Redbadge's Crypt of the Everflame (IC) - Page 10





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  1. #91
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    ZEITGEIST

    ° Ignore Redbadge
    4 Neth 4709 (14:11:15) [Round 3]
    Forest Trail, 4 Miles South of Kassen, Southern Fangwood, Nirmathas

    The orc spots Snaggle's tricky tail movements, and furrows his brow curiously as he moves to follow the kobold. The immediate flash and explosion of acid causes the orc to howl in pain and fury, and his wild follow-up swing misses terribly. The other dying orc moves up to engage Lissa, but is clearly winded from his mortal wound. The final orc roars in triumph as he darts around to bury his axe in Gamble, but even as the gnome feels the pain of the axe strike, he wills himself to disbelieve with incredible effort!

    Actions
    Orc 1: Move to I4, [staggered] (standard)
    Orc 2: Move to I5 (move), attack Gamble with greataxe (standard)
    Orc 3: Spot Snaggle setting trap (free), 5' to H3, triggering acid trap rune (free), attack Snaggle with greataxe (standard), [staggered] (move)
    Combat Status
    Code:
    Init  Character   AC/FF/T     HP      Effects
    23    Nyra        15/11/13    11/11   Distraction, Illusioned
    17    Snaggle     23/16/18    8/8     Distraction, Mage Armor (598/600), Illusioned
    17    Gamble      17/15/13    8/8     Distraction
    14    Joseph      16/15/11    11/11   Unconscious (599/600), Prone
    14    Orc 1       13/??/??    -9/7    Staggered, Dying
    13    Orc 2       13/??/??    ??/??
    07    Orc 3       13/??/??    -4/6    Staggered, Dying
    04    Lissa       18/15/14    8/8     Distraction
    Combat Map

    GM: Lissa and Nyra are up next, followed by Snaggle!
    Last edited by Redbadge; Saturday, 21st July, 2012 at 01:56 AM.

 

  • #92
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    Etharia's Avatar

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    ° Ignore Etharia
    "Yes I'm sure," responds Lissa, "watch this." Lissa then sends Nyra straight through the orc blocking her path to Joseph then neatly to one side. "Up you get Joseph," she says as she reaches down and casts Stabilize on him.

    Actions
    Free Action: Ride (guide with knees).
    Move Action: Move to J3.
    Standard Action: Cast Stabilize.

    Current Status, Lissa
    Lissa (Female halfling druid 1)
    NG small humanoid (halfling)
    Str 8
    Dex 16 Con 11 Int 12 Wis 16 Cha 14

    Key Skills Acrobatics +0, Bluff +2, Climb -4, Diplomacy +2, Escape Artist +0,
    Handle Animal +6, Heal +7, Knowledge (Any) +1, Knowledge (Nature) +7, Perception +9, Ride +4, Sense Motive +3, Stealth +4, Survival +9, Swim -4, Wild Empathy +3
    Miscellaneous: +4 to Handle Animal and Wild Empathy with animal companion

    Init +3 Spd 15 ft. Senses Normal vision (normal light); Perception +9
    AC 18, touch 14, FF 15 HP 8/8 Temp HP 0
    Fort +3 Ref +4 Will +6 CMB -2 CMD 11

    Ranged Attack halfling slingstaff (80 ft.) +4 (1d6-1/x3)
    -Sling bullets: 8/8
    Melee Attack halfling slingstaff (club) +0 (1d4-1/x2)

    Currently Wielding Halfling slingstaff
    Current Armor Hide Armor, Explorer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) 8 sling bullets, sprig of holly (DF), mineral prism (F), 8 sp
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Exotic riding saddle (Nyra), Saddlebags (Nyra), Bedroll (Nyra), Winter Blanket (Saddlebags), 20 Days' Rations (Saddlebags), 2 Full Waterskins (Saddlebags), 50' Hempen Rope (Saddlebags), Grappling Hook (Saddlebags)
    Current Encumbrance 18.5 lbs (light load) Medium Load 19.51 lbs Heavy Load 39.76 lbs Max 60 lbs

    Active Abilities
    1st-Level Spells:
    1/1 (Cure Light Wounds/Summon Nature's Ally I), 1/1 (Magic Stone/Summon Nature's Ally I)
    Cantrips: ~/~
    (Guidance, Stabilize, Virtue)

    Current Effects and Conditions: M
    ounted, +1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale)
    Current Status, Nyra
    Nyra (Female lion companion 1)
    N medium animal (big cat, lion)
    Str 13
    Dex 17 Con 13 Int 2 Wis 15 Cha 10

    Key Skills Acrobatics +4, Climb -2, Escape Artist +0,
    Intimidate +0, Perception +2 (+8 with scent), Stealth +0, Survival +2, Swim +2

    Init +3 Spd 30 ft. Senses
    Low-light vision (normal light), Scent; Perception +2 (+8 with scent)
    AC 14, touch 13, FF 11 HP 11/11 Temp HP 0
    Fort +4 Ref +6 Will +2 CMB +2 (+2 finesse maneuvers) CMD 15 (19 versus trip)

    Melee attack bite +4 (1d6 + 1)
    Full Attack bite +4 (1d6 + 1), claw +4 (1d4 + 1), claw +4 (1d4 + 1)
    Grapple +2 versus CMD (provokes)

    Rake 2 claw attacks (free action) against creatures grappled since the start of turn

    Current Rider Lidda
    Current Armor None
    Stowed on Person (Sheaths, straps, pockets, etc.) Exotic riding saddle, saddlebags, small bedroll
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Winter Blanket (Saddlebags), 20 Days' Rations (Saddlebags), 2 Full Waterskins (Saddlebags), 50' Hempen Rope (Saddlebags), Grappling Hook (Saddlebags)
    Current Encumbrance 130.75 lbs (medium load) Medium Load 75.01 lbs Heavy Load 150.01 lbs Max 225 lbs

    Active Abilities
    Handle Companion
    Free action (DC 10, 12 if injured) Push Companion Move action (DC 25, 27 if injured)
    Available Tricks Attack, Come, Defend, Down, Guard, Heel Current Trick Heel Current Mount Action Ride
    Available Mount Actions Ride (free action, DC 0), Mount/Dismount (move action, DC 0), Fast Mount/Dismount (free action, DC 20), Guide with Knees (free action, DC 5), Stay in Saddle (no action, DC 5), Take Cover Behind Mount (immediate action, DC 15), Have Mount Attack (free action, DC 10), Soft Fall (no action, DC 15), Leap Obstacle (no action, DC 15), Spur Mount (no action, DC 15)

    Current Effects and Conditions: Mounted, medium encumbrance
    , +1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale)

  • #93
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    ZEITGEIST

    ° Ignore Redbadge
    GM: Lissa, please add a Will save for Nyra on your post (with a +4 bonus). Walking through a creature definitely counts as interacting with the illusion. If she fails, she actually thought that the orc twisted out of the way (which is what Snaggle already thinks).

  • #94
    "So they are fake. There must be a caster nearby, do you think?"

    Actions
    Free Action: Speak (15 syllables).
    Last edited by Courage; Saturday, 21st July, 2012 at 03:23 AM.

  • #95
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    ZEITGEIST

    ° Ignore Redbadge
    GM: In the interests of keeping this moving towards the meat of the adventure, we're going to have Snaggle delay for now. I'm hoping that Gamble can resolve the entire encounter in just one more post, rather than have it drag out longer than necessary.

  • #96
    "Let's try this again."

    Seeing that Snaggle and Joseph are still battling the orcs, Gamble realizes he has failed again. "In that case."

    Gamble focuses on the still transparent orcs, summons forth his bardic powers, and tries to understand what type of illusion he and his allies are dealing with.
    Actions
    Free Action: Maintain bardic performance (distraction, visual).
    Free Action: Identify spell effect (Knowledge (Arcana)).
    Standard Action: Cast Detect Magic on the adjacent orcs (round 1, presence of magical auras).
    Free Action: Speak (8 syllables).
    Current Status
    Gamble Benguile (Male gnome bard 1)
    CG small humanoid (gnome)
    Str 8
    Dex 14 Con 10 Int 14 Wis 12 Cha 18

    Key Skills Acrobatics +0, Bluff +8, Climb -3, Diplomacy +8, Escape Artist +0, Heal +1, Knowledge (Local) +7, Knowledge (Any) +3, Perception +7, Perform (wind instruments or act) +8, Sense Motive +1, Spellcraft +6, Stealth +8, Swim -3

    Init +2 Spd 20 ft. Senses Low-light vision (normal light); Perception +7
    AC 17, touch 13, FF 15 (+4 dodge versus giants) HP 8/8 Temp HP 0
    Fort +0 Ref +4 Will +3 CMB -2 CMD 10
    Misc +2 saves versus illusions

    Ranged Attack light crossbow (80 ft.) +3 (1d6/19-20)
    -Crossbow bolts: 10/10 (crossbow unloaded)
    Melee Attack dagger +0 (1d3 -1/19-20)
    Misc +1 attack versus reptilians and goblinoids

    Currently Wielding Nothing (hands free)
    Current Armor Studded Leather Armor, Buckler, Entertainer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) Light crossbow, 10 Crossbow Bolts, Dagger, Harmonica, Spell Component Pouch, Flint and Steel, 26 gp
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
    Current Encumbrance 19.5 lbs (light load) Medium Load 19.51 lbs Heavy Load 39.76 lbs Max 60 lbs

    Active Abilities
    1st-Level Spells:
    2/2 (Cure Light Wounds, Grease)
    Cantrips: ~/~
    (Detect Magic, Light, Mage Hand, Read Magic)
    Spell-like Abilities: 1/1 (
    Dancing Lights), 1/1 (Ghost Sound), 0/1 (Prestidigitation), 1/1 (Speak with Animals)
    Bardic Performances: 10/14 (Countersong, Distraction, Fascinate, Inspire Courage)

    Current Effects and Conditions:
    Distraction, Detect Magic (Round 1)
    Last edited by Courage; Saturday, 21st July, 2012 at 03:37 AM.

  • #97
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    ZEITGEIST

    ° Ignore Redbadge
    As gamble begins concentrating on his detect magic spell, it isn't but a few seconds later that the orcs disappear altogether, perhaps spoiling his attempt except for the lingering aftereffects. There is not a ready explanation for this.

    GM: Gamble's attempt to identify the magic seems to have triggered something. One thing is for certain, though... the combat is over, so you may all act as you wish again.


    Rewards
    +400 XP (400 XP Total)

  • #98
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    I Defended The Walls!

    ° Ignore Isklexi
    "hrmm fine" Snaggle concentrates searching for magical signatures.

    Actions
    Standard Action: Detect Magic
    Free Action: talk


    OOC: Oh well fine then end the combat when I finally get back

  • #99
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    I Defended The Walls!

    ° Ignore BudroThePious
    "Well that was not at all what I expected," Joseph says as he gets up, retrieving his sword. "I wonder what that was all about and if those responsible are still around."
    Actions
    Stand Up.
    Retrieve Greatsword.
    Dust Self Off.
    Look Around (Perception Check).
    Current Status
    Joseph Gault (Male human fighter 1)
    LN medium humanoid (human)
    Str 18
    Dex 13 Con 13 Int 12 Wis 12 Cha 10

    Key Skills Acrobatics -3, Bluff +0, Climb +4, Diplomacy +0, Escape Artist -3, Handle Animal +4, Heal +1, Intimidate +0,
    Knowledge (Any) +1, Knowledge (Dungeoneering) +5, Perception +1, Sense Motive +1, Stealth -3, Survival +5, Swim +4

    Init +1 Spd 20 ft. Senses Normal vision (normal light); Perception +1
    AC 16, touch 11, FF 15 HP 11/11 Temp HP 0
    Fort +3 Ref +1 Will +1 CMB +5 CMD 16

    Melee Attack Greatsword +5 (2d6 + 6/19-20) [honed, +1 damage with first strike]
    Melee Attack Morningstar +5 (1d8 + 6)
    Melee Attack Dagger +5 (1d4 + 4/19-20) [honed, +1 damage with first strike]
    Melee Attack Sap +5 (1d6 + 4) [non-lethal]
    Ranged Attack Dagger (10 ft.) +2 (1d4 + 4/19-20) [honed, +1 damage with first strike]
    Ranged Attack Shortbow (60 ft.) +2 (1d6/x3)
    -Arrows: 20/20

    Currently Wielding Greatsword
    Current Armor Scale Mail, Explorer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) Morningstar, Dagger, Dagger, Sap, Shortbow, 20 arrows, Belt Pouch A, Belt Pouch B, Backpack
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Belt Pouch A (Flint and Steel, Whetstone, Map to the Crypt), Belt Pouch B ([11 gp, 3 sp, 2 cp], Potion of Cure Light Wounds), Backpack (Small Tent, Small Tent, Winter Blanket, Winter Blanket, Winter Blanket, Backpack, Backpack, Silver Lantern, Bottle of Local Brandy, Tinderbox and 3 Tindertwigs), Tied to Backpack (Full Waterskin, Full Waterskin, Torch, Torch, Torch)
    Current Encumbrance 140 lbs (medium load) Medium Load 100.01 lbs Heavy Load 200.01 lbs Max 300 lbs

    Active Abilities
    Combat Options:
    Charge (full round action), Power Attack (standard action), Cleave (standard action), Quick Draw (free action)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip

    Current Effects and Conditions: Medium Encumbrance

    Last edited by BudroThePious; Saturday, 21st July, 2012 at 04:03 AM.

  • #100
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    ZEITGEIST

    ° Ignore Redbadge
    Detect Magic
    Round 1: The orcs emitted a magical aura (which continues to linger).
    Round 2: Not including the faint aura of Snaggle's mage armor and the lingering effects of the trap rune, there is only one aura, a dim one (from lingering magic; theoretically, you could determine the original aura strength by measuring how long the dim aura lasts: 1d6 rounds (faint), 1d6 minutes (moderate), 1d6x10 minutes (strong), 1d6 days (overwhelming)).
    Round 3: The illusory aura (DC 18 Knowledge (Arcana) for all school information) stretches to an area 20'x50'x10', starting at just behind the log and traveling up towards the road from where you approached. You can't detect the source of the spell effect.


    Perception
    Joseph looks around and doesn't see anything, not even the log. Nyra, on the other hand, seems to have caught a scent now that the illusory stench of the orcs has dissipated. She gives a low growl and turns her nose back and forth as she tries to catch more of it in the air.

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