[PFS] DM AM's The Night March of Kalkamedes [4-19] [Tier1-2] Table 1 (Inactive)

Game Master overfiend_87

Maps and Drawings


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Master of Gaming and Grognardia Current map
M the Magnificent wrote:

The mesmerist will attempt to charm the sleeping man. Holding out her hypnocoin and will focus her attention on him I know that you are sleeping but your subconscious can hear me, it wants to hear me, Relax. Just relax. Surrender. Friendship is good. I am your friend.

Can she focus her hypnotic state to give him a -2 to his saves? DC 15.

not sure how you could do that actually as his eyes are closed.

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl struggles to move the sleeping Pathfinder! CMB: 1d20 + 4 ⇒ (18) + 4 = 22

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

Theatrics since the charm and stare are not dependent on their sight.

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

Was she able to charm the guy>


Master of Gaming and Grognardia Current map

Looking over the adventure. I'm going to say due to what's happening to him your charm appears to make him walk sideways for a second, before once again heading north. It'd spoil it to go much deeper into it, but you have control of him and manage to get him around the precipice.

You manage to make your way past the area and walk on for another hour before coming to a heavily wooded area. Luckily there are many paths that have been walked over, however there is a single large grizzly bear standing in the path, eating berrys. It notices you, however it does nothing for the moment, but Kalkamedes is fighting his way towards where the bear is standing. There's a good chance it won't like him getting too close.

Edit: As M had attempted to enchant him she felt a psionic backlash, however she manages to retreat before any damage or pain was caused.

Edit 2: The Map has been updated

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Why is there a bear on the map?!?

Amahl wrestles the sleepwalker, made easier by M's juju. "That makes things a bit easier. Why don't we strap the two of you together and you can keep up the magic juju to keep him calm?"

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

With a smile, He is not my type. she says,

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

Arashi stops short.

"Is that a bear? Stop him!"

Arashi assists Amahl in hanging onto Kalkamedes.

str: 1d20 + 2 ⇒ (4) + 2 = 6

"N'Neka! You've spoken of speaking to walrus'. Do you have any advice on talking to bears?"

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl digs in, trying to slow the walker. "Let M talk to it! She does wonders with sleepwalkers!"

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

"I did not ask the Green for that spell today, Arashi, for neither walrus nor bear. I agree--M, if you can make the bear go away, that will be best."

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

I'm not certain that wiles work on bears. It might be best to find a way around.

Arash will hunt for a way to bypass the bear.

perception: 1d20 + 9 ⇒ (14) + 9 = 23
survival: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

There is not enough meat on these bones to make more than a tasty snack replies the mesmerist.

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

"I have meat, my dear, but I am notoriously unpalatable! My good taste is all expended in my wardrobe choice! Arashi, do you think you can divert us?" STR check to steer K: 1d20 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Str: 1d20 ⇒ 4

N'Neka also attempts to help Amahl, but is stymied. "I don't think the bear will care, Amahl," she warns.


Master of Gaming and Grognardia Current map

was tempted to say Wild Empathy, however it appears your type of druid doesn't have that :p

Kalkamedes is continuing on his path and the bear, clearly not wanting a fight begins to growl as a warning in your direction.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Yeah, who needs that? :D

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl sighs at the bear's growl. He begins to shout, as loud as he can and waves his arms to make himself appear larger, trying to frighten the bear away. "I have no wish to make battle with this bear. Can we convince it to step aside?"

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

I guess I can assume that Arashi was not able to scout a path around the bear?


Master of Gaming and Grognardia Current map
Arashi Bluebeak wrote:
I guess I can assume that Arashi was not able to scout a path around the bear?

Not this time I'm afraid. It's a heavily wooded area and attempting to find a way around this place may get you lost and unable to complete before morning. You're on a timer so it's either somehow move the bear away or kill it.

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

Very well! Here's my best gambit!

Arashi will attempt to move closer to the bear, ahead of Kalkamedes. He will try to get close enough to smash a flask of alchemist's fire in front of the creature in the hopes that the flames will drive it away!

Ranged Touch(10 ft in front of bear): 1d20 + 4 ⇒ (15) + 4 = 19
Intimidate: 1d20 + 8 ⇒ (12) + 8 = 20

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

If this was real life, I'd stand on a stump and bang some pots, but I bet Golarion bears are grizzly size.


Master of Gaming and Grognardia Current map

The flame erupts and burns the berrys, scaring the bear as the flames erupt. The bear, already quite exhausted appears to have been scared off by the flames.

Kalkamedes continues on northward into the distance.

After a few more hours you come to a well-travelled road where Kalkamedes is following eastward with a fork fast approaching.

DM:
1d20 + 5 ⇒ (16) + 5 = 21

Perception DC 21:
In the shadows of the bushes you notice that there are a group of humans hiding in the bushes with camouflaged armour.

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Amahl marches on, watching where Kalkamedes is leading them.

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

perception 1d20 + 5 ⇒ (13) + 5 = 18

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Perc: 1d20 + 9 ⇒ (16) + 9 = 25

"ambush...armored humans in the bushes." N'Neka makes her words soft and lisps them so as not to have a hissing sound carry to their would-be attackers.

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

"I don't see them!" Arashi whispers back.

"Can you tell how many there are?"

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl stumbles and attempts to knock Kalkamedes to the ground as an excuse to pause. Trip: 1d20 + 4 ⇒ (6) + 4 = 10

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

I'm not sure I see a way to avoid combat. We could call them out and try to persuade or intimidate. Or we could open with entangle? There are trees around, can we tie off Kalkamede's tether?

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

I can entangle them. Good idea.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

GM:
If you tell me where they are on the map, N'Neka will Entangle them in a way that won't obstruct the party. Thanks!


Master of Gaming and Grognardia Current map
N'Neka Omenala wrote:
I can entangle them. Good idea.

I've put them on the map. Due to their positioning you probably will catch 4, but it'll still slow the party, you can't get the other two and Kalkamedes is still marching forward.

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

One thought is to try and tether Kalkamedes to a tree and use entangle on the four closest to us. The other two would have to try and pass through the entangle area to get to us. We could then try to pick a few off while they are impaired with focused ranged attacks. I don't know if they're carrying ranged weapons.

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

The mesmerist will attempt to convince her friend to stay near her.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

I can't edit the map, but a 40' radius is ENORMOUS and can catch them all.

Scroll down and check it out

It's going to slow everything down. How's everyone's archery? Are we good? If so, lemme know and I'll ask the GM to drop down said Entangle.

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

Rocking a sling :) Better at range than melee. I can drop a bless on the party too. We just need to make sure we can lock the sleepwalker down.


Master of Gaming and Grognardia Current map

Lol, forgot how useful it was. My ex always loved using Entangle as it was such a HUGE area. Plus pisses the GM off when his well planned encounter runs into a entangle.

You manage to set off your spell and trap many of the bandits in the entanglement as they didn't see this coming. Vines wrapping up and gripping them down to the earth.

Reflex: 1d20 + 1 ⇒ (10) + 1 = 11

"Witch! They have a witch!" one of them shouts

Initiative:

Arashi: 1d20 + 3 ⇒ (8) + 3 = 11
N'Neka: 1d20 + 8 ⇒ (9) + 8 = 17
M the Magnificent: 1d20 + 1 ⇒ (9) + 1 = 10 When I was looking at the name I was thinking of her being somekind of stage magician or magician's assistant.
Amahl: 1d20 + 2 ⇒ (3) + 2 = 5

Bandits: 1d20 + 1 ⇒ (15) + 1 = 16

Edit: Kalkamedes: 1d20 + 1 ⇒ (11) + 1 = 12

Roll off:
K: 1d20 + 1 ⇒ (11) + 1 = 12
B: 1d20 + 1 ⇒ (5) + 1 = 6

Order:

N'Neka
Kalkamedes
Bandits
Arashi
M
Amahl

That spell went off in a surprise round to N'Neka would get another chance to act.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

"Witches use hexes, you dolts," says N'Neka, moving up and firing an acid dart at the nearest bandit. "That will hold them, friends. Amahl, perhaps you can keep our dear walker hobbled while we attend to our 'witchfinders'."

Acid Dart: 1d20 + 3 ⇒ (16) + 3 = 19
for: 1d6 ⇒ 3

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Entangle can piss a party off if not used right, but I think we have three good ranged attackers and Amahl can sit on Kalkamedes in the meantime.

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

I kind of see her as a stage hypnotist by trade.

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

To save time I'll give my action now, to take pace once my init comes up. Looks like a 20' move will bring one of the bandits into point blank shot range. If not Arashi's move action will simply take hime 20' forward.

Arashi will move to bring the frontmost bandit within 30 feet and then attack with his sling.

sling: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

He proves too excitable at the onset of battle to focus. He shrieks with avian fury as his bullet goes awry.

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl groans as his attempt to trip Kalkamedes fails. "We must give them the chance to surrender!" He says in a low voice, then raises his voice to shout to be heard by the brigands. "We have no interest in harming you! We are escorting a sleepwalker. Put down your arms and we will leave you in peace. Struggle against us and we shall be forced to destroy you. You have been offered quarter; you will not recieve a second offer!"

Intimidate: 1d20 - 1 ⇒ (11) - 1 = 10

Meanwhile he tries to hold K back with his strength. Strength check: 1d20 + 3 ⇒ (3) + 3 = 6


Master of Gaming and Grognardia Current map

N'neka's acid dart burns into one of the men, but they all continue to make their advancement on the group.

Kalkamedes continues to move on, unstopped by Amahl's grip and walks straight into the Entagled area and ends up getting grappled by all the weeds and roots.

Reflex: 1d20 + 5 ⇒ (1) + 5 = 6

not certain if he's inside the weeds, but I'll just rule that he is as he's likely to go in there soon.

The Bandits attempt to break free of their bonds, but they all appear to be trapped and unable to move from their current area.

Str Check: 1d20 + 2 ⇒ (6) + 2 = 8
Str Check: 1d20 + 2 ⇒ (6) + 2 = 8
Str Check: 1d20 + 2 ⇒ (2) + 2 = 4
Str Check: 1d20 + 2 ⇒ (6) + 2 = 8
Str Check: 1d20 + 2 ⇒ (2) + 2 = 4
Str Check: 1d20 + 2 ⇒ (6) + 2 = 8

I'm going to number the bandits for clerity so I know what/who you aim for.

Arashi manages to miss the bandits who are stuck and struggling in the weeds that apear to have come to life and grappled them in place.

Order:

N'Neka
Kalkamedes
Bandits
Arashi
M
Amahl

I'm tempted to just speed this up as it's unlikely the bandits will get up, but you never know. That was just bad rolling :p

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

For once, the dice roll in our favor!

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

M will try to shoot one with her light crossbow
1d20 + 1 ⇒ (17) + 1 = 18
1d8 ⇒ 2

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl moves closer to the entanglement, until he's just outside of it. "Surrender, brigands or die."


Master of Gaming and Grognardia Current map

This is REALLY not going in their favor. Hoping to jump a few people for money and now they're bound in a mass of roots and weeds.

Round 2:

Order:

N'Neka
Kalkamedes
Bandits
Arashi
M
Amahl

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Acid Dart: 1d20 + 3 ⇒ (3) + 3 = 6
for: 1d6 ⇒ 2

N'Neka aims at another ruffian, but her shot goes wide. She heads towards Kalkamedes, determined to keep him save.

Liberty's Edge

M Tengu Inquisitor 1 Hp: 10/10 AC: 18 Init +3 Perception +9 Fort +4 Ref +3 Will +5 (+7 vs illusions)

Ignoring Ahmal's exhortations to merciful conduct Arashi lets reloads and lets fly with another sling bullet.

Sling: 1d20 + 4 ⇒ (16) + 4 = 20

damage: 1d4 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

Great hit!

Grand Lodge

Init +1; Senses Perception +5 DefenseAC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +3; +1 trait bonus against enchantment spells and spell-like abilities

She will load her crossbow bolt and fire again.
1d20 + 1 ⇒ (9) + 1 = 10

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