GM Jhaeman's PFS1 # 5-23: 'Cairn of Shadows' (CORE) (Subtier 8-9) (Inactive)

Game Master Jhaeman

Maps & Handouts


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Huh, I did an Initiative post but it must have gotten devoured by the hungry, hungry Paizo website. I'll try again.


Initiative (Round 4)

Kaya (spider climb, light spell)
Two Blades (light spell)
Kavor (invisible, spider climb)
Grog
Jair (wayfinder light)
Special # 2
Khellek (light spell)
Special # 1

Bold should go!

Because of the density of the chains, attacks from more than 40' away have a 20% miss chance.

Climbing Reminder: You climb at 1/4 your normal speed (or 1/2 speed by increasing the Climb DC by 5). If you are not threatened or distracted, you can Take 10. If you fail the DC by 4 or less, you make no progress, but if you fail the DC by 5 or more, you fall. (The DC of these chains is 10.) You must have both hands free to climb (so no shields or held weapons), you lose your Dex bonus to AC, and if you take damage, you have to make an immediate Climb check or risk falling.
I'll need a new Climb check each round.

Spider Climb Rules::

Spider Climb gives you a climb speed of 20'. A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must still make a Climb check to climb, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Fly Rules:
A character can fly straight up at half speed if they make a DC 20 Fly check. On a failure, no progress is made, but the attempt can be retried the next round.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek keeps calling out advice to the team members still above.
"Cooperation is a core tenet of our fellowship." he reminds everyone.

Maintains inspire courage for +2 to hit and damage

Drawing a wand, he taps Two Blades with it.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

"I think we need a better plan. On the plus side... we have the entrance."


Khellek's magical wand staunches a little of the blood flowing from Two Blades' wounds. Somewhere on a walkway far above, the unseen archers peer down into the shaft, arrows nocked.

The archers have readied actions, but have no clear target yet.


Initiative (Round 5)

Kaya (spider climb, light spell)
Two Blades (light spell)
Kavor (invisible, spider climb)
Grog
Jair (wayfinder light)

Special # 2 (R)
Khellek (light spell)
Special # 1 (R)

Bold should go!

Because of the density of the chains, attacks from more than 40' away have a 20% miss chance.

Climbing Reminder: You climb at 1/4 your normal speed (or 1/2 speed by increasing the Climb DC by 5). If you are not threatened or distracted, you can Take 10. If you fail the DC by 4 or less, you make no progress, but if you fail the DC by 5 or more, you fall. (The DC of these chains is 10.) You must have both hands free to climb (so no shields or held weapons), you lose your Dex bonus to AC, and if you take damage, you have to make an immediate Climb check or risk falling.
I'll need a new Climb check each round.

Spider Climb Rules:

Spider Climb gives you a climb speed of 20'. A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must still make a Climb check to climb, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Fly Rules:

A character can fly straight up at half speed if they make a DC 20 Fly check. On a failure, no progress is made, but the attempt can be retried the next round.

The Exchange

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M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan shoves the crone down the chain shaft.

Bull Rush, Heroism, Haste, Invisible, IC +2, vs flat-footed CMD: 1d20 + 10 + 2 + 1 + 2 + 2 ⇒ (18) + 10 + 2 + 1 + 2 + 2 = 35
Then he takes a step back.

Now, I know she has a readied action, and I am invisible. Here is my understanding: I become visible after my attack resolves. Because I am invisible, there is no AOO for the Bull Rush. If readied actions are supposed to go before the triggering event, then I am still invisible at the time the crone takes her readied action. And, because her readied action is not an AOO, it doesn't have the same ability to apply a penalty to the CMB check even if it hits. If my understanding of these game rules is wrong, then I will just make a full attack and 5' step back instead.

Alternate Action if my rules-fu is wrong:
Attack, PA, Heroism, Haste, Invisible, IC +2: 1d20 + 13 + 2 + 1 + 2 + 2 ⇒ (19) + 13 + 2 + 1 + 2 + 2 = 39
Damage: 1d10 + 22 ⇒ (8) + 22 = 30
Hasted Attack: 1d20 + 13 + 2 + 1 + 2 ⇒ (5) + 13 + 2 + 1 + 2 = 23
Damage: 1d10 + 22 ⇒ (3) + 22 = 25
Iterative: 1d20 + 8 + 2 + 1 + 2 ⇒ (20) + 8 + 2 + 1 + 2 = 33
Damage: 1d10 + 22 ⇒ (6) + 22 = 28
Iterative Crit?: 1d20 + 8 + 2 + 1 + 2 ⇒ (13) + 8 + 2 + 1 + 2 = 26
Crit Damage: 2d10 + 44 ⇒ (9, 3) + 44 = 56

Wow... looking at the spoiler, full-attacking her might have been the better call - but shoving her down the chain shaft is cinematic and lets everyone stuck on the ground get into the action.

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

I thought I was climbing all along? If I can get a fly then I can carry someone and I can drop down? my bad


Out of sight of the rest of the Pathfinders, Kavor Doan has a moment of inspiration. The withered crone has a split-second to feel rough, callused dwarven hands on her back before she's tumbling end over end down the shaft! The spiky protrusions on the chains cut and tear at her, but also (painfully) keep her from falling very far down.

For those at the bottom of the shaft, an agonised, high-pitched scream from above testifies to the fact that Kavor Doan has laid into the foes!

Fun idea, and it works! The crone is pushed into the shaft. Because of the spiked chains, the scenario has special rules for what happens if you fall. Result: she falls 20 feet and takes 17 damage.

Her readied action was to cast an attack spell at the first visible foe she sees. I'll give her a concentration check vs both violent motion and the damage she took to see if the spell actually goes off. Result: the spell fizzles and she is no longer invisible.

Kaya, Two Blades, Grog, and Jair are up.

GM Dice:

distance fallen (x10): 1d6 ⇒ 2
damage: 2d10 ⇒ (9, 8) = 17
concentration check vs violent motion (DC 16): 1d20 + 11 ⇒ (14) + 11 = 25
concentration check vs damage (DC 28): 1d20 + 11 ⇒ (9) + 11 = 20

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Hearing a woman's scream and presuming/hoping it isn't Kavor, Kaya takes a deep breath and moves up next to Droogami...

She is really focused though, trying to keep the chains between her and the threats up top.

Total Defense, Climb 40 ft. AC now 22, Touch 18.


Healed from the wounds incurred on her first try, Kaya makes a second attempt at scaling the chains.

Two Blades, Grog, and Jair are up.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair casts fly from her scroll Thanks for Scroll Savvy from Student of Scrolls on Two Blades and draws her wand of Cure Light Wounds

I will patch your wounds next. Before we all die in agony...

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

Since he's not very far up Grog climbs back down.

"We need to get up there!"

Climb: 1d20 + 10 ⇒ (18) + 10 = 28


Grog comes back down as Jair gives Two Blades the ability to fly!

I'll wait a little longer for Two Blades, then can bot if necessary.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

While Jair was casting a spell, Two Blades cast a spell himself to help patch up some of his wounds.

Still down 37 points. Ouch, that crit did not help. Expended the Bless spell

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

sorry It's my fault. I didn't move my token. I was 70' up I guess?


The withered old hag groans in pain but cackles softly in appreciation at Kavor Doan's devious move. "Tricksy tricksy tricksy! But me can be tricksy too!" Her body starts to grow translucent and ghostly and then wafts slowly upward, like a feather carried by the wind!

The hag has become ethereal. She's still visible to see invisibility but can now move in any direction at half normal speed without making fly checks. She ascends 15' and is now just 5' below the lip of the platform.

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

GM sorry can I have a do over?'


Initiative (Round 5)

Kaya (spider climb, light spell)
Two Blades (light spell, fly)
Kavor (invisible, spider climb)
Grog
Jair (wayfinder light)
Crone (I, E)
Khellek (light spell)
Special # 1 (R)

Bold should go!

Because of the density of the chains, attacks from more than 40' away have a 20% miss chance.

Climbing Reminder: You climb at 1/4 your normal speed (or 1/2 speed by increasing the Climb DC by 5). If you are not threatened or distracted, you can Take 10. If you fail the DC by 4 or less, you make no progress, but if you fail the DC by 5 or more, you fall. (The DC of these chains is 10.) You must have both hands free to climb (so no shields or held weapons), you lose your Dex bonus to AC, and if you take damage, you have to make an immediate Climb check or risk falling.
I'll need a new Climb check each round.

Spider Climb Rules:
Spider Climb gives you a climb speed of 20'. A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must still make a Climb check to climb, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Fly Rules:
A character can fly straight up at half speed if they make a DC 20 Fly check. On a failure, no progress is made, but the attempt can be retried the next round.


@Grog: Yes, I'll allow it in this instance. (I normally don't allow ret-cons, but it sounds like there was some confusion all around about where your token was).

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

thanks!

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek sighs as yet another damaged student arrives back at their teacher for a patch-job.

"Take more care this time." he sighs.

CMW: 2d8 + 8 ⇒ (5, 3) + 8 = 16

"Keep it up folk, we have them on the... well... trapped."

Continue IC for Kavor Doan

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

"Becoming a pin cushion is not my idea of fun." Two Blades grumbled as more of his injuries closed up.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

@GM, does the crone need a Concentration check to use Etherealness as an SLA? I am not sure if being caught on barbed chains counts as ongoing damage or as being entangled or as vigorous motion but any of those would force a check. It may be that none of those apply.


Khellek channels more healing magic into Two Blades. Meanwhile, far above on the platform, a trio of dangerous masked figures drop their bows and draw wickedly-sharp falchions that immediately frost over when exposed to the air. They attack with unsettling silence.

Now that Kavor Doan is visible, the masked figures move to attack in melee. Red and Blue get flanking. Result: Kavor Doan gets hit once for 12 points of slashing damage and 6 points of cold damage.

@Kavor Doan: Regarding a concentration check for the crone, it's an interesting question. The scenario only tells me that the chains arrest the fall after a certain point and that damage is taken during the fall. They don't do any ongoing damage and don't inflict a condition like entangled, so I'd be reluctant to add it in on my own initiative.

GM Dice:

Black vs Kavor Doan: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 2d4 + 4 + 1d6 ⇒ (3, 1) + 4 + (3) = 11
Red + flanking vs Kavor Doan: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
damage: 2d4 + 4 + 1d6 ⇒ (1, 3) + 4 + (2) = 10
Blue + flanking vs Kavor Doan: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
damage: 2d4 + 4 + 1d6 ⇒ (4, 4) + 4 + (6) = 18


Initiative (Round 6)

Kaya (spider climb, light spell)
Two Blades (light spell, fly)
Kavor Doan (spider climb)
Grog
Jair (wayfinder light)

Crone (Invisible, Ethereal)
Khellek (light spell)
Masked Figures

Bold should go!

Because of the density of the chains, attacks from more than 40' away have a 20% miss chance.

Climbing Reminder:
You climb at 1/4 your normal speed (or 1/2 speed by increasing the Climb DC by 5). If you are not threatened or distracted, you can Take 10. If you fail the DC by 4 or less, you make no progress, but if you fail the DC by 5 or more, you fall. (The DC of these chains is 10.) You must have both hands free to climb (so no shields or held weapons), you lose your Dex bonus to AC, and if you take damage, you have to make an immediate Climb check or risk falling.
I'll need a new Climb check each round.

Spider Climb Rules:

Spider Climb gives you a climb speed of 20'. A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must still make a Climb check to climb, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Fly Rules:

A character can fly straight up at half speed if they make a DC 20 Fly check. On a failure, no progress is made, but the attempt can be retried the next round.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan attacks the one flanking him. He will Fight Defensively for a +2 AC, making his AC 24 against their attacks next round.
Attack vs Blue, Haste, PA, Heroism, IC +2, Defensively: 1d20 + 15 + 1 - 2 + 2 + 2 - 4 ⇒ (14) + 15 + 1 - 2 + 2 + 2 - 4 = 28
Damage, PA, IC: 1d10 + 14 + 6 + 2 ⇒ (9) + 14 + 6 + 2 = 31
I believe these guys have a Blur effect from your post about what I know about them?
01-20 Miss: 1d100 ⇒ 40

Hasted Attack: 1d20 + 15 + 1 - 2 + 2 + 2 - 4 ⇒ (14) + 15 + 1 - 2 + 2 + 2 - 4 = 28
Damage, PA, IC: 1d10 + 14 + 6 + 2 ⇒ (1) + 14 + 6 + 2 = 23
01-20 Miss: 1d100 ⇒ 2
Missed because of Blur

Iterative Attack: 1d20 + 10 + 1 - 2 + 2 + 2 - 4 ⇒ (15) + 10 + 1 - 2 + 2 + 2 - 4 = 24
Damage, PA, IC: 1d10 + 14 + 6 + 2 ⇒ (3) + 14 + 6 + 2 = 25
01-20 Miss: 1d100 ⇒ 23

"I got them to drop their bows!" the dwarf shouts.

If he drops Blue, he will step into its space.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair calls her magic and the secrets of Life and Death to heal Two Blades.

Cure Serious Wounds: 3d8 + 9 ⇒ (2, 6, 3) + 9 = 20

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

Grog keeps climbing up.

Climb: 1d20 + 10 ⇒ (15) + 10 = 25

fast climb if I can

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

At the words from Kavor up top, Kaya finishes her climb up, zipping to see what he is dealing with. She whistles for Droo to follow.

Double Climb 80ft


”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

The kitty follows, slower but getting there.

(can’t fail DC 10 climb with +11 mod)


Kavor Doan brings retribution on behalf of his allies, cutting down one of the masked foes!

Meanwhile, Jair uses even more healing magic on Two Blades, while Grog and Kaya continue their climbing.

Both of Kavor Doan's attacks against Blue hit, killing him.

Two Blades is up.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Fly DC 20: 1d20 + 10 ⇒ (5) + 10 = 15
Not use to flying, Two blades tried to make his way straight up the shaft as he drew his blades.


Two Blades tries to lift into the air, but the unfamiliarity of the magic leaves him grounded!

The check can be retried next round.


The crone floats in her ghostly form back onto the walkway, settling down right behind Kavor Doan! As she begins to solidify, a twinkle in her eyes shows she's up to no good!

The crone does a move action to move and then a standard action to dismiss the etherealness. (she's still invisible to anyone without see invisibility).


Initiative (Round 6)

Kaya (spider climb, light spell)
Two Blades (light spell, fly)
Kavor Doan (spider climb)
Grog
Jair (wayfinder light)
Crone (Invisible)
Khellek (light spell)
Masked Figures (blur)

Bold should go!

Because of the density of the chains, attacks from more than 40' away have a 20% miss chance.

Climbing Reminder:

You climb at 1/4 your normal speed (or 1/2 speed by increasing the Climb DC by 5). If you are not threatened or distracted, you can Take 10. If you fail the DC by 4 or less, you make no progress, but if you fail the DC by 5 or more, you fall. (The DC of these chains is 10.) You must have both hands free to climb (so no shields or held weapons), you lose your Dex bonus to AC, and if you take damage, you have to make an immediate Climb check or risk falling.
I'll need a new Climb check each round.

Spider Climb Rules:

Spider Climb gives you a climb speed of 20'. A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must still make a Climb check to climb, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Fly Rules:

A character can fly straight up at half speed if they make a DC 20 Fly check. On a failure, no progress is made, but the attempt can be retried the next round.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

@Two Blades: the spell give you +6 (+2 from 1/2 caster level and +4 for good maneuverability) bonus to your fly check

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

So I do not get my dex bonus?

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Not sure if Two blades is still damaged, but it looks like he is still at the bottom of the shaft, so assuming that he is damaged, and at the shaft bottom..

Khellek taps Two blades once again with his wand, watching up for potential falling pathfinders.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

"You are doing well up there. Keep up the good work. Reinforcements are on the way."

And maintain IC

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0
Two Blades in the Shadows wrote:
So I do not get my dex bonus?

You get your dex plus the six. Which looks like 11 total? Unless you had heroism, then 13. And Haste adds thirty feet to your fly speed. Speaking of which, it has been quite a few rounds, how long do we have haste still?

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

I've had IC up for four rounds, so maybe five on the haste?


As Khellek taps Two Blades with a magic wand, the battle on the walkway far above continues! Shadowy balls of glowing force pour out of the outstretched palm of one of the masked figures, while the other moves in to attack with his falchion!

Black is using lesser shadow evocation to mimic magic missile. Kavor Doan, you get a DC 16 Will save to disbelieve. If you succeed, you take 1 point of damage, but if you fail you take 4 points of damage.

Red's falchion attack misses.

GM Dice:

magic missile: 2d4 + 2 ⇒ (1, 1) + 2 = 4
falchion: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 2d4 + 4 + 1d6 ⇒ (1, 3) + 4 + (6) = 14


Initiative (Round 7)

Kaya (spider climb, light spell)
Two Blades (light spell, fly)
Kavor Doan (spider climb)
Grog
Jair (wayfinder light)

Crone (Invisible)
Khellek (light spell)
Masked Figures (blur)

Bold should go!

Because of the density of the chains, attacks from more than 40' away have a 20% miss chance.

Climbing Reminder:

You climb at 1/4 your normal speed (or 1/2 speed by increasing the Climb DC by 5). If you are not threatened or distracted, you can Take 10. If you fail the DC by 4 or less, you make no progress, but if you fail the DC by 5 or more, you fall. (The DC of these chains is 10.) You must have both hands free to climb (so no shields or held weapons), you lose your Dex bonus to AC, and if you take damage, you have to make an immediate Climb check or risk falling.
I'll need a new Climb check each round.

Spoiler:
Spider Climb Rules]
Spider Climb gives you a climb speed of 20'. A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must still make a Climb check to climb, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Fly Rules:

A character can fly straight up at half speed if they make a DC 20 Fly check. On a failure, no progress is made, but the attempt can be retried the next round.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

The Haste was cast in Round 2, at Caster Level 9, so will go through Round 10 and then expire before my turn in Round 11.

Will, Heroism, vs SLA: 1d20 + 8 + 2 + 2 ⇒ (9) + 8 + 2 + 2 = 21
Kavor Doan laughs at the Shae's feeble spell.
"Is that it?"

He swings at the crone.

Attack, Heroism, Haste, PA, IC +2: 1d20 + 15 + 2 + 1 - 2 + 2 ⇒ (15) + 15 + 2 + 1 - 2 + 2 = 33
Damage: 1d10 + 14 + 6 + 2 ⇒ (9) + 14 + 6 + 2 = 31

Hasted Attack: 1d20 + 15 + 2 + 1 - 2 + 2 ⇒ (4) + 15 + 2 + 1 - 2 + 2 = 22
Damage: 1d10 + 14 + 6 + 2 ⇒ (2) + 14 + 6 + 2 = 24

Iterative: 1d20 + 10 + 2 + 1 - 2 + 2 ⇒ (15) + 10 + 2 + 1 - 2 + 2 = 28
Damage: 1d10 + 14 + 6 + 2 ⇒ (6) + 14 + 6 + 2 = 28

Then he takes a 5' step south.

Axe is +3 and Adamantine, so it bypasses DR/Cold Iron, Silver, Magic, Adamantine, and Slashing.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya pops up onto the landing while drawing a wand. She quickly takes in the two threats, ”I’ll take the back one. Or at least try to distract. You need healing?”

She forms a large ball of flaming tar and it rolls over to scorch her foe.

DC 16 Reflex, fail means Black takes Fire Damage: 3d6 ⇒ (2, 6, 6) = 14. Success no damage.


”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

The kitty climbs up next to her friend, still grasping long claws into the chains.

Double Move, good deal re: Haste.

The Exchange

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M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

"I'm good, Kaya. Grog, invisible enemy just inside the hallway!"
I try to limit my IC dialogue to what can reasonably be said in six seconds - think this checks out.


The hag's shrill screams fill the Cairn of Shadows as Kavor Doan's axe cuts deep into her! But the withered old crone is strong, and not dead yet! Meanwhile, Kaya tries to conjure a flaming sphere, but the darkness tries to push back on her attempt--is her druidic magic strong enough to manifest in this forlorn place?

Kavor Doan hit the crone twice. It's badly hurt, but still standing.

@Kaya: For this particular spell, I'll need you to succeed on a DC 22 Concentration check or it fails.

Jair, Grog, and Two Blades can go.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Concentration DC 22: 1d20 + 11 ⇒ (5) + 11 = 16

The druid hisses in anger as her spell fails.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair huses her wand on Two Blades.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

Grog climbs again.

Climb: 1d20 + 10 ⇒ (7) + 10 = 17

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