Rotating GMs PFS Campaign: Down the Blighted Path, Chapter 1 (Inactive)

Game Master Clebsch73

Firebrand’s Redoubt
The heroes arrive in the dwarven town of Davarn to participate in the rollicking Spring Muddle competition—only to become embroiled in a revenge plot a century in the making.


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Duergar Caravan | Davarn Map

Willy managed to spit out the water he swallowed when he dived in and dog paddled closer to the other side.

Erna was a better swimmer but it still took her a while to reach the other side and begin to pull herself up onto the rock.

After grabbing the first flag under water, Targrenon could see the scrum at the edge of the far rock outcrop, so he swam, just reaching the edge and beginning to climb the rock.

Trevor's action (posted on the gameplay thread)
Trevor jets forward and takes full advantage of his spider climb to make his way towards the top of cliff. (Double Move)

Trevor can get to the top of the cliff but is not yet standing at the top.

Gru'Gar
Rook
Needles
Vinnie
(Vinnie's summoned hippocampus arrives just as his turn starts)
Sadaf
Gerherd
Mavin
Bat

Round 3
Willy
Erna
Targrenon
Trevor

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Gru'Gar makes a sprint up the next wall. And heads for the balance beams.
Acrobatics, jump, Elxr of tblng: 1d20 + 4 + 20 + 10 ⇒ (1) + 4 + 20 + 10 = 35

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Two hippocampi arrive from some other realm, called forth by the spirits of battle with whom Vinnie is so obsessed, and promptly make themselves available for transportation service. Vinnie hops aboard, with a wild whoop, and sets off in hot pursuit!

Vinnie mounts one of the hippocampi as a move action. Then both hippocampi double move (60' move speed, so total of 120').

As the swift beasts come around the corner of the island, Vinnie spots the bat flying just nearby and he coos to it charmingly, hoping to encourage it to descend and land on his shoulder.

Cast Charm Animal on the bat - DC 16 Will save


Duergar Caravan | Davarn Map
Gru'Gar wrote:

Gru'Gar makes a sprint up the next wall. And heads for the balance beams.

[dice= Acrobatics, jump, Elxr of tblng]1d20 + 4 + 20 + 10

Gru'Gar can climb the wall and reach the finish area, but after that, he cannot participate further. He'll win 20 points, 10 for finishing and 10 for being the first to finish. If, instead, he wants to get to the balance beam area, he'll have to go around the west side of the rock, using spider climb to traverse ten feet of vertical surface and end up in the flat area to the NW, from which he can either go for the balance beam flag (#4) or the rope swing flag (#5).


Duergar Caravan | Davarn Map

On the Table:
DC 16
Bat: Will: 1d20 + 2 ⇒ (3) + 2 = 5

The bat failed the save, so it now considers Vinnie a friend. It has orders from its master to keep the flag away from competitors while harrying whoever is in the lead, so it won't automaticaly come over and land of Vinnie. He'll have to win an opposed charisma check to get it to countermand its previous instructions.

The crowd is amused by the sight of the hippocampi with the vanara riding one. Vinnie gets to the stumps ahead of all but Mavin. He casts a spell.

Still to act:
Rook
Needles
Sadef

Also need a clarification from Gru'Gar.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Rook commands Needles to keep climbing over to the rope swing and attempt to grab that flag, while he himself starts to tumble through the dummies.

Acrobatics To Move Through Dummies: 1d20 + 9 ⇒ (11) + 9 = 20
Sleight of Hand: 1d20 + 9 + 3 ⇒ (15) + 9 + 3 = 27

He deftly moves through them without slowing down and snatches the flag from one. Once through, he starts to climb down a the opposing rock face towards another flag.

That should work, was able to make it down the slope with 60ft of movement, and the action to take the flag.

The Exchange

CN Monkey Familiar | HP: 5/5 | AC: 15 T: 14 FF: 13 | CMB: +3, CMD: 9 | F: +4 R: +6 W: +2 | Init: +2 | Perception: +5 (Low-Light Vision) | Speed: 30ft/30ft (Climb) | Active conditions:

Needles shrieks and starts climbing towards the other side of the swing.

He has a 30ft natural climb speed.

Once he gets to the other side he attempts to grab the rope.

Climb: 1d20 + 10 ⇒ (5) + 10 = 15
Snatch Attack: 1d20 + 7 ⇒ (9) + 7 = 16

The little gorilla familiar can swing but misses the flag by quite a bit.

Can he keep swinging back and forth on his next turn?


Duergar Caravan | Davarn Map
Mhazruk Kruhl wrote:
That should work, was able to make it down the slope with 60ft of movement, and the action to take the flag.

FLag #3 is located atop a 20-foot-tall pole at the high (west) side of area A3. If starting from the bottom of the pole, it requires a successful DC 15 Climb checks to scale. Rook can get to it by climbing ten feet down to area A3 (top side), moving five feet to the base of the pole, and then climbing 20 feet to the top if the pole. Alternatively, since the top of the pole is ten feet higher than Rook's position on the map at the moment and ten feet NE, he could jump to the top of the pole. With his jump spell active, that's an automatic success but he should make a DC 10 climb check to grab the pole. From that point, grabbing the flag is a move action.

Rook's Needle wrote:

Once he gets to the other side he attempts to grab the rope.

[dice=Climb]1d20+10
[dice=Snatch Attack]1d20+7

The little gorilla familiar can swing but misses the flag by quite a bit.

Can he keep swinging back and forth on his next turn?

Needles needs to swing on the western rope to be close enough to attempt to grab the flag. The climb check is not needed if he is just swinging back and forth but it would be needed to land safely on the other side. Once on the rope, he can attempt to grab the flag once each turn. At the end, he can either climb up the rope to the supporting pole or make the climb check to land on either side.

I'm waiting on a clarification post from Gru'Gar (see post above). If Gru'Gar goes for the flag in area A5, it'll force a ret-con of Needles. Then I'll 'bot Sadef.

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Gru'Gar will work his way around to the balance beam area.


Duergar Caravan | Davarn Map

On the Table:
Mavin: Jumping the stumps in area A2
DC 10
To 4: Acrobatics, cat’s grace, distraction: 1d20 + 3 + 2 - 5 ⇒ (8) + 3 + 2 - 5 = 8 Fails
Falls to water: 1d5 ⇒ 2

I was going to 'bot Sadaf, but by now Sadaf's player is back from vacation and can post instead. To keep things moving, I'll advance the NPCs ahead of that post but can ret-con if necessary.

Mavin, in the form of a gillman female and enhanced with magic, tries to ignore the bat flying around her and advance along the stumps to reach the flag at the top of the pole on one of the stone columns.

But the bat causes her to miss the next 'stump'. She falls a few feet into the water. She decides to swim over to the stump with the flag and start climbing it instead. She climbs with the ease of a spider, suggesting she may have the spider climb spell active. Unless something prevents it, she will grab the flag at the top of this stump.

The bat abandons Mavin and flies toward Rook, who has a flag and is close to getting another.

Notes to Rook: If he wants to get to flag 3 quickly, he can attempt to jump from the cliff top to the pole holding the flag. The pole is 20 feet tall. Since Rook is 10 feet up from the base of the pole, if he jumps and grabs the pole, he'll be a 10 foot climb to the top. If he wants to do this, he can attempt a DC 10 jump check to jump from the cliff to the pole, and a DC 20 Reflex check to grab the pole. He can add +10 to the Reflex check for having Spider Climb. See the notes on the map for details about climbing the pole. The bat, however, is flying close to distract him, so that adds a -5 penalty to any skill or reflex check. The bat is flying close enough to Rook that as a standard action, he can attempt to grab the flag the bat holds. This requires a combat maneuver Steal or disarm (with no AOO provoked) vs. CMD of 18.

Start of end of round 2: Score: Davarn Chokers 10, Pathfinders 10,

Willy realizes he is getting left behind, so he leaves the water and begins spider climbing up toward the area with the combat dummies. He has 15 more feet to climb to get there.

Erna considers climbing the rock as well, but without magical help, she knows it will be difficult, even for an accomplished rock climber like herself. So she begins jumping from pillar to pillar.

Targrenon continues climbing the wall at a steady pace. He gets to the top of the cliff, near the combat dummies.

PCs up next, plus Sadaf's action from round 2.

Round 3
Trevor
Gru'Gar
Rook/Needles
Vinnie
Sadaf

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

I'm not quite clear from this post - should we go ahead and post our next actions or are we waiting? (Sorry for the confusion - this whole race seems like something that would be pretty straightforward to GM at an in-person table but is tough in the PbP format).


Duergar Caravan | Davarn Map

Post when you know what you want to do. Actions will be resolved in initiative order, not posting order, so if your action depends on outcomes of what others ahead of you in the initiative order do, then wait if you can. If you have a limited window to post, post and we'll sort out any ret-cons if necessary. I'm trying to keep things moving, without completely sacrificing the strategy challenges of having to post before you know what is going to happen with those behind you in the order. You can always delay, of course.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf sees a chance to finish first and immediately goes for it!

"Team, I am trying to get us a lead here as getting the flags for me will be hard! Make it to the finish line!" he says and climbs as fast as he can!

Double move in round 2 for 40 ft movement which should bring Sadaf to the finish line. If not then he will use his round 3 action to get through!


Duergar Caravan | Davarn Map

Sadaf climbs the rock wall like a spider. Once up on the summit, he runs up the ramp and crosses the finish line. Some in the crowd cheer, although the majority are disappointed that one of the visitors beat out their local heroes. 10 more points to the Pathfinders!

Still to post for round 3
Trevor
Gru'Gar
Rook/Needles
Vinnie

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor rounds the top and moves towards the finish line, uncoiling his whip in the process. He then attempts to steal Targrenons flag with a crack of his whip!
Steal vs CMD: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie still wants to persuade his new friend the bat to give him their flag, but he decides this must wait while he prevents Mavin Marbeket from getting her hands on Flag #2.

The helpful hippocampi swim right up next to the column with the flag, which Mavin is climbing. Vinnie wiggles his eyebrows unhelpfully at Mavin and ribbons of spider silk erupt from the column and attempt to ensnare her!

Silkstring Snare hex, DC 17 Reflex or she becomes entangled and anchored in place. Duration is 8 rounds (but she can escape or break the snares).

Then Vinnie dismounts the hippocampi, intending to begin climbing the column himself as soon as possible.

Standard action to use the hex; move action to dismount.


Duergar Caravan | Davarn Map
Magical Trevor wrote:

Trevor rounds the top and moves towards the finish line, uncoiling his whip in the process. He then attempts to steal Targrenons flag with a crack of his whip!

[dice=Steal vs CMD]1d20 + 7 - 4

You can't steal something held in the hand, but you can use disarm to cause him to drop the flag.

Vinnie should know she is in reach of the flag, so the web won't prevent her from getting it next turn. But it may help him contest for it when he is able to climb that way. To get the bat to give him the flag will take a charisma check as well as a way of communicating Vinnie's desire to the animal.

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15
Clebsch GM DtBP wrote:
Magical Trevor wrote:

Trevor rounds the top and moves towards the finish line, uncoiling his whip in the process. He then attempts to steal Targrenons flag with a crack of his whip!

[dice=Steal vs CMD]1d20 + 7 - 4

You can't steal something held in the hand, but you can use disarm to cause him to drop the flag.

Vinnie should know she is in reach of the flag, so the web won't prevent her from getting it next turn. But it may help him contest for it when he is able to climb that way. To get the bat to give him the flag will take a charisma check as well as a way of communicating Vinnie's desire to the animal.

OK he's still holding it, Yeah I'll do that which would make the result 6 higher (take away the steal penalty, and add the bonus for using a disarm weapon)


Duergar Caravan | Davarn Map

Trevor cracks his whip and the flag that Targrenon is holding drops to the ground at his feet.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2
Clebsch GM DtBP wrote:
Vinnie should know she is in reach of the flag, so the web won't prevent her from getting it next turn. But it may help him contest for it when he is able to climb that way. To get the bat to give him the flag will take a charisma check as well as a way of communicating Vinnie's desire to the animal.

Understood. But if she fails her Reflex she won't be able to move, giving me a chance to "persuade" her to give it to me, yes?

Re the bat, I understand the need for the opposed charisma check because the bat is someone's familiar, but are you saying that if I don't also have, e.g., Speak With Animals, that Charm Animal doesn't really do anything? Assuming that I won the opposed Cha check (a Standard action, I assume?), couldn't I use the Charm Animal effect to beckon the Bat over to me (at which point I could, in a friendly way, take its flag)? Or are you saying that, although I've charmed it, it won't be responsive to me because I can't speak with it?

The Exchange

CN Monkey Familiar | HP: 5/5 | AC: 15 T: 14 FF: 13 | CMB: +3, CMD: 9 | F: +4 R: +6 W: +2 | Init: +2 | Perception: +5 (Low-Light Vision) | Speed: 30ft/30ft (Climb) | Active conditions:

Dr. Needles continues to swing back and forth on the ropes trying to grab a flag for his master.

Climb for Swing: 1d20 + 10 ⇒ (7) + 10 = 17
Snatch Attack: 1d20 + 7 ⇒ (9) + 7 = 16

But he seems more focused on swinging and misses the flag again.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Rook shrugs off the bat, knowing he isn't as quick with his hands and instead focuses on leaping to his own flag.

Jump: 1d20 + 9 + 20 + 12 - 5 ⇒ (5) + 9 + 20 + 12 - 5 = 41
Reflex: 1d20 + 10 + 10 - 5 ⇒ (18) + 10 + 10 - 5 = 33

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Gru'Gar moves out on the balance beam to try and get the flag from there.

Acrobatics, if needed: 1d20 + 11 ⇒ (14) + 11 = 25
plus spider climb


Duergar Caravan | Davarn Map
Vinnie Bandar wrote:
Understood. But if she fails her Reflex she won't be able to move, giving me a chance to "persuade" her to give it to me, yes?

Yes.

Vinnie Bandar wrote:
Re the bat, I understand the need for the opposed charisma check because the bat is someone's familiar, but are you saying that if I don't also have, e.g., Speak With Animals, that Charm Animal doesn't really do anything? Assuming that I won the opposed Cha check (a Standard action, I assume?), couldn't I use the Charm Animal effect to beckon the Bat over to me (at which point I could, in a friendly way, take its flag)? Or are you saying that, although I've charmed it, it won't be responsive to me because I can't speak with it?

Keep in mind the bat has already been given explicit instructions via someone using speak with animals that it should not give the flag to any contestant. Charm only makes the target consider you a friend and view your requests in the most positive light. But, for example, if you were playing basketball and a good friend of yours is on the other team, that friend is not going to help your team just because you want him to. In any case, even when a caster charms a person, the caster must be able to communicate a specific request in a language the target can understand or, as the spell says, be "good at pantomime." Even pantomime will not necessarily be understood by an animal, for whom pointing and holding out one's hand does not necessarily communicate that you want the animal to give the item you point at to you. I'll allow a charisma attempt via pantomime but with a -5 penalty. But first, you'll have to get the animal's attention, if it is not near you.


Duergar Caravan | Davarn Map
Gru'Gar wrote:

Gru'Gar moves out on the balance beam to try and get the flag from there.

[dice= Acrobatics, if needed]1d20+11
plus spider climb

I believe Gru'Gar's acrobatics would be +13 unless he's got some other reason it would be reduced, like ACP. The elixir of tumbling would add 10 and his dex would add 3. Also I'm assuming his movement is 30. I don't see speed listed on the profile.

Gru'Gar manages to advance along the thinner of the two beams and then along one that is free to rotate under foot. He manages to get to a point where he can grab the flag. Grabbing the flag is a move action, but he had to move at half-speed along the beams and that took up two move actions. He can grab the flag next round.


Duergar Caravan | Davarn Map

On the Table:
DC 17
Mavin: Reflex, Cat’s Grace: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
DC 20 Jump to pillar 7
Mavin: Acrobatics, cat’s grace, height: 1d20 + 3 + 2 + 2 ⇒ (14) + 3 + 2 + 2 = 21
DC 10 Jump to pillar 8
Acrobatics, cat’s grace: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Targrenon: Acrobatics: 1d20 + 11 ⇒ (8) + 11 = 19

Rook jumps across to the pole and quickly climbs to the top to grab the flag attached to it.

Needles swings past the flag a second time, but can't time his grab and keeps swinging.

Sadef crosses the finish line.

Gerhard has been unseen since the start, but now he appears near the rope swing, climbing up out of a hole in the rock which he apparently created himself with some magical ability to burrow through the rock. He looks around to survey who is where.

The spider webbing that mysteriously emerged from the solid rock on which Mavin is climbing almost entangles her, but she is just quick enough to avoid it. She grabs the flag on top and sticks her tongue out at Vinnie before she pushes off the stone she is on and just makes a pillar closer to the area with the net. Her next jump to the next higher pillar goes badly, however, and she again falls into the water.

The bat gives up trying to distract Rook and flies over to fly around Gru'Gar as he balances on the beam about to grab a flag. Gru'Gar's skill checks will take a -5 penalty; he can, however, attempt to grab the flag the bat is carrying.

End of Round 3. Score: Davarn Chokers 20, Pathfinders 40.

Willy finishes his climb up the rock to stand next to Targrenon just past the whirling combat dummies. He sees Rook with two flags and casts a spell in his direction.

Rook needs to make a DC 14 Will save or be dazed for one round.

Erna looks down at Mavin, but it is too far down to the water to effect a hand-off of the flag from Mavin to the dwarf, so she continues jumping from pillar to pillar, making it close enough to the rock to jump back to the course at the bottom of the net in area 3. She sets her sights on possibly getting one or both of the flags Rook has.

Targrenon picks up the flag Trevor knocked out of his hand with his whip and advances past the combat dummies toward Trevor, drawing a sap as he moves. Trevor is now in Targrenon's threat range, so he can make an AOO if Trevor does anything to provoke one.

Next to act:
Trevor
Gru'Gar
Rook Needs to make a DC 14 Will save to avoid daze.
Needles
Vinnie

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

With a bat flapping around. Gru'Gar holds his left arm out wiggling his fingers. While his right hand reaches over and makes a grab for the flag on the bat.

Slight of Hand: 1d20 + 8 ⇒ (19) + 8 = 27

"Come just a little closer and let me have what you got."

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor lashes out with his whip again attempting to Disarm the opposing team, disarm: 1d20 + 9 ⇒ (5) + 9 = 14

If successful, he will pick up the flag and five foot back, otherwise he will move 30feet towards the finish line.

The Exchange

CN Monkey Familiar | HP: 5/5 | AC: 15 T: 14 FF: 13 | CMB: +3, CMD: 9 | F: +4 R: +6 W: +2 | Init: +2 | Perception: +5 (Low-Light Vision) | Speed: 30ft/30ft (Climb) | Active conditions:

Climb for Swing: 1d20 + 10 ⇒ (3) + 10 = 13
Snatch Attack: 1d20 + 7 ⇒ (19) + 7 = 26

With sheer determination, Rook is able to snatch the flag on his next pass and starts to climb directly up to rope to the landing above. Will just attempt to get back with his movement now.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Will: 1d20 + 1 ⇒ (13) + 1 = 14

"Really? Get your own flag!" Rook says as he leaps down towards the finish line with the flags, knowing it is going to hurt a bit.

Acrobatics to Jump: 1d20 + 9 + 20 + 12 ⇒ (8) + 9 + 20 + 12 = 49
Falling Damage (20 feet but intentional): 1d6 ⇒ 1

He then shoves the flags into his coat to peer around at the rest of the team.


Duergar Caravan | Davarn Map

On the Table:
AC 18
Targrenon: Sap, nonlethal: 1d20 + 5 ⇒ (4) + 5 = 9

Bat: Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Targrenon is surprised at how fast Trevor is able to wield his whip, but manages to shift his hand with the flag behind his back before the whip can knock it to the ground again. Trevor scampers toward the finish line, evading Targrenon's attempt to bonk him with his sap. Trevor is 10 feet from finishing.

Gru'Gar distracts the bat as the bat tries to distract him. Quick as a snake, the half-orc grabs the flag from the bat, which for a moment, doesn't notice it is no longer in his grasp. Then he grabs the flag attached to the rotating beam.

I'm assuming Gru'Gar will use his move action to get the other flag.

Rook shakes off Willy's attempt to daze him with a spell. Then he impresses the crowd with a dramatic leap from the pole all the way to the finishing area, with two flags to boot. He suffers a slight sprain to an ankle in the process.

At the same time, Needles finally grabs the flag he has been trying to get from the rope swing and then climbs the rope to the pole supporting it.

Sadef has finished the race, so Vinnie has his turn. He can contest for the flag in Mavin's possession. She is in the water.

The Pathfinders will win if Gru'Gar can get his flags across the finish line. If the Chokers can take those flags away and cross the finish line with the flags they already have, it will end a tie.


Duergar Caravan | Davarn Map

Reminder: Vinnie is up next.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Sorry - end of the semester grading crunch - will try to get a post done tomorrow.


Duergar Caravan | Davarn Map

I can relate.


Duergar Caravan | Davarn Map

On the Table:
AC: 19
Vinnie: Unarmed Strike: 1d20 + 9 ⇒ (10) + 9 = 19 Hit.
Nonlethal damage 1: 1d4 + 5 ⇒ (4) + 5 = 9
Stunning Fist: DC 17
Mavin: 1d1d20 + 3 ⇒ (20) + 3 = 23
Gerhard: VS Touch and Flat=footed due to losing dexterity bonus to AC while climging: 12
Ranged Touch attack: 1d20 + 3 ⇒ (12) + 3 = 15 Hits
DC 14 Needles Fortitude: 1d20 + 4 ⇒ (14) + 4 = 18

DC 15
Vinnie: Will: 1d20 + 10 ⇒ (13) + 10 = 23
HP 1: Will: 1d20 + 1 ⇒ (18) + 1 = 19
HP 2: Will: 1d20 + 1 ⇒ (9) + 1 = 10

AC 19
Vinnie: Unarmed Strike: 1d20 + 9 ⇒ (19) + 9 = 28 Hit.
Nonlethal damage 1: 1d4 + 5 ⇒ (3) + 5 = 8

DC 17
Erna: Climb: 1d20 + 12 ⇒ (1) + 12 = 13

I did not want to 'bot Vinnie, since he has a lot of possible responses to the situation and I wanted him to choose the priority or at least give instructions. But I don't want this to drag on longer and I'll be out of town tonight and Saturday, so I'll post something here after which it will be the PCs turn again.

Hoping to get the flag from Mavin, Vinnie leads his hippocampi through the pillars to crowd Mavin as she swims near the rock cliff. The sea creatures have to squeeze between the pillars but they fence her in, although she can swim well and could swim underwater to get away. So Vinnie tries to stun her with a punch, something he's pretty good at. He hits her squarely, but she is made of stern stuff and holds on the flag and her faculties. Mavin takes 9 nonlethal damage.

Gerhard notices Needles with a flag close to the finish area. He points a finger at him, says, "Tha tinneas a' bualadh ort.", and a black ray shoots at Rook's companion. The ray strikes Needles, but he shakes off the wave of nausea he feels in his stomach and is able to continue toward the finish line.

Mavin prepares to submerge and swim away under water, but that gives Vinnie a moment to make one more punch. He hits her solidly in the head. But she is tough and dives underwater, where she can swim away. She emerges to the south where the flat rock provides a place to stand and immediately begins climbing the wall, getting up about 25 feet. Mavin takes 8 nonlethal damage.

Willie runs towards the finish, but stops short, calls out, "Today you get three nuts in the afternoon!" and tosses three unshelled peanuts toward Rook. Willie cast Lesser Confusion affecting Rook. Rook must make a DC 17 Will save to avoid being confused for 1 round.

Erna starts to climb the rope net but gets tangled in it and makes no progress.

Seeing Erna's struggling with the net, Targrenon advances to just above her on the high ground and drops a rope to where she can reach it. He knows she's a good climber, but the rope should make things easier.

All the PCs are up. I'll be out of town until Sunday morning, so I'll post when I can after that.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Will: 1d20 + 1 ⇒ (1) + 1 = 2
Confusion: 1d100 ⇒ 92

"Agh...stupid nuts..." Rook says swinging his arms around to knock them away and sending one straight at Sadaf.

Unarmed: 1d20 + 3 ⇒ (14) + 3 = 17
Damage (B): 1d3 ⇒ 3

The Exchange

CN Monkey Familiar | HP: 5/5 | AC: 15 T: 14 FF: 13 | CMB: +3, CMD: 9 | F: +4 R: +6 W: +2 | Init: +2 | Perception: +5 (Low-Light Vision) | Speed: 30ft/30ft (Climb) | Active conditions:

The small ape yells out a the person targeting him before running to his master and into his coat.


Duergar Caravan | Davarn Map
Mhazruk Kruhl wrote:

[dice=Will]1d20+1

[dice=Confusion]1d100

"Agh...stupid nuts..." Rook says swinging his arms around to knock them away and sending one straight at Sadaf.

[dice=Unarmed]1d20+3
[dice=Damage (B)]1d3

Ret-con

I meant to target Gru'Gar with the lesser confusion spell. Willy was hoping to delay him in time for his allies to get where they can attempt to get his flags before he crosses the finish line. I was in a hurry to get the post out Friday afternoon.

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor takes a 5 foot step and readies to disarm a flag from the first opponent with a flag to come in reach of his whip.

disarm:

disarm vs CMD: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Will save: 1d20 + 5 ⇒ (15) + 5 = 20
Yup, All us Half-orcs look the same...lol

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Sorry for missing my last turn and thanks for botting me!

Vinnie gives chase after Mavin, directing the hippocampi to carry him to the water's edge and then dismounting. Seeing that she is already twenty five feet up the wall, he worries that he will not catch her and quickly sends two magical chains to try to trip her and knock her off the wall.

Move action to dismount the hippocampi at the base of the wall
Standard action to cast CL 4 Barbed Chains, conjuring two chains, both of which attempt to trip Mavin (since she's climbing she should lose her Dex to AC (and thus to CMD) unless she has some special ability).
Trip vs flat-footed CMD: 1d20 + 9 ⇒ (19) + 9 = 28 Assuming that successfully trips, she has to make a DC 16 Will save or be shaken for 1d4 rounds

Assuming the first chain successfully tripped Mavin, Vinnie will use the second chain on any of the foes he can see - I think maybe Capt. Stoneheart?

Trip vs CMD: 1d20 + 9 ⇒ (17) + 9 = 26 Assuming that successfully trips, she has to make a DC 16 Will save or be shaken for 1d4 rounds

If Mavin falls at Vinnie's feet, besides taking falling dmg she should also be prone. If she attempts to stand up or move away Vinnie will use an AoO including Stunning Fist

Possible AoO vs Mavin (assuming that she has fallen next to Vinnie):

Unarmed strike (non-lethal): 1d20 + 9 ⇒ (3) + 9 = 12
non-lethal dmg: 1d4 + 5 ⇒ (3) + 5 = 8
DC 17 Fort or stunned for 1 round (Stunning Fist)


Duergar Caravan | Davarn Map

On the Table:
DC 16
Erna: Will: 1d20 + 5 ⇒ (6) + 5 = 11
1d4 ⇒ 2
Mavin: Will: 1d20 + 6 ⇒ (15) + 6 = 21
Falling Damage: 2d6 ⇒ (3, 6) = 9
DC 15
Will: 1d20 + 6 ⇒ (10) + 6 = 16

As Trevor readies his whip, Needles moves along the pole to the finish area carrying another flag. This grants the Pathfinders another ten points.

Gru'Gar can take his turn. The bat is flying around him, distracting him, which adds a -5 penalty to all skill checks.

Vinnie reaches the landing to the southeast of the rock and casts a spell. Barbed chains erupt from the rock, one set near Mavin and the other around Erna's feet. Erna almost maintains her footing but loses her balance and falls prone. This unexpected event disturbs her concentration for a dozen seconds. Erna is prone and shaken.

Mavin loses her enhanced grip on the wall and falls 25 feet, landing prone and injured. She manages to maintain her grip on the flag, however. Mavin takes 9 points of falling damage.

Gru'Gar still has to post his actions. Then I'll post the Chokers actions.

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Gru'Gar tries to make his way to the finish line. Ducking out of the bats way.
"Shoo you flying rat, get away from me."
Acrobatics, if needed: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 17
plus spider climb


Duergar Caravan | Davarn Map

Gru'Gar must walk five more feet along the bar that runs between the two beams. That bar, however, is free to rotate, like a log floating in water. Ordinarily, Gru'Gar would be able to keep atop the beam, but the bat distracts him and he has to stop walking and focus on avoiding falling. He makes no progress along the beam this turn. Spider climb doesn't help, alas.


Duergar Caravan | Davarn Map

Gerhard decides to go for the finish area. He begins to burrow through the rock to get to the finish area from below.

Mavin, injured and prone, is at risk of getting punched again by Vinnie if she tries to cast a spell or get up. She holds onto the flag tightly and prepares to dodge any more punches Trevor might throw at her. Takes Total Defense action, +4 dodge bonus to AC.

The bat continues to fly about Gru'Gar's head.

Willie sees Trevor ready to try to use his whip on him and his teammates, so he draws a wooden practice shortsword and steps close and tries to hit Trevor with the shortsword.

Trevor can try to disarm Willie since he had that as a ready action. Trevor should post to state if he wants to attempt the disarm on Willy or hold the action for someone else getting within range this turn.

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Nope, trevor is waiting for a flag to disarm

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

So Trevor holds the action until a flag comes along.


Duergar Caravan | Davarn Map

I made a post after Trevor posted above, but I apparently did not notice that Paizo ate the post. I'll reconstruct the outcomes from my notes. Sorry.

Willy tried to hit Trevor with his wooden practice shortsword, but missed.

Erna stood and climbed the rope that Targrenon had lowered to help her.

Once she was up, Targrenon left the rope with Erna and hustled over to the edge above where Vinnie was threatening Mavin and her flag. The rogue jumped deliberately, breaking his fall by rolling after hit the ground. He suffered some minor injuries and was prone, but with two saps in his hands, he was ready to take on Vinnie. Targrenon took 2 points of lethal damage and 5 points of nonlethal.

Round 7 continued
Trevor
Gru'Gar

Rook (finished)
Needles (finished)
Vinnie
Sadaf (finished)
Gerherd
Mavin (17 nonlethal, 9 lethal)
Bat

Round 8
Willy
Erna (shaken 1/2 rounds)
Targrenon (2 lethal, 5 nonlethal, prone)

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Gru'Gar keeping his balance while the flying rat swoops down on him. He tries to make his way to the finish line.
Acrobatics, if needed: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24


Duergar Caravan | Davarn Map

Gru'Gar keeps his balance while walking the beams.

Gru'Gar has a few choices to make. The beam nearest the rock is below the level of the finish line. If he goes west, he'll be 15 feet below the finish area. If he goes east he'll be 10 feet below the ramp that leads to the finish area. If he wants to then climb the rock to get up, it is a DC 30 climb check. With Spider Climb it would normally not require a climb skill check. But, with the bat distracting him, he'll have to roll. He gets +8 to his climb skill from the spell. His profile says his untrained climb skill is +8 but with a STR of only 14, I suspect that may be the +8 from the spell, unless something else boosts his skill. He also must take the -5 penalty from the bat distraction. So it would be a DC 30 roll with a +5 bonus, which is likely to fail.

If I were 'botting him, I'd have him jump the area with the rope swing. With jump and the elixir of tumbling he gets +20 added to his dex bonus for the untrained acrobatics skill of +3. Even with the -5 from the bat, he would have no chance of failing the jump. Then he'd need to move through the combat dummies and up the ramp to the top, dealing with the other contestants if they decide to try to get his flag or knock him out.

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