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15 posts. Alias of Grandlounge.


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Initiative order
Block 1: Leira and Sid
Block 2: Hellhounds
Block 3: Dolgrym and Zavier
Block 4: Nessian warhounds
So Block 1 your actions.


Eÿliana: 24
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Frog
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Nex: 14
Ekaitz: 13
Pajet: 9
Arguok: 4


This is likely the best rules: If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. (Pathfinder Core Rulebook, p. 567)


Eÿliana: 24
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-> Enemy 1 and 2: 15
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Nex: 14
Ekaitz: 13
Pajet: 9
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Enemy 3: 8
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Arguok: 4


yep I will put up a set of maps tomorrow morning!


Initiative report for convenience

Buff inspire courage +1/+1

Block 1: Atajay
Block 2: Druid
Block 3: Senn (con damage and fatigue), Penith and Trevor
Block 4: Wolves
Block 5: Domeric


Daniel Penfold 357 wrote:

The +1 half plate : 1/day can bestow righteous might for 5 rounds. A good wearer gains DR5/evil.

The hammer: 1/day as a ful round action wielder can cast heightened enlarge person. Also if critical hits a humanoid creature victim has to make a Fort save or shrink by one size category.

Hey GM what is the DC on the Hammer? What kind of Hammer? So, we know damage dice and crit range.

Do we want to clear the rest of the cave, leave, equip our new gear and come back, or some other plan?

Finally, claim gear in the discussion thread and I will update the loot. There is some good stuff


Poisoned:

Kohl for 2 more rounds (missed a fort save last turn to get over the poison) 1 point which has no effect (see ability damage)

Zavier for 2 more rounds (missed a fort save last turn to get over the poison) Strength Poison: 1d2 ⇒ 2


Web DC 12, hp 2


Quote:
If you got to him, you could probably wring some of Zandalus' secrets out of him, maybe even learn how to get rid of this awful mist. Once it's gone, what you do about Zandalus is up to you.

we should try to find a way to end the mist.

I think we took care of big lady, this acolye, which from my count leaves clear the mist, deal with an army of acolytes, kill Zanndalus and his tattered man.


L5: You can hear the sounds of Orcs looting what appears to be the inn.

L6: A group of about a dozen Orcs are looting houses here.

l8: This is the strand of trees on fire. There is a large Orc with 3 dogs who is dancing around here.

l9: You can hear loud voices in Common together with a more pitiful pleading voice down a dark alley.

l10: More orcs are looting.

L12: There is what appears to be a dead elven druid here.

To the inn!


Scaled the map.


L5: You can hear the sounds of Orcs looting what appears to be the inn.

L6: A group of about a dozen Orcs are looting houses here.

l8: This is the strand of trees on fire. There is a large Orc with 3 dogs who is dancing around here.

l9: You can hear loud voices in Common together with a more pitiful pleading voice down a dark alley.

l10: More orcs are looting.

L12: There is what appears to be a dead elven druid here.

L6 seems to have the largest group there first?


From here you can see the following:

L5: You can hear the sounds of Orcs looting what appears to be the inn.

L6: A group of about a dozen Orcs are looting houses here.

l8: This is the strand of trees on fire. There is a large Orc with 3 dogs who is dancing around here.

l9: You can hear loud voices in Common together with a more pitiful pleading voice down a dark alley.

l10: More orcs are looting.

L12: There is what appears to be a dead elven druid here.

Did the orc looters come from one of these areas? I assume L6 or L10 as it was nearest. Please correct me if I'm wrong.


The unconscious ones are the ones on the right. Sid went after them because Kohl was solo. Some of the ones on the left are still conscious (looters), the ones that made the falchion attacks this round.

Buff: Enlarge person on Zavier

Dolgrym
Zavier
Looters (4 looters, one previously dazed by sid immune for 1min)
Sid
Urnsul (unconscious)
Vorom (unconscious)
Beast Tamer (coup de grace)
3 Dogs (unconscious/blind/stunned)
Kohl

GM please correct me if I missed anything.