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About This Game

What on E'n has happened to the Baron Segrado? He was last seen about a week ago, heading out towards his country estate in the hills outside Venza, where he often goes to tend his collection of rare and exotic plants. With no messages arriving since then, his wife the Baroness is becoming concerned that something untoward has happened, and is now taking the unusual step of seeking assistance among the clientele of the Dunn Wright Inn. Discretion will be essential.

Game System

Pathfinder 1e
  1. What's new in this game
  2. Raphael Statblock Male CG Human Oracle, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 22/23, [B]Speed[/B] 20 [B]AC[/B] 18, [B]Touch[/B] 15, [B]Flat-footed[/B] 14, [B]CMD[/b] 17, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 4, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B] Quarterstaff [/B] +1 (1d6, x2) [B] Dagger [/B] +1 (1d4, x2) [B] Studded Leather[/B] (+3 Armor, +4 Dex) [B]Abilities[/B] Str 10, Dex 10, Con 13, Int 14, Wis 12, Cha 18 [B]Condition[/B] None Revelation: Brain Drain - 1x/Day, Will Save Single Target, 3d4 Damage and then can Full Round to pull info from target mind via Knowledge Skill Check for CHA rounds+1 Revelation: Focused Trance - CHA/Day, 1d6 rounds time for +20 to knowledge check Revelation: Sidestep Secret - CHA replaces DEX for AC Freese nodded, recalling a detail that he quickly yelled to the others about not letting the new monster scream at them. And then he decided that they could use a bit of reinforcement, since he would be next to useless in fighting in a swamp like this... "Keep it occupied! I'm summoning help!" The young man shouted, and then he immediately went to work on casting a spell of conjuration. Freese begins to cast Summon Monster 1- He will cause a Celestial Poison Frog to join the fight at the start of his next turn.
  3. Apologies, I will be traveling from today (Friday) until Friday next week, inclusive. I may not be able to post much during this time.
  4. Belyr's Status Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 20/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2 MW Scimitar +6 (1d6+4, 18-20/x2) MW Breastplate (+6 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13 Condition Longstrider (+10 to movement speed) Aid (+1 to hit and vs Fear) 2+0/3+1 Domain Level 1 Spells Available 2+0/2+1 Domain Level 2 Spells Available Belyr Cooper "Callisto, return to me your good fortune!" prays Belyr out loud as he strikes again at the plant-creature! Mechanics I see no reasonable way to flank, especially as we don't know how deep the water is...
  5. The map looks totally different from the last time I viewed it. Belyr is much further from the shore now. In any case I am happy with where Agitha is now (U 41).
  6. Combat, round 2 Ashril hustles along the rickety wooden bridge to reach the island and attack this new vegetable menace. As he attempts to slip past Belyr and regain solid footing, one of the spiny leaves reaches out from the water and attempts to grab his leg. It is unfortunately highly successful, and Ashril feels a burning sensation start around the painful bite, but manages to shrug it off. He recalls hearing about these creatures before: called kawa akago, they haunt lakes and ponds and attempt to drag victims down into the water with them. Their bite causes affected victims to try and immerse themselves in water to make the burning stop. Undeterred, Ashril fires an arrow at the thing from mere feet away; the arrow pierces one of the creature's leaves and disappears down into the dark depths of the pond. Raph, hanging back, shifts into a defensive stance with his quarterstaff while attempting to recall potentially useful information about this kind of creature and, importantly, how to go about killing it. He recalls something about these creature being able to damage their foes by emitting a harmful wailing sound, but the details escape him for the moment Belyr feels he has the measure of this creature and slashes down at it with his scimitar, but the strike misses badly with the blade briefly embedding itself in one of the support posts holding up the bridge. Sensing an opening, the creature sends two fanged lilypad-like leaves up to grab the feet of first Belyr, then Ashril. It misses Belyr, but Ashril is once again hit with a painful bite. Thankfully, the effects of the poisonous bite once again fail to take hold. The creature then shifts slightly away from the island alongside the rickety wooden bridge. Agitha hangs back and attempts to maintain one hex while casting another. She believes she was successful, but will have to wait and see what the creature does next before knowing for sure. Combat information Notes: since we do not use 'Critical Fumble' rules (although happy to instigate this in future games!) no harm comes from Belyr's rolling a 1, just an amusing brief visual of him having to wrench his blade back out of the submerged wooden post. Initiative order: Ashril: 25 Raph: 23 Belyr: 21 kawa akago: 23 -> dropping to 21 to match Belyr's initiative Agitha: 21 Conditions: Ashril: kawa akago: 5/? dmg Raph: Belyr: under Protective Luck hex; Longstrider (lasts 3 hours) Agitha:
  7. I can do that (we're then talking about grid square Q-46, correct?) but I just realized why I was so confused about Agitha's movement - I had forgotten the gecko had a 40ft move. My concern through all this was that, with Belyr under the influence of Longstrider, Agitha might not be able to keep up from the positions they both started in, although I am happy to tweak that given that combat started with the party becoming aware of the hazard at a safe distance. But that issue goes away once the movement of the gecko is taken into account. Apologies for the confusion - Agitha will definitely be able to reach a point within 30 ft of Belyr. Unless you do wish her to be placed at Q-46 as per above? Please let me know either way, I will amend the map accordingly in my next update. Given that hexes take a standard action to cast, and cackling represents a move action, Agitha can't do anything else this round. So, in the previous round, she would have had to get herself into a position within 30ft of Belyr for this to work.
  8. Ashril Swiftstride, halfling ranger Ashril moves up and takes advantage of his smaller size to squeeze past Belyr and attack the plant creature. Bill will move up behind Belyr and try to distract it while also keeping it pinned so that the softer folks behind him are not bothered directly. Actions Ashril moves to W-35, shoots his bow; creature will probably get an aoo Bill moves to V-37,8, aids another to improve Belyr's AC Ministats AC: 20 (Touch 13, Flatfooted 15) (Size +1, Dex +3, Armor +5, Shield +1) HP: 37/37 Initiative: +5 Perception : +11 Sense Motive: +2 CMB: +2 CMD: 15 Fort: +7 Reflex: +8 Will: +4 *+2 vs fear Current Weapon in Hand: Bow Current Conditions in Place: Spells (CL 1) 1st level (1/day): Longstrider Potions: Cat's Grace (2), Cure Light Wounds (2) AC: 15 (Touch 13, Flatfooted 12) (Dex +3, Nat Armor +2) HP: 22/22 Perception : +7 CMB: +4 CMD: 17 *+4 vs trip Fort: +7 Reflex: +6 Will: +2 Current Weapon in Hand: Hooves (x2) (+4, 1d3+3) Qualities: Low-light Vision, Scent, Endurance, Run Tricks: Combat Training (Attack, Come, Defend, Down, Guard, Heel), Aid Animal Companion Buffs: Link, Share Spell Current Conditions in Place:
  9. Agitha is still not within 30'. Could you put her on shore right before the pathway across the water begins?
  10. Map is fixed - please let me know if this changes matters.
  11. Agitha should be within 30' of Belyr, right? She appears to be further than that and she was keeping close enough to maintain the fortune hex while they were traversing the bridge..
  12. Wow, sorry about leaving out the map! I have now amended my earlier post so that the updated map is included. Please feel free to amend your posts if this makes any difference. Also, many thanks for your continued interest and patience. These last few months have been very busy and at times extremely stressful, and I am having trouble finding the time and focus to return to this game more than once or twice a week, so your continued support is greatly appreciated!
  13. Belyr's Status Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 20/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2 MW Scimitar +6 (1d6+4, 18-20/x2) MW Breastplate (+6 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13 Condition Longstrider (+10 to movement speed) Aid (+1 to hit and vs Fear) 2+0/3+1 Domain Level 1 Spells Available 2+0/2+1 Domain Level 2 Spells Available Belyr Cooper "It was only a scratch, but it burns!" responds Belyr as he steps around to make room for his allies and fails to strike the plant with his scimitar. "I'll be fine, but watch yourselves!" Mechanics Belyr had 6 temporary HPs before the hit and only took 8 damage, so he's doing alright for now. I'm assuming the attack left the plant within reach to attack it back. Belyr will use 5-ft steps to try and get into a flanking position, if possible. Without a map I'm not sure, so I will leave it up to the DM to manage, . Ugh...natural 1 on the roll to hit...
  14. Agitha gasps in surprise, even though she was expecting the attack. Why, she wondered, are all the animate plants so nasty? Even though Belyr is already protected by a charm, she doubles down and attempts to afflict the creature with a DC 14 Misfortune hex between twitters to maintain the fortune hex on Belyr.. "Oh, dear, Belyr could use some healing!" Stats F N/N Ratfolk Witch, Level 3, Init 3, Speed 20 Abilities Str 8, Dex 16, Con 13, Int 17, Wis 10, Cha 14 HP 20/20 AC 19, Touch 14, Flat-footed 16 10 +4 Mage Armor, +3 Dex, +1 Size, +1 Deflect CMD 12 Fort 4, Ref 4, Will 3 Attacks, Base Attack Bonus 1 Dagger 1 (1d4-1, x2) Ray of Enfeeblement (1d6+1 STR, 1 rd/lvl, ) Condition None Loot
  15. Pre-combat Agitha hustles up to where Belyr and Ashril are to cast her protective hex on the cleric. Belyr then employs some magic of his own and forges ahead towards the largest island, with Ashril leading Bill onto the bridge behind him. Raph brings up the rear, squinting suspiciously at every patch of lilypads following Belyr's revelations. Agitha seemingly will have her work cut out for her to remain within 30 ft of the cleric to maintain her hex. As Belyr approaches the island, he suddenly observes the suspicious lilypads moving purposefully towards him along the shore. Then, as he is about to step off the bridge, the water beside him explodes as two pads, covered in vicious spines, erupt and attempt to take chunks out of him! The first one fails, thanks to Agitha's hex, but the second pad connects and starts gnawing at Belyr's leg. The cleric suddenly experiences an intense burning sensation, akin to being buried under posion ivy, and struggles to keep things under control. Combat information Notes: The creature moved 5 ft and executed a full attack. please roll a Fortitude save (DC14) to avoid becoming sickened (–2 penalty on all attack rolls, weapon damage rolls, , skill checks, and ability checks) for 1 minute (10 rounds). Initiative order: Ashril: 25 ?????: 23 -> dropping to 21 to match Belyr's initiative Raph: 23 Belyr: 21 Agitha: 21 Conditions: Ashril: ?????: Raph: Belyr: under Protective Luck hex; Longstrider (lasts 3 hours) Agitha:
  16. Belyr's Status Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 22+6/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2 MW Scimitar +6 (1d6+4, 18-20/x2) MW Breastplate (+6 Armor, +3 Dex) Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13 Condition Longstrider (+10 to movement speed) Aid (+1 to hit and vs Fear, + some temporary HPs - included above) 2+0/3+1 Domain Level 1 Spells Available 2+0/2+1 Domain Level 2 Spells Available Belyr Cooper "It doesn't know we've seen it. Move forward carefully and prepare yourselves for battle," says Belyr as he continues to move forward a bit more quickly. Mechanics Standard action to cast Longstrider and then move action to continue down the bridge to about V36.
  17. My life is busy busy busy lately. I'm not upset at the slower pace of posts, as long as we keep coming back and slowly but surely move forward.
  18. Apologies, I will be travellng from today (Friday) until Tuesday next week, inclusive. I may not be able to post much during this time.
  19. Since Belyr is taking the lead, Agitha begins by using a Protective Luck hex on him, then she makes sure to stay with 30' of him so she can maintain it. Stats F N/N Ratfolk Witch, Level 3, Init 3, Speed 20 Abilities Str 8, Dex 16, Con 13, Int 17, Wis 10, Cha 14 HP 20/20 AC 19, Touch 14, Flat-footed 16 10 +4 Mage Armor, +3 Dex, +1 Size, +1 Deflect CMD 12 Fort 4, Ref 4, Will 3 Attacks, Base Attack Bonus 1 Dagger 1 (1d4-1, x2) Ray of Enfeeblement (1d6+1 STR, 1 rd/lvl, ) Condition None Loot
  20. Pre-combat Belyr continues to stare at the offending patch of leaves to see if anything happens. Nothing does, at least to his eyes. It appears that the creature, whatever it is, has not realized that it has been spotted yet. Ashril retraces his steps from the boathouse and motions for Bill to follow as he cautiously advances towards the start of the watery footpath. OOC The creature is hiding but does not realize you have seen it. Please feel free to act accordingly. Combat information Initiative order: Ashril: 25 ?????: 23 Raph: 23 Belyr: 21 Agitha: 21
  21. Sorry about the lack of posting. The last couple weeks I had to start at two new jobs at the same time and get to work every day until at least Memorial Day, if not longer into the summer, in order to recover from being laid off. Things should be improving as I am starting to get settled into to at least the full time job, but feel free to run Ashril as needed to keep the game moving. It will be mid early to mid April before I get settled into something resembling a regular, mostly permanent schedule, and I can not guarantee I will see and/or react to updates in a timely fashion.
  22. Ashril Swiftstride, halfling ranger Ashril notches an arrow as he ponders what crazy thing the party gets to deal with this time. Actions Ministats AC: 20 (Touch 13, Flatfooted 15) (Size +1, Dex +3, Armor +5, Shield +1) HP: 37/37 Initiative: +5 Perception : +11 Sense Motive: +2 CMB: +2 CMD: 15 Fort: +7 Reflex: +8 Will: +4 *+2 vs fear Current Weapon in Hand: Bow Current Conditions in Place: Spells (CL 1) 1st level (1/day): Longstrider Potions: Cat's Grace (2), Cure Light Wounds (2) AC: 15 (Touch 13, Flatfooted 12) (Dex +3, Nat Armor +2) HP: 22/22 Perception : +7 CMB: +4 CMD: 17 *+4 vs trip Fort: +7 Reflex: +6 Will: +2 Current Weapon in Hand: Hooves (x2) (+4, 1d3+3) Qualities: Low-light Vision, Scent, Endurance, Run Tricks: Combat Training (Attack, Come, Defend, Down, Guard, Heel), Aid Animal Companion Buffs: Link, Share Spell Current Conditions in Place:
  23. Raphael Statblock Male CG Human Oracle, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 22/23, [B]Speed[/B] 20 [B]AC[/B] 18, [B]Touch[/B] 15, [B]Flat-footed[/B] 14, [B]CMD[/b] 17, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 4, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2 [B] Quarterstaff [/B] +1 (1d6, x2) [B] Dagger [/B] +1 (1d4, x2) [B] Studded Leather[/B] (+3 Armor, +4 Dex) [B]Abilities[/B] Str 10, Dex 10, Con 13, Int 14, Wis 12, Cha 18 [B]Condition[/B] None Revelation: Brain Drain - 1x/Day, Will Save Single Target, 3d4 Damage and then can Full Round to pull info from target mind via Knowledge Skill Check for CHA rounds+1 Revelation: Focused Trance - CHA/Day, 1d6 rounds time for +20 to knowledge check Revelation: Sidestep Secret - CHA replaces DEX for AC Freese tensed up at the presence of a new threat...
  24. "Good eyes, I think," she says as she scans the area for the problem. Stats F N/N Ratfolk Witch, Level 3, Init 3, Speed 20 Abilities Str 8, Dex 16, Con 13, Int 17, Wis 10, Cha 14 HP 20/20 AC 19, Touch 14, Flat-footed 16 10 +4 Mage Armor, +3 Dex, +1 Size, +1 Deflect CMD 12 Fort 4, Ref 4, Will 3 Attacks, Base Attack Bonus 1 Dagger 1 (1d4-1, x2) Ray of Enfeeblement (1d6+1 STR, 1 rd/lvl, ) Condition None Loot
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