examines the ice-covered chest with Takemiryu.

Did we find anything of interest in either the bedroll or the chest?


”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:

When Takemiryu hears that his new ring protects him a little against fire, he does a quick jig of excitement. "How perfect is that? Fire's my thing after all." he flicks his center tail and a small ball of fire shoots out from it and flies harmlessly out the door and into the arena. "Cool eh? Not always. Being the owner of a perpetually smoldering tail has its blistery downside. I'm hoping this ring will help with that." He admires the ring with a newfound excitement.

When Kellsti says that the flasks are healing potions of some sort, Takemiryu says, "good enough for me," and pockets one of them.


”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

When he sees Takemiryu help himself to one of the potions, Zerryd shrugs his strix wing shoulders and says, "Just in case ..." and stows one in his bandolier.


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

Kellsti attempts her experiment and finds that she does detect magic when she is within 30 feet of the pentagram.

Zerryd investigates the bedroll further and feels something hard wrapped up inside of it. Unwrapping it they find an ivory and darkwood hip flask bearing the religious symbol of Alocer encrusted with semi-precious stones and fragments of obsidian. While the whiskey in the hip flask is nothing noteworthy, the flask itself is worth 90 gp.

Takemiryu already checked out the chest, finding it packed with snow, nothing else inside of it


”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

"So we have a magic pentagram... which may or may not contain a nasty devil. A nasty devil who we would rather like to contain within the pentagram but is AWOL... several rooms we have not yet explored and a hunter wanting to come to dinner." summarises the priestess.

"Well, if the devil is captive, he is no concern for us at the moment, but we may want to think of a plan to try and lure him back to within the pentagram. Aside from that, I think those rooms should be searched. We may find further clues in them. And we need to think about turning the tables on our hunter. Setting up some traps for him in his own abode sounds... appropriate."


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

Also forgot to mention. From this side of the wall, you all see the secret door that leads right out into the main hall. Will mark it with an S on the map

Just as Kellsti mention the hunter. They hear the front door in the dining open.

GM:

cultist #1 perception: 1d20 + 10 ⇒ (14) + 10 = 24 First snare

Northern Biting
cultist #1 perception: 1d20 + 10 ⇒ (18) + 10 = 28
cultist #2 perception: 1d20 + 10 ⇒ (20) + 10 = 30
cultist #3 perception: 1d20 + 10 ⇒ (20) + 10 = 30

Southern Bite
cultist #1 perception: 1d20 + 10 ⇒ (2) + 10 = 12
cultist #1 perception: 1d20 + 10 ⇒ (19) + 10 = 29
cultist #1 perception: 1d20 + 10 ⇒ (14) + 10 = 24

Stalker's Bane
cultist #1 perception: 1d20 + 10 ⇒ (8) + 10 = 18
cultist #2 perception: 1d20 + 10 ⇒ (15) + 10 = 25
cultist #3 perception: 1d20 + 10 ⇒ (2) + 10 = 12

He stops just short of the door and looks down, noticing the snare, and points it out to his allies. "Well fellas, looks like they were trying to hunt us instead." The man calls out a bit louder. "Nice try, but you are no match for Hunters of Alocer."

He then jumps over the snare with ease. Two more men follow suit.

The cultists are all humans, still clad in their hunting armor and wearing black and red sashes on their bow arms to show their affiliation with Alocer, the Pack Lord. As befits those who spend much of their time in the wilderness, the three are scruffy, calloused, and overall uncouth in appearance.

It appears the hunting party has returned


”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:

Hearing the entrance of the hunting party, Takemiryu moves to the still intact southern peephole and looks out into the main hall. He whispers "Looks like my snares were not as welcoming as I'd hoped. There are three of them. I don't think Auldegrund is among them. Should we engage them in the main hall or try to find a more advantageous position from which to attack?" He pauses as he goes over the map of the lodge in his mind. "We may do better if we try to catch them in the short hallway leading from the main hall to the room with the bear trap. Too bad we didn't lock some of those doors behind us to slow them down."

Mental Note: Snares are useless; especially true when your prey rolls nat-20s for Perception.


”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 takes one of the healing potions (well, she hopes it's a healing potion). Turning to her newfound friends, "We might have the advantage -- since they don't know where we are... I think it's best we engage them separately, assuming we can separate them."


”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

As Takemiryu and Jaithe are whispering plans, Zerryd has an idea and whispers, "This ring of mine ... I can use it to throw my voice. I believe I can lead them into that narrow corridor. Then with a couple of them inside, we can jump out and attack while they're bottled up." Assuming no objections, he twists the Ventriloquist's Ring on his finger.

Ventriloquism:
Spell: Ventriloquism Duration: 10 minutes. Description: Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.

Zerryd has his voice project from the L-shaped corridor near the cave. "Shhh...Stay quiet." And from 5' further away, "Stop pushing! He eagerly watches with the others through the peepholes to see if they follow the voices.

Indicated on the map with blue V's.

The range is clearly within 60'. If however, it requires line-of-sight (doesn't make much sense for ventriloquism to require that, but...), Zerryd will use the equivalent of 2 actions to stride back to the round cave (using his 30' speed and strix wings to easily traverse the ledge), call out from there, before returning to the others.

If a Stealth roll is required to move back to the cave ...

Stealth: 1d20 + 10 ⇒ (13) + 10 = 23


”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, a little anxious, hurries along with the rest of the group.
I'm glad I'm with them. They are much more capable in this type of thing than me..


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

red: 1d20 ⇒ 11
green: 1d20 ⇒ 17
yellow: 1d20 ⇒ 18

"Nice try, we can hear you and your feeble attempts to fool us." Whelp, guess you are gonna make us come to you. One of the men stoop down to pick up the discarded false wolf head. "So you found the peep holes."

So I have Zerryd moving back...does anyone else leave with him? If not, yellow is going to see you when he looks in.


”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

Yeap, Kellsti goes along with him.


”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:

When Takemiryu hears one of the hunters mention the now wide open peep hole, Takemiryu whispers, "Uh oh. I forgot they can see in here now. We better leave this room and follow Zerryd so they don't know exactly where we are. Probably best not to split up anyway." And without waiting for any replies, he heads out the door after Zerryd.

Perhaps now would be a good time to position our tokens. I've moved Takemiryu into position in the bear-trap area at the end of the hallway.


”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 waits for the others in the first cave room, with his rapier drawn and ready.

Since Kellsti is out for a few days, I took the liberty of moving the cleric's token.


”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 follows her companions.


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

"hm, no one in here."

The Cultists head through the doors leading back to the caves. Red opens the door to see an ambush waiting for them.

Initiative:

Takemiryu, Scout: 1d20 + 9 ⇒ (18) + 9 = 27
Zerryd, Avoid Notice: 1d20 + 10 ⇒ (17) + 10 = 27
Jaithe, Avoid Notice: 1d20 + 7 ⇒ (18) + 7 = 25
Kellsti, perception: 1d20 + 10 ⇒ (20) + 10 = 30

GM:

1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (11) + 10 = 21
1d20 + 10 ⇒ (12) + 10 = 22

Like a true ambush. The entire party is up.


”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

When the door flies open, Zerryd nods to his companions. Knowing the importance of keeping the enemies bottled up in the corridor, he announces, "Get any ranged shots in now, before I block the entrance." He waits for his allies to attack before moving to the doorway.

Zerryd Delays for his allies before moving to his current position, leaving clear line of sight for anyone who needs it.

After his allies have acted, Zerryd quickly lathers some Black Adder Venom on his rapier. He then steps in front of the doorway to block the entrance, and stabs the Red enemy in front, with surprise.

Rapier vs. Red: 1d20 + 11 ⇒ (15) + 11 = 26 (vs. flatfoot AC due to Surprise Attack)
Piercing Damage + Sneak: 1d6 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4
Black Adder Venom (Fort Save DC 18): 1d8 ⇒ 7

Black Adder Venom:
Black Adder Venom: Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)

Actions: ◇Delay for all allies, ◆ Poison Weapon, ◆ 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

"You will pay for your wicked ways!" cries out Kellsti.

"Your art is nothing compared to mine!"

A sudden burst of brilliant colour cloaks the front two enemies

Casts Splash of art If I can get all three, then I will. Will DC20

◆ Stride
◆◆ Cast focus spell Splash of Art.


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

Zerryd delays

Kellsti casts a spell, coating the cultists 1d4 ⇒ 2 red.

red: 1d20 ⇒ 14 Success
yellow: 1d20 ⇒ 10 Success
green: 1d20 ⇒ 16 Success

Jaithe and Takemiryu may act


”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 waits with trident at the ready for the hunters to come through the door. As soon as the door opens and the first is about to enter, he takes a deep breath and prepares an almighty roar to shake the man in his boots...

Action 1 (◆): Demoralize with Intimidating Glare vs Red
Intimidation (Demoralize): 1d20 + 8 ⇒ (1) + 8 = 9 vs Red Will DC

...but all that comes out is a high-pitched squeek, followed by a coughing fit as the ranger tries to dislodge his own tongue from his throat. Still coughing slightly, he tries to cover his embarrasement by throwing his trident repeatedly at the hunter .

Action 2: Strike (+1 Returning Trident) vs Red.
Trident Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Trident Damage: 1d8 + 4 ⇒ (2) + 4 = 6 piercing damage

Action 3: Strike (+1 Returning Trident) and MAP1 vs Red.
Trident Attack: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20
Trident Damage: 1d8 + 4 ⇒ (5) + 4 = 9 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

Are they all still behind the door?

Jaithe will delay until they actually enter the room. Grim Tendrils would be perfect but Zerryd's in the way


”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

I apologize in advance for this OOC post, but need to be clear.

Jaithe - Pregen wrote:
Jaithe will delay until they actually enter the room. Grim Tendrils would be perfect but Zerryd's in the way

Zerryd is not in the way. Please read my post. I specifically said that Zerryd delays for all allies to do their thing before he moves into the doorway to block the bad guys from pouring in.

So, Jaithe, please free free to use Grim Tendrils with clear line of sight.


”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 and unleashes a line of darkness at the oncoming hostiles.

Negative Damage: 2d4 ⇒ (3, 2) = 5+1 Persistent Bleed
DC 20 Fort Save for half and no bleed

Sorry Zerrryd. I read it but I went by your token on the map


◆ Step
◆◆ Grim Tendrils


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

They laugh as Takemiryu tries to intimidate them. However, they stop laugh as the trident hits red twice.

Jaithe moves in front of the door and unleashes tendrils.

red: 1d20 ⇒ 14 Success
Yellow: 1d20 ⇒ 9 Fail
Green: 1d20 ⇒ 5 Fail

Zerryd moves in and stabs the cultist in front.

fort: 1d20 ⇒ 15 Success

Red casts a pair of spells and then attempts to punch Zerryd with a spiked gauntlet.

red vs Zerryd: 1d20 + 9 ⇒ (6) + 9 = 15 Miss
piercing damage: 2d4 + 1 ⇒ (2, 3) + 1 = 6

Yellow casts a few spells as well and then fires and arrow at Zerryd.

yellow vs Zerryd: 1d20 + 10 ⇒ (2) + 10 = 12 Miss
damage: 2d6 + 1 ⇒ (1, 3) + 1 = 5

Green pulls out an arrow and touches a rune on it. It glows blue, he then fires it.

green vs Zerryd: 1d20 + 9 ⇒ (5) + 9 = 14Miss

Round 2-Everyone may act

GM:

Red: 28/45
Yellow: 39/45
Green: 39/45, 1 persistent bleed


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

yellow, bleed: 1d20 ⇒ 16 Success
green, bleed: 1d20 ⇒ 7 failed


”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

"Bad, bad men!" says Kellsti.

She fires another ray of holy goodness at the bad men (tm). "Perhaps you would prefer this to my other pretty colours."

attack: 1d20 + 10 ⇒ (6) + 10 = 16
good damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9

She then readies her bow for additional martial interactions.

◆ ◆ Cast a spell (divine lance)
◆ Interact (draw bow)


”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 dodges, ducks, dips, dives, and dodges to avoid the arrows aimed in his direction. Willing to risk life and limb a little longer, he remains in the doorway one more round, blocking the way in. He smiles and says, "Nice shooting. Oh dear ... I hope Auldegrund isn't too disappointed." Then with a glance and a flourish, he suddenly feigns surprise, "And look who just showed up! You're in for it now." He feints and attacks the nearest Red one.

Distracting Feint (Deception vs Perception DC): 1d20 + 12 ⇒ (17) + 12 = 29
Feint: Success=>Target flatfoot to next attack. Crit-Success=>Target flatfoot till end of next turn.
Distracting Feint: Target also has -2 Perception and Reflex Saves for same duration.

Rapier: 1d20 + 11 ⇒ (3) + 11 = 14 (vs. flatfoot AC, if Feint success)
Piercing Damage + Sneak: 1d6 + 1d6 + 1 ⇒ (2) + (2) + 1 = 5

Rapier: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26 (vs. flatfoot AC, if Feint crit-success)
Piercing Damage + Sneak: 1d6 + 1d6 + 1 ⇒ (6) + (4) + 1 = 11
Deadly d8 for Crit: 1d8 ⇒ 7
Note: If not flatfoot due to Feint, please remove the second 1d6 sneak attack from the above damage roll

Actions: ◆ Distracting Feint, ◆◆ Strike x2


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

Kellsti launches a ray of good and misses.

Zerryd manages to deceive the one in front. His first strike fails, but second finds the mark. The cultist drops.

Jaithe and Takemiryu may act


”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:

With the first cultist down, Takemiryu can barely see the next one down the hallway for a clean shot. The next cultist is also a little further away than he would like (read: greater cover and 2nd range increments are hard to hit with). He shrugs and sprinting past his friends, plunges into the hallway screaming like a banshee to deal with the miscreant more directly.

Action (◇): Delay: Until end of Jaithe's turn.

Action 1 (◆): Stride (25 feet)

Action 2 (◆): Demoralize with Intimidating Glare vs Yellow
Intimidation (Demoralize): 1d20 + 8 ⇒ (4) + 8 = 12 vs Yellow Will DC

Action 3: Strike (+1 Returning Trident) vs Red.
Trident Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Trident Damage: 1d8 + 4 ⇒ (4) + 4 = 8 piercing damage

It's beginning to look like a conga line in here.


”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 snarls at Green and launches a sharp rock at them.

TKP vs Green: 1d20 + 10 ⇒ (2) + 10 = 12

She scowls at the rock striking the wall behind the baddies. She then cases shield.


◆◆ TKP vs green
◆ Shield


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

Jaithe misses.

Takemiryu fails to demoralize yellow, but delivers a decent hit to red.

Yellow retreats back down the hall way.

Green fires an arrow at Takemiryu.

short bow: 1d20 + 9 ⇒ (10) + 9 = 191d6 + 1 ⇒ (6) + 1 = 7 Miss

He then follow yellow back down the hallway.

green bleed: 1d20 ⇒ 16

Everyone may act

GM:

Yellow: 23/45
Green: 38/45


”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 guess they didn't like being turned into the prey for a change." sighs Kellsti. "But I doubt they have learned their lesson."


”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 grins at Kellsti's remark. Then, turning to watch the enemies run away, he shakes his head, "Fleeing? Auldegrund must be proud of such help. A valiant effort, but you'll not outrun a strix." The rogue chases them (with 30' movement). When he catches up, he feints to the left and right, before jabbing yellow with his rapier.

Distracting Feint (Deception vs Perception DC) vs Yellow: 1d20 + 12 ⇒ (14) + 12 = 26
Feint: Success=>Target flatfoot to next attack. Crit-Success=>Target flatfoot till end of next turn.
Distracting Feint: Target also has -2 Perception and Reflex Saves for same duration.

Rapier vs. Yellow: 1d20 + 11 ⇒ (18) + 11 = 29 (vs. flatfoot AC w/ Feint success)
Piercing Damage + Sneak: 1d6 + 1d6 + 1 ⇒ (6) + (1) + 1 = 8
Deadly d8 for Crit: 1d8 ⇒ 4

Actions: ◆ Stride, ◆ Distracting Feint, ◆ Strike


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

readied strike: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 1 ⇒ (4) + 1 = 5

An arrow flies right by Zerryd's head as he turns the corner.

He continues and ducks left and strikes with his right. It connects. Critical hit

Kellsti, Jaithe, and Takemiryu mak act

GM:

Yellow: 3/45
Green: 38/45


”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 hurries to catch up. She grabs up another rock and hurls it at Yellow.

TKP vs Yellow: 1d20 + 10 ⇒ (6) + 10 = 16
Potential Bludgeoning: 2d6 ⇒ (5, 4) = 9


◆ Stride
◆ ◆ TKP vs Yellow


”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 jogs down the corridor. Once at the corner, she has a clear shot at the hunter in the yellow shirt, and takes it.

attack with bow: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d6 ⇒ 2
deadly. If crit, double and then add: 1d8 ⇒ 7


”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:
Takemiryu fails to demoralize yellow, but delivers a decent hit to red.

I'm a smidge confused. Did you mean 'yellow' instead of 'red'? Because based on this post, and the fact that red was off the map, I had Takemiryu targetting yellow. Whoops, I just checked my last post and I did forget to change 'Red' to 'Yellow' on the Strike after copy-pasting, so perhaps that is the source of the confusion. Sorry about that.

Takemiryu watches as the cultist he'd just attacked makes a run for it rather than face him in combat. "How disappointing. Not quite the brave hunters we'd been led to believe." When the other cultist shoots at him, the kitsune is ready and moves his head slightly to let the arrow fly harmlessly past him. "Now that's more like it. Hold on! Where are you going? The dance has only just begun." He chases after the fleeing cultists. With Zerryd in the way, he stops at the door. It is enough; he can clearly see both cultists and launches his trident at them.

If Yellow still stands, then he'll target Yellow. Once Yellow goes down, he'll switch to Green.

Action 1 (◆): Stride (25 feet)

Action 2: Strike (+1 Returning Trident) vs Yellow/Green.
Trident Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Trident Damage: 1d8 + 4 ⇒ (6) + 4 = 10 piercing damage

Action 3: Strike (+1 Returning Trident) and MAP1 vs Yellow/Green.
Trident Attack: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22
Trident Damage: 1d8 + 4 ⇒ (8) + 4 = 12 piercing damage


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

Jaithe's rock misses.

Kellsti moves in and fires her trusty bow. She drops the cultist in yellow.

Takemiryu enters the room and tosses his trident twice at the green. He is hit twice but still stands defiantly.

"Alacer will welcome us at his table" The man yells back before casting a spell.

A magical arrow appears next to Zerryd and moves toward him.

spiritual weapon: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 4 ⇒ (4) + 4 = 8 Critical Success

Zerryd is hit hard by the force arrow.

The cultist casts another spell and a magical barrier floats in front of him.

Everyone may go


”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 reels from the blow of the cultist's magic weapon. He says, "Time for you to join your misguided friends." He lathers some Simple Injury Poison on his rapier and moves in for the kill, careful to avoid Takemiryu's snare.

Rapier: 1d20 + 11 ⇒ (12) + 11 = 23
Piercing Damage + Simple Injury Poison: 1d6 + 1d4 + 1 ⇒ (5) + (4) + 1 = 10

He remains on the far side of the enemy, encouraging anyone to take advantage of a flanking opportunity.

Actions: ◆ Poison Weapon, ◆ Stride, ◆ 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

Kellsi dashes forward. Seeing the success she had with the bow, she tries to snap off another shot at the last cultist.

attack: 1d20 + 10 ⇒ (12) + 10 = 22
damage?: 1d6 ⇒ 2

Then, catching her breath, tries her luck with a second one...

attack: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
damage?: 1d6 ⇒ 5
But the stress of the whole show seems to be getting to her. The shot goes far and wide.

"Are you okay 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

Jaithe runs in and sticks close to the wall, also avoiding Takemiryu's snare. She grabs a fork from what remains of dinner and hurls it at Green.

TKP vs Green: 1d20 + 10 ⇒ (7) + 10 = 17
Potential Piercing: 2d6 + 4 ⇒ (1, 5) + 4 = 10


◆ Stride
◆◆ TKP


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

The final cultist goes down.

Out of combat.

On the bodies are standard gear, leather armor, composite short bows, and holy symbols of Alocer. There are also 8 unique arrows with runes on them, all the same.


”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:

After the last cultist goes down, Takemiryu enters the main room and wipes off his trident on the fur of one of the stuffed bears. "That went rather well I thought. If Zerryd had managed to avoid that magical arrow we would've had a clean sweep. Let's have a look at that wound, though I'm not sure how long we have before Auldegrund shows up. I assume he isn't far behind this lot."

After a quick look at the wound, he steps back and pats his pockets. "I doubt we have time to treat that properly. Here!" Takemiryu pulls out one of the the healing potions they'd found in the back room and hands it to Zerryd. "It's probably best if you drink this so we don't waste time."

1 to 50 of 258 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM ZD Dinner at Lionlodge-Gameplay All Messageboards

Want to post a reply? Sign in.