PFS Speed Run: Lions of Katapesh (Inactive)

Game Master Blake's Tiger

Macros | Slide Deck
Morale Points: 12


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Verdant Wheel

CG Female Mountainkeeper Tengu Psychic (Oscillating Wave) 4| HP 34/34 | AC: 21 | F +7 R +9 W +9 | Perc +7 | 25 feet | Spell DC 20 | 1 Hero points|Exploration Activity: Investigate | Active Conditions: none

Dyner takes a look at the burning wagon and then the other bandits trytingh to be a problem through the wagon and decides to try being proactive and not reactive. She strides around the wagon and draws a small circle of crackling yellow energy she then tops with a sprinkling of lemon juice from a bottle on her bandolier.

"Get away from teh wagons and we won't keep shocking you!"

Electric Arc, blue and blue: 1d4 + 4 ⇒ (2) + 4 = 6 DC 18 Reflex save


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GM Screen:

BS: 1d20 + 7 ⇒ (6) + 7 = 13
BC: 1d20 + 7 ⇒ (12) + 7 = 19

Fran pierces the bandit's heart with a single, swift stab. He drops before he even realizes that he was injured.

Dyner zaps the two bandits on the north side--one harder than the other.

"Forget this!" the bandit that Jaxon clocked exclaims and then breaks for the desert to preserve his own skin.

Encounter! Round 2. Bold may act.

Environment: Stones and trees are obstacles that can be used for cover.

Special: For 1 Action, a character adjacent to a wagon can make a DC 14 Reflex save to try to put out the fire on a wagon.

Alaric (33/35 hp)
Green Circle Bandit
Yellow Circle Bandit (-6 hp; armed)
Kondai
Blue Square Bandit (-6 hp; flask)
Blue Circle Bandit (-3 hp; flask)
Jaxon (26/30 hp)
Samna
Fran
Dyner (19/20 hp)
Yellow Square Bandit
Red Circle Bandit

Status
Wagon 1: 26/50 hp
Wagon 2: 40/50 hp
Wagon 3:
Wagon 4:

Vigilant Seal

"Here's a few flames back at you!" Alaric tosses a small ball of flame into the southern man. Yellow square.

Produce Flame vs Purple: 1d20 + 9 ⇒ (12) + 9 = 21
Damage (Fire): 2d4 + 4 ⇒ (3, 4) + 4 = 11

◆◆ Produce Flame
◆ Raise Shield

Status:

HP 33/35
AC 21 (23 w/ shield raised)
Resistance: Mental 2
Spells (1) 3/3 (2) 2/2
Focus Points 2/2
Infernal Detonations 1/1
Hero Point 2/3


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GM Screen:

GC: 1d20 + 5 ⇒ (8) + 5 = 13
GC: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
P: 1d6 + 2 ⇒ (4) + 2 = 6

"Aaaiiiieee!" the bandit falls to the ground screaming as he dies a horrible death in Alaric's flames.

"Oh! It's time to fight back!" the bandit next to Jaxon says as he draws his sword. His first strike is too telegraphed, and Jaxon easily jumps out of the way. However, his second one catches the bruiser deep in the side, more by luck than skill (critical, natural 20).

"No. Nope. They're not paying me enough!" cries the bandit that Kondai attacked. He drops his unlit flash to the ground and turns tail, running into the desert.

Encounter! Round 2. Bold may act.

Environment: Stones and trees are obstacles that can be used for cover.

Special: For 1 Action, a character adjacent to a wagon can make a DC 14 Reflex save to try to put out the fire on a wagon.

Alaric (33/35 hp)
Green Circle Bandit (sword)
Kondai
Blue Square Bandit (-6 hp; flask)
Blue Circle Bandit (-3 hp; flask)
Jaxon (14/30 hp)
Samna
Fran
Dyner (19/20 hp)
Red Circle Bandit

Status
Wagon 1: 26/50 hp
Wagon 2: 40/50 hp
Wagon 3:
Wagon 4:

Horizon Hunters

Male Human/Aasimar, HP 38/38, AC 20, Fort +8, Ref+6, Will+7, Speed 25 Magus 3

For a Brief moment Kondai considers chasing down the bandit who fled, but then frowns as he says to himself
"Explore, report, cooperate, Explore, report, cooperate." He then moves into a flank to aid the Tengu.
<><>Double Move (Triggers AoO if blue circle has them)
<>Flank punch Teal Circle

Melee Attack vs. Flat footed?: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d6 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Damage is 1d6+4 bludgeoning, and 3 force due to flanking in arcane cascade with laughing shadow.


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GM Screen:

BC Fire: 1d20 + 5 ⇒ (12) + 5 = 17
Fire: 1d8 ⇒ 5

Distracted by his thoughts, Kondai throws a punch that is easy to dodge.

The bandit most injured by the lightning drops his flask to the ground. He and his static charged and smoldering hair break for the sand dunes.

The bandit flanked by Kondai and Dyer curses. "Cowards." He lights and tosses the alchemists fire onto the wagon, which sets it ablaze again and splatters Dyner with burning oil. He then draws his sword.

Encounter! Round 2. Bold may act.

Environment: Stones and trees are obstacles that can be used for cover.

Special: For 1 Action, a character adjacent to a wagon can make a DC 14 Reflex save to try to put out the fire on a wagon.

Alaric (33/35 hp)
Green Circle Bandit (sword)
Kondai
Blue Circle Bandit (-3 hp; sword)
Jaxon (14/30 hp)
Samna
Fran
Dyner (18/20 hp)
Red Circle Bandit

Status
Wagon 1: 26/50 hp
Wagon 2: 35/50 hp; burning 1d6
Wagon 3:
Wagon 4:

Radiant Oath

2396852-2013 | CG Female Human | Gladiator | Swashbuckler Lvl 4 | Hero Points: 2/3 | Minor Healing Potion (2) | HP 56/56 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 | 35 feet | Class DC 20 | Acrobatics(E): +12, Stealth/Thievery: +10, Deception/Intimidation/Diplomacy/Performance: +9, Lore (PFS/Gladiatorial) +6, Athletics(U): +1 | Exploration Activity: Avoid Notice | ◆◇↺ |

Fran dances for Blue Circle.

Dance via Acrobatic Performer: 1d20 + 8 ⇒ (4) + 8 = 12

Failing that, she runs up to Wagon 2 and tries to put out the fire.

Reflex: 1d20 + 10 ⇒ (7) + 10 = 17


◆ Dance
◆ Stride
◆ Reflex to put out fire

Envoy's Alliance

N female aiuvarin human ranger 7 HP 75/85 | AC 25 | F +11 R +17 W +14 | Perc +16 | speed 25 ft | focus 0/2| Hero 1 | Active Conditions:

With fires handled for the moment, Samna drops into her fighting stance, clears the wagons, and flicks two throwing stars at the green circle bandit.

Flurry
shuriken: 1d20 + 8 ⇒ (14) + 8 = 22 for piercing: 1d4 + 2 ⇒ (4) + 2 = 6
shuriken: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 for piercing: 1d4 + 2 ⇒ (1) + 2 = 3

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Jaxon looks down at here he's bleeding and just shakes his head, flexing his muscles. "Right, I'm done playing with you!" He lunges at the bandit to pummel him.

Demoralize vs Will Save (Intimidating Prowess): 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17

Attack vs frightened?: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Attack vs frightened?: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Verdant Wheel

CG Female Mountainkeeper Tengu Psychic (Oscillating Wave) 4| HP 34/34 | AC: 21 | F +7 R +9 W +9 | Perc +7 | 25 feet | Spell DC 20 | 1 Hero points|Exploration Activity: Investigate | Active Conditions: none

Dyner finding only onw person left in her effective range for cantrips, doubles down on the man and sends a bolt of frost at him and then manipulates the left over shards of that to cling to his legs.]

Ray of frost: 1d20 + 8 ⇒ (12) + 8 = 20
Cold Damage: 1d4 + 4 ⇒ (2) + 4 = 6

DC 18 Basic Reflex Save or take Cold damage: 1d4 ⇒ 2 On failed save -5 speed (crit fail -10) until the spell ends (Duration: sustained 1 min)


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GM Screen:

Reflex: 1d20 + 7 ⇒ (20) + 7 = 27

Fran puts out a fire rather than stoking one.

Samna flings a pair of shuriken into the aggressive bandit. One his him in the neck and another between his ribs, but it is not enough to take him out of the fight. Jaxon threatens the bandit and then follows through with a punch that knocks the man out.

Dyner freezes the remaining bandit to within an inch of his life, but he somehow manages to jump entirely out of the way of her ice bolt. He looks like he's about to break for the hills if he can escape.

Encounter! Round 2. Bold may act.

Environment: Stones and trees are obstacles that can be used for cover.

Special: For 1 Action, a character adjacent to a wagon can make a DC 14 Reflex save to try to put out the fire on a wagon.

Alaric (33/35 hp)
Kondai
Blue Circle Bandit (-9 hp; sword)
Jaxon (14/30 hp)
Samna
Fran
Dyner (18/20 hp)

Status
Wagon 1: 26/50 hp
Wagon 2: 35/50 hp
Wagon 3:
Wagon 4:

Horizon Hunters

Male Human/Aasimar, HP 38/38, AC 20, Fort +8, Ref+6, Will+7, Speed 25 Magus 3

"Oh no you don't, you're going to tell us what we want to know."

athletics to grab: 1d20 + 8 ⇒ (4) + 8 = 12
athletics again?: 1d20 + 3 ⇒ (5) + 3 = 8

Wow, thanks game, loving those rolls.

demoralize?: 1d20 + 4 ⇒ (19) + 4 = 23

"JUST TELL US WHY YOU ATTACKED OR SO HELP ME I'LL LAUNCH THIS BALL OF FIRE WHERE THE SUN DON'T SHINE!!!!!"


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"Fine! Just don't kill me!" the bandit throws up his hands and drops to his knees. "We're paid to keep the supplies from reaching the goblin camp. Destroy the wagons and the supplies. That's the job. That's it and that's all I know!"

Out of Combat

Alaric (33/35 hp)
Jaxon (14/30 hp)
Dyner (18/20 hp)

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Jaxon stalks over and grabs the man by the hair, forcing him to his knees. He get close to the man's face. "Figure I could break your neck, pretty easily. You need to talk. Who's paying you to do this? Someone who wants the goblins weak and dead or is it just about the project?"

Coerce: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23


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"The bandit king!" the man squeals as Jaxon grabs his hair. "The king tells the bosses what to do and the bosses tell us. They say stop the goblin supply wagons. Burn the supplies. We do that, then we get paid. That's all I know!"

With the battle over, the goblins are returning from the four winds to which they scattered and prepare to get the wagon moving again.

Horizon Hunters

Male Human/Aasimar, HP 38/38, AC 20, Fort +8, Ref+6, Will+7, Speed 25 Magus 3

"Ugh . . . YOU HEAR THAT GOBLINS!? Some bandit is threatening your bridge. It's not cursed or doomed to fail, there's just some greedy SoB who wants the project dead for . . . some reason!"

Kondai is bad at assuaging fears.

Radiant Oath

2396852-2013 | CG Female Human | Gladiator | Swashbuckler Lvl 4 | Hero Points: 2/3 | Minor Healing Potion (2) | HP 56/56 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 | 35 feet | Class DC 20 | Acrobatics(E): +12, Stealth/Thievery: +10, Deception/Intimidation/Diplomacy/Performance: +9, Lore (PFS/Gladiatorial) +6, Athletics(U): +1 | Exploration Activity: Avoid Notice | ◆◇↺ |

"Bandits? That's it? That makes things easier then."

Fran's just a bit too full of herself thinking it's an easy romp

Vigilant Seal

Alaric sighs in relief. "That is good news and not some nasty dragon or demon. Let's tie him up and take him with us." Alaric helps load the bandit into the charred wagon.

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

"And where is this Bandit King? Do you have a hideout somewhere?" Jaxon shakes the man's head by his hair.

Envoy's Alliance

N female aiuvarin human ranger 7 HP 75/85 | AC 25 | F +11 R +17 W +14 | Perc +16 | speed 25 ft | focus 0/2| Hero 1 | Active Conditions:

"Oh, be nice to him Jaxon. He's just a peon. I'm sure he'll get his just desserts when we turn him over to the goblins." Samna gives the bandit a pointed look. "Yigrig was very displeased that someone was threatening his little family."


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GM Screen:

6d20 ⇒ (18, 4, 2, 20, 1, 19) = 64

"The king lives somewhere else. The bosses meet with him and then give us our instructions. We return with results, the bosses give us our pay," the bandit answers. "Our cave is just over that dune, but we're all there were in that station."

You march off to investigate the cave in order to verify that bandit's story. The cave is fairly well concealed and is, indeed, empty of life. Among the bandits' dirty bedrolls and stores of hard tack and cheap wine, you find some weapons of good quality: a bolas, a khopesh, and a fighting fan.

By the time you return, Muckmuck has got the train ready to move again.

You arrive at the bridge camp to find it bustling with activity. Goblin engineers are shouting orders at goblin workers who are assembling decking and piers. Your best estimate is that the bridge is half complete. While the goblins begin unloading the supplies, Muckmuck gathers you. "Come on. Zig is this way."

While many of the goblins at the work camp are covered in dirt and sweat, Zig stands tall and straight among them. He pours over maps of the surrounding area before speaking. “It is good to see you. They call me Zig. I’m glad my father asked you to come here to help.

“We have been building a very important bridge. But every night, the big cats attack our camp. We leave out meat for them and they saunter right past it. Instead, they seem bent on filling their bellies with goblin flesh. If we move camp across the river; they cross over it overnight. If we light fires around the camp to scare them away, the goblins workers burn themselves in the flames. It’s a lose-lose situation.

“Every few nights, the cats come back to hunt us. Everyone is terrified and that’s bad for business. With all this talk of some saber toothed whatever coming for us in the night, we’re all too scared to finish our work. If someone doesn’t take these furballs out, I suspect the bridge isn’t ever gonna get built.

“These kitties aren’t natural. Whatever you need, you got it. I can give you workers to build fences. But fences alone aren’t going to be enough. Either the cats go, or this bridge is history. The only other answer is death.”

He notices the wounds you bear. "If you need your wounds tended, you can go see Pearlybones in the infirmary. Otherwise, you'd probably better get some rest. You'll be up all night."

Status

Alaric (33/35 hp)
Jaxon (14/30 hp)
Dyner (18/20 hp)

Horizon Hunters

Male Human/Aasimar, HP 38/38, AC 20, Fort +8, Ref+6, Will+7, Speed 25 Magus 3

Kondai harumphs and rolls his eyes before talking to Zig. "Can't handle a bunch of cats . . . UGH!" He reiterates 'explore report, cooperate' under his breath a few times before calming himself down.

"Not that I care Mr. . . . Zig. But we caught bandits attacking the caravan. Seems their boss doesn't want this bridge to succeed. I'm guessing the bandits and your trained attack cats are related."

Verdant Wheel

CG Female Mountainkeeper Tengu Psychic (Oscillating Wave) 4| HP 34/34 | AC: 21 | F +7 R +9 W +9 | Perc +7 | 25 feet | Spell DC 20 | 1 Hero points|Exploration Activity: Investigate | Active Conditions: none

Dyner sits in the wagon the rest of the way to the camp. She seals it up and then makes it a nice frozen winterland inside with more than a few rays of frost and puffs up happily, watching as her little familiar flits about the place trying to start fights with random equipment and gear for the bridge.

At the actual camp she pops out of the chilled wagon and looks around. "This place could really use a pick me up, There are way to many depressed goblins here!"

She listens to Zig's explanation, and takes the suggestion to see Pearly bones before resting for a few hours and getting up in the early evening. She then starts to prepare a meal for the goblins, trying to make it extra spicy and hot as she'd heard somewhere that cat's won't eat plants that have pepper on them, so maybe they wouldn't eat goblins with pepper in them?

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

"Cats? I thought it was bandits. Maybe were-lions?" Jaxon shakes his head as he joins Dyner to see Pearlybones to get patched up.

"Weird that they would pass up meat for live goblins. Can we see any of the goblins who have been hurt?"

Vigilant Seal

"So we are dealing with classic bandit-cat-king it seems." Alaric seems a bit amused at the strange circumstances. He had know goblin camps to be chaotic but this was a slight organized chaos.

He grabs a few goblins. "Let's see where you are wanting to shore up some defenses. I can help lend a hand."


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GM Screen:

Medicine: 1d20 + 7 ⇒ (9) + 7 = 16
Healing: 2d8 ⇒ (6, 2) = 8
Medicine: 1d20 + 7 ⇒ (16) + 7 = 23
Healing: 2d8 ⇒ (1, 5) = 6

"Plenty of goblins with broken fingers and burns," Zig says, "but the cats drag off the goblins they catch."

With the supplies that you brought, there is enough that the goblins can divert wood for eight feet of reinforced fencing that is six feet high but sturdy.

There are 16 brown squares to represent reinforced fencing. You may place them wherever you like. You can rearrange them each day, if you want.

If you want to alter the terrain in other ways, it will require 1 Day to alter a 5 ft square section of terrain.

If you sleep all day, you will regain HP as normal for resting and replenish spell slots and other daily use items.

Status

Alaric (33/35 hp)
Jaxon (22/30 hp)

Vigilant Seal

Alaric works on moving some of the structures around and building some makeshift fences.

I just kind of haphazardly stuck the reinforced sections around the buildings. Please feel free to move them somewhere else if you want.


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Go ahead and place yourselves where you'd like to stand guard (or define a patrol, if you'd like).
Also, you're not restricted to where the existing standard fence is in placing the new, stronger fencing.

Radiant Oath

2396852-2013 | CG Female Human | Gladiator | Swashbuckler Lvl 4 | Hero Points: 2/3 | Minor Healing Potion (2) | HP 56/56 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 | 35 feet | Class DC 20 | Acrobatics(E): +12, Stealth/Thievery: +10, Deception/Intimidation/Diplomacy/Performance: +9, Lore (PFS/Gladiatorial) +6, Athletics(U): +1 | Exploration Activity: Avoid Notice | ◆◇↺ |

Fran crouches in the supply shed with a throwing knife in hand. When the time comes she will light her wayfinder for extra light, if needed. Fran will also adjust her buckler so that she can raise it when needed.

Envoy's Alliance

N female aiuvarin human ranger 7 HP 75/85 | AC 25 | F +11 R +17 W +14 | Perc +16 | speed 25 ft | focus 0/2| Hero 1 | Active Conditions:

Samna will hang out around the campfire. Missing out on a night of sleep while roughing it at a goblin work camp is not her idea of a good time.

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Jaxon stays in the infirmary somewhat to keep from reopening wounds, but also to watch over the wounded goblins there.

We could probably completely wall off one part of the camp with the fencing, but otherwise it isn't enough to provide other protection.

Verdant Wheel

CG Female Mountainkeeper Tengu Psychic (Oscillating Wave) 4| HP 34/34 | AC: 21 | F +7 R +9 W +9 | Perc +7 | 25 feet | Spell DC 20 | 1 Hero points|Exploration Activity: Investigate | Active Conditions: none

We can wall off the tents in the center effectively. Otherwise it's not much help.

Patched up and feeling better, Dyner puts her claws to work helping put up the new walls and making sure they are set up so that they won't fall over.

When night starts to fall she sets up her Wayfinder near her on top of the infirmary building in preparation for shooting spells around if needed. The light from the device twinkle softly as if snow was falling around it as Dyner prepares to fight off big kitties.

Horizon Hunters

Male Human/Aasimar, HP 38/38, AC 20, Fort +8, Ref+6, Will+7, Speed 25 Magus 3

Kondai will set up near one of the entrances, wih his wayfinder out putting light on a nearby post.


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GM Screen:

Alaric, Detect Magic: 1d20 + 4 ⇒ (16) + 4 = 20
Francine Quickfingers, Avoid Notice: 1d20 + 7 ⇒ (20) + 7 = 27
Samna, Search: 1d20 + 4 ⇒ (17) + 4 = 21
Kondai of Numeria, Search: 1d20 + 4 ⇒ (20) + 4 = 24
Dyner Inazuma, Avoid Notice: 1d20 + 6 ⇒ (8) + 6 = 14
Jaxon Richter, Search: 1d20 + 6 ⇒ (4) + 6 = 10
Red Square: 1d20 + 8 ⇒ (17) + 8 = 25
Red Circle: 1d20 + 8 ⇒ (1) + 8 = 9
Blue Square: 1d20 + 8 ⇒ (10) + 8 = 18
Blue Circle: 1d20 + 8 ⇒ (12) + 8 = 20

Having given your instructions to the goblins for placement of fortifications, you try to get what rest you can during the day. When evening comes, you wake for a late dinner (or breakfast depending on your perspective) and find your guard stations.

Those of you inside a location do not need to spend any special actions to exit, but your LOS is restricted so things like "Point Out" don't help you if they occur while you're inside.

The night begins relatively peacefully--goblins entertaining themselves is not most people's definition of peace--and those of you near the fence can hear the night sounds. A laughing-bark in the distance, the hoot of an owl, crickets.

Suddenly the southern tent explode with activity as goblins begin running screaming everywhere, bumping into each other, climbing over each other. A moment later, you see the source of the panic as a large leopard drags a dead goblin out of a tent.

Encounter Mode. Round 1. Bold may act.

Environment: Outside the fence it is darkness.

Red Square (dead goblin in mouth)
Francine (hidden, inside supply depot)
Kondai
Samna
event
Alaric
Red Circle (undetected until someone moves to LOS)
Dyner
Jaxon (inside infirmary)

Radiant Oath

2396852-2013 | CG Female Human | Gladiator | Swashbuckler Lvl 4 | Hero Points: 2/3 | Minor Healing Potion (2) | HP 56/56 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 | 35 feet | Class DC 20 | Acrobatics(E): +12, Stealth/Thievery: +10, Deception/Intimidation/Diplomacy/Performance: +9, Lore (PFS/Gladiatorial) +6, Athletics(U): +1 | Exploration Activity: Avoid Notice | ◆◇↺ |

Fran moves out from the supply depot and begins dancing for Red Square

Dance, Acrobatic Performance: 1d20 + 8 ⇒ (9) + 8 = 17

"Drop that goblin!" she yells, before hurling the knife at the leopard.

Throwing Knife, Flying Blade, Confident Finisher: 1d20 + 8 ⇒ (1) + 8 = 9
Precision: 2d6 ⇒ (1, 2) = 3

all of 1 damage after all that... assuming she even has panache


◆ Stride
◆ Dance
◆ Strike

Horizon Hunters

Male Human/Aasimar, HP 38/38, AC 20, Fort +8, Ref+6, Will+7, Speed 25 Magus 3

Sigh, another day, another post eaten by the Rovagug of the messageboards

Cast shield <>
Enter arcane cascade <>
Start booking it over to everyone else <>

Envoy's Alliance

N female aiuvarin human ranger 7 HP 75/85 | AC 25 | F +11 R +17 W +14 | Perc +16 | speed 25 ft | focus 0/2| Hero 1 | Active Conditions:

Samna runs across the camp to get a better shot, drops into a fighting stance, and throws some shuriken.

Flurry
shuriken: 1d20 + 8 ⇒ (1) + 8 = 9 for piercing: 1d4 + 2 ⇒ (4) + 2 = 6
shuriken: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 for piercing: 1d4 + 2 ⇒ (1) + 2 = 3


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GM Screen:

Athletics BS: 1d20 + 7 ⇒ (2) + 7 = 9
Athletics BS: 1d20 + 7 ⇒ (18) + 7 = 25
Athletics BC: 1d20 + 7 ⇒ (7) + 7 = 14
Athletics BS: 1d20 + 7 ⇒ (10) + 7 = 17

Francine's dance distracts the leopard and whether it understands her or not, it drops the dead goblin. She throws a dagger, but something slips in her grip and it plunges into the dirt between her and the great cat (critical fails don't grant half damage).

Kondai wards himself and enhances his body with mystical power as he dashes toward the commotion.

Samna runs closer and rapidly throws a pair of shuriken. One flies off into the dark, but the other grazes the leopard and draws blood.

Not but a few breaths after Kondai left his post, there is an equally chaotic explosion of screaming and activity of panicked goblins. Past the shadows of the tents, you can see more than one of something wrestling with a goblin each.

Encounter Mode. Round 1. Bold may act.

Environment: Outside the fence it is darkness.

Red Square (-3 hp)
Francine
Kondai (shield)
Samna
Blue Square (dead goblin in mouth)
Blue Circle (dead goblin in mouth)
Alaric
Red Circle (undetected until someone moves to LOS)
Dyner
Jaxon (inside infirmary)

Vigilant Seal

"They are coming from all directions at once!" Alaric concentrates enough to keep his aura down as he doesn't want to start the entire cap on fire. He rushes to the western end and tosses a small ball of flames at one of the cats.

Produce Flame: 1d20 + 9 ⇒ (13) + 9 = 22
Damage (Fire): 2d4 + 4 ⇒ (3, 1) + 4 = 8

◆ Stride
◆◆ Produce Flame

Status:

HP 33/35
AC 21 (23 w/ shield raised)
Resistance: Mental 2
Spells (1) 3/3 (2) 2/2
Focus Points 2/2
Infernal Detonations 1/1
Hero Point 2/3


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Alaric summons a fistful of flame and tosses it onto one of the leopards, burning the fur. The leopard releases a muffled yowl around the goblin in her mouth.

A fourth leopard enters from the river side. Ignoring Fran, the leopard heads for the mass of panicked goblins fleeing the tents. She pounces upon one and bites down on his neck.

Encounter Mode. Round 1. Bold may act.

Environment: Outside the fence it is darkness.

Red Square (-3 hp)
Francine
Kondai (shield)
Samna
Blue Square (dead goblin in mouth)
Blue Circle (-8 hp; dead goblin in mouth)
Alaric
Red Circle (dead goblin in mouth)
Dyner
Jaxon (inside infirmary)

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Jaxon rushes out of the infirmary and sees one of the cats with a goblin. "Hey! Bad kitty!" He punches at the cat's head, trying to get it to drop the goblin.

Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

◆ Move
◆ Move
◆ Strike

Jaxon will use ↺ Nimble Dodge against the first attack on him.

Verdant Wheel

CG Female Mountainkeeper Tengu Psychic (Oscillating Wave) 4| HP 34/34 | AC: 21 | F +7 R +9 W +9 | Perc +7 | 25 feet | Spell DC 20 | 1 Hero points|Exploration Activity: Investigate | Active Conditions: none

Dyner raises her claws and draws a sigil of earth and scattering in the air as she incants a small ritual. With a small flick and dash of salt she sends some scree scrawling around the closest kitty and the space next to it.

Scatter Scree: 1d4 + 4 ⇒ (4) + 4 = 8 DC 18 Basic Reflex from blue circle.

She then sends a small jolt of ice at the cat too.
DC 18 Basic Reflex Save or take Cold damage: 1d4 ⇒ 3 On failed save -5 speed (crit fail -10) until the spell ends (Duration: sustained 1 min)

◆◆ Scatter ScreeClinging Ice


| Extinction | url= |

GM Screen:

BC Reflex: 1d20 + 10 ⇒ (5) + 10 = 15
BC Reflex: 1d20 + 10 ⇒ (14) + 10 = 24
Red Square (-3 hp)

Jaxon punches the leopard in the side of the head. Before the cat can register her objection to the assault, Dyner showers her with stones and debris from the ground. A particularly sharp rock cuts her across the muzzle and nicks her right ear (no save). The leopard does manage to avoid most of the ice (save).

The first leopard, injured by Samna's shuriken, breaks away and sprints into the darkness beyond the camp.

Encounter Mode. Round 1. Bold may act.

Environment: Outside the fence it is darkness.

Francine
Kondai
Samna
Blue Square (dead goblin in mouth)
Blue Circle (-22 hp; dead goblin in mouth)
Alaric
Red Circle (dead goblin in mouth)
Dyner
Jaxon

Envoy's Alliance

N female aiuvarin human ranger 7 HP 75/85 | AC 25 | F +11 R +17 W +14 | Perc +16 | speed 25 ft | focus 0/2| Hero 1 | Active Conditions:

Samna moves to cut off the exit from the camp, then flings some more throwing stars at red.

Flurry
shuriken: 1d20 + 8 ⇒ (20) + 8 = 28 for piercing: 1d4 + 2 ⇒ (1) + 2 = 3
shuriken: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21 for piercing: 1d4 + 2 ⇒ (4) + 2 = 6

shuriken: 1d20 + 8 - 8 ⇒ (14) + 8 - 8 = 14 for piercing: 1d4 + 2 ⇒ (4) + 2 = 6

Horizon Hunters

Male Human/Aasimar, HP 38/38, AC 20, Fort +8, Ref+6, Will+7, Speed 25 Magus 3

Kondai rolls his eyes and runs back to where he came from, and attacks blue circle

"These ambush tactics are for sissies! Fight like a true warrior!"

punch+Spellstrike gouging claw: 1d20 + 9 ⇒ (15) + 9 = 24
"SPIRIT . . . . BREAKING CANNON!" Kondai yells as he uppercuts the lepord then appears above it as if flies up and elbows it back down to the ground.
damage if hit: 1d6 + 4 + 1d6 + 3 + 1 ⇒ (1) + 4 + (4) + 3 + 1 = 13
1d6+4 bludgeoning, 1d6+3 Slashing, 1 force


| Extinction | url= |

GM Screen:

Red Square -3 hp
Blue Circle DEAD

Samna flings star after star at the leopard closest to her. The first two land deep in the cat's neck, but she manages to leap out of the path of the third star.

Kondai runs back to cave in the head of the injured leopard in the back of the camp.

Encounter Mode. Round 2. Bold may act.

Environment: Outside the fence it is darkness.

Francine
Kondai
Samna
Blue Square (dead goblin in mouth)
Alaric
Red Circle (-12 hp; dead goblin in mouth)
Dyner
Jaxon

Radiant Oath

2396852-2013 | CG Female Human | Gladiator | Swashbuckler Lvl 4 | Hero Points: 2/3 | Minor Healing Potion (2) | HP 56/56 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 | 35 feet | Class DC 20 | Acrobatics(E): +12, Stealth/Thievery: +10, Deception/Intimidation/Diplomacy/Performance: +9, Lore (PFS/Gladiatorial) +6, Athletics(U): +1 | Exploration Activity: Avoid Notice | ◆◇↺ |

Fran sees the leopard (Red Circle) with the goblin in its mouth, runs up and tries to tumble through its space.

Tumble Through: 1d20 + 8 ⇒ (15) + 8 = 23

If successful, she gets Panache and the cat is Flat Footed (tumble behind)

She pulls out her rapier and pokes at it with a flourish.

Rapier vs Leopard, Confident Finisher, FF: 1d20 + 8 ⇒ (11) + 8 = 19
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Precision: 2d6 ⇒ (2, 1) = 3 half that if a miss

The dice bot hates me...


◆ Stride
◆ Interact (Draw Rapier)
◆ Stabify


| Extinction | url= |

GM Screen:

Athletics: 1d20 + 7 ⇒ (14) + 7 = 21

Francine performs an inspiring tumble over the leopard, draws her rapier, and stabs at the cat's flank all in one breath.

The surviving cat at the back of the camp scrambles up the fence and leaps into the night where it runs away with its meal.

Encounter Mode. Round 2. Bold may act.

Environment: Outside the fence it is darkness.

Francine
Kondai
Samna
Alaric
Red Circle (-17 hp; dead goblin in mouth)
Dyner
Jaxon

Vigilant Seal

Alaric closes in around the tents as he raises his shield, not sure if more cats are going to leap out from in between the shadows. His eyes dart about the darkness in fear.

◆◆ Stride
◆ Raise Shield

Status:

HP 33/35
AC 21 (23 w/ shield raised)
Resistance: Mental 2
Spells (1) 3/3 (2) 2/2
Focus Points 2/2
Infernal Detonations 1/1
Hero Point 2/3


| Extinction | url= |

GM Screen:

Bite: 1d20 + 10 ⇒ (3) + 10 = 13
Bite: 1d20 + 10 - 5 ⇒ (10) + 10 - 5 = 15
Tumble Through: 1d20 + 8 ⇒ (18) + 8 = 26

Trapped, the remaining leopard drops her kill and pounces on Francine, but she is able to fend it off. The leopardess tries again to kill or frighten off the obstacle in front of her, but again Francine fends her off. The great cat tries in desperation to squeeze past the humans. She makes it past and begins running for the river, passing next to Samna.

Encounter Mode. Round 2/3. Bold may act.

Environment: Outside the fence it is darkness.

Red Circle (-17 hp)
Dyner
Jaxon
--3--
Francine
Kondai
Samna
Alaric

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