DM B's Scions of the Sky Key PFS PbP LOW Tier Campaign (Inactive)

Game Master Beckett

MAP LINK

INIT:

[spoiler=INIT ROLLS
[dice=C.A. Gwyllgi]1d20+5[/dice]
[dice=Nemesis]1d20[/dice]
[dice=Peribras]1d20+5[/dice]
[dice=Shar-Lyn]1d20+3[/dice]
[dice=Tholand]1d20+3[/dice]
[dice=Thoril]1d20+2[/dice]
[dice=Van]1d20+2[/dice]
----------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

PART 3. . .
Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are you resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?

Delays:


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Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

my bad lol missed it

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The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

I believe that if the bomber is an alchemist, then the Reflex save vs. splash damage just reduces damage to half instead of negating it. Also, if he's an alchemist, he probably should have had some range penalties from throwing that far away.

Reflex Save: 1d20 + 3 ⇒ (15) + 3 = 18

"Bah, all these kobolds look the same to me!" Van laments, but fires his Magic Missile wand at the kobold (four) he thinks bombed them.

MM Wand: 1d4 + 1 ⇒ (2) + 1 = 3

30 charges left on wand

Grand Lodge

Male Tiefling Bard 2 15/15 HP AC 17 FF15 T12 | F2 R4 W1 | Init +2 Per +6 Stealth +5 Longsword +6 D8+4 * CMB +4 CMD 16

sorry for missing a load folks - looks like all has been in hand.

Friends, this is the moment of glory! Open your hearts and minds so that we may shine the light of the society over this dark place!

Shar-Lyn breaks into song, inspiring and supporting his comrades. as he steps forward he readies his longsword for the coming bloodshed.

everyone's inspired as well as flagged. +2 hit/dam if within 30' of me.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It did in fact take a penalty, but also had a bonus that basically cancelled it out. However, you are correct that it is Refl for half rather than negates. Looking back, though it seems I swapped the Trapper and the Bomber in Init by accident.

Shar-Lyn and Thoril begin to buff up for the big fight while Van Potter sends a magical bolt flying towards the Kobold that just hurled the bomb. Nemesis steps closer, shattering the clay jar to reveal, a simple lump of metal. Engraved into it are ancient dwaven and celestial glyphs. The Golden Guardian, a regal and massive begins to make its way closer, it's voice shaking the entire room, "You are not welcome here!", but then it stops, it's eyes see the strange metal object, and it seems to relax a moment. "“Welcome, friends of Ashkurhall."

This seems to drive the Kobold's crazy, partially terrified and partially surprised. It's clear they have never seen this. One of the Kobolds atop the ledge, likely their leader shouts at you, "What is this? You put a curse on our Golden God with that trinket!!!"

The Kobolds around the room stop, not lowering their weapons, but neither moving in to attack. It seems you might have a chance to, well, you are not entirely sure what's going on here.

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

What do you know? Friendship really *is* (achieved by) magic!

Keeping a firm grip on the "weapon," Nemesis looks up at the Guardian. "I see you have other guests," She says cordially. "Are they friends of Ashkurhall as well?"

aid somebody else's Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

Since I posted out of order my Attack is now a 22 for 8 dmg. In the recap I didn't see my actions described , were you just going in order and just didn't mention me b/c I wasn't up yet?

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Van addresses the kobolds in Draconic, "Hey, let's stop fighting and talk this out, cool?"

Diplomacy: 1d20 + 2 ⇒ (7) + 2 = 9

Grand Lodge

Male Tiefling Bard 2 15/15 HP AC 17 FF15 T12 | F2 R4 W1 | Init +2 Per +6 Stealth +5 Longsword +6 D8+4 * CMB +4 CMD 16

sorril aid diplomacy: 1d20 ⇒ 14
diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18
using inner light +4 to dip test applicable after roll. Giving me 24 before additional aid's

Seeing the moment to avoid bloodshed, Shar-Lyn calls out to the Kobold leader.

Let us cease this violence and find a peaceful way to end this!

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Tholand Warmane wrote:
Since I posted out of order my Attack is now a 22 for 8 dmg. In the recap I didn't see my actions described , were you just going in order and just didn't mention me b/c I wasn't up yet?

I stopped (temporarily?), the combat after Nemesis broke the jar, because something else happened. Depending on how things go, it may continue or not. If so, your action will then kick in.

The Kobolds seem to be hearing your words and at least listening, but you are not sure what that means yet. Their leader replies, “You attacked kobolds a few weeks ago just outside these ruins, didn’t you?”.

Following your responses, he then asks, “The idiot human who collapsed the corridor was a friend of yours, wasn’t he?”

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras remains silent for the first question but answers the second with "I have never met the man of which you speak."

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The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Van addresses them in Draconic once again, "I'm not sure why the guy collapsed the tunnel on your stuff, but maybe we can help fix whatever problem he created. We are all reasonable folks, I'm sure we can work something out."

Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Are you looking for diplomacy checks here? If so:

Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

I was assuming we don't have a whole minute, but then again, PFS Modules often ignore the RAW on skills.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'll try to post again tonight before I head out, but last minute packing, needing to record another podcast episode, and housework's been keeping me tied up. Diplomacy checks are possible, but so is just talking, Bluff, etc. . .

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

"Thar be no need for more bloodshed, let us help ya, as ya can see we have the power of the Gold Guardian." diplomacy aid: 1d20 - 1 ⇒ (15) - 1 = 14

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You seem to be able to calm the Kobolds down enough to have a civil conversation after confirming that you have not "cursed" their golden god nor have you killed their pet "StinkEye". One of the Kobolds is sent to go check, and returns, saying that the Basilisk is both alive and uninjured.

The other Kobolds come closer, and you see their leader, called Naktok, is blind, but seems to have earned a great deal of respect as well as his position within the tribe. The Golden Guardian, however, is not so sure.

"You do not look like the ancient people. You do have the talisman, but how can I be certain you did not acquire it through,. . . dishonest means? If you truly come on behalf of the people, you will know."

He takes you to the catwalk, atop of the massive stone hammer to view a series of murals on the wall, saying that the bearers of the dwarven talisman would know the meaning of the murals. The murals depict the rise and fall of Jormurdun as well as later stages of the exodus.

The mural depicts a dwarf in a cave gazing up and shielding her eyes with a hand.

Know History or Religion DC 15:
The mural depicts the ancient dwarven migration to the surface known as the Quest for Sky. According to legend, Torag gave the dwarves a prophecy that prompted them to leave their original homes in the Darklands realm of Nar-Voth.

The mural depicts a fireball with long, trailing streaks descending from the sky.

Know History or Geography DC 15:
The mural depicts a historical event called the Rain of Stars. Before recorded history, a fireball fell from the heavens and crashed into the land now called Numeria. Modern scholars believe the fireball was a vessel of some sort.

The mural depicts two dwarves locked in battle. One of them has long, braided hair while the other is bald.

Know Local or Dungeoneering DC 15:
The bald dwarf in the mural is a duergar. According to legend, an outcast god turned their heads bald and their skin ashen gray. They are infamous slavers who believe that the surface dwarves are traitors of their race and that other creatures are fit only for service and torment.

The mural depicts four complex symbols arranged on the four points of a compass rose slanted slightly to the right.

Appraise or Perception:
The symbol set on the south point of the compass rose is a stylized version of the symbol engraved on the piece of metal that was found inside the dwarven talisman.

The mural depicts rolling hills with dark gray, rocky soil, punctuated with veins of gold. A vine covered in lavender flowers crushes a giant lizard like a constricting serpent.

Know Geography or Nature DC 15:
This mural depicts the westernmost part of the Bandu Hills.

The mural depicts a map with many rooms, some crude, others skillfully carved and rich in detail.

Know Engineering or Survival DC 15:
This mural depicts a stylized version of Ashkurhall. The map quite accurately shows how the parts that were built later are architecturally more impressive.

The mural depicts a dwarf with his eyes cast to the ground and his hand held against his chest.

Heal or Sense Motive DC 15:
The dwarf looks worried and has lost much weight. It is likely that the dwarf depicted has a terminal disease.

The mural depicts a demonlike creature with horns and wings.

Know Engineering or Nature DC 15:
The creature is a monstrous humanoid called a gargoyle. Gargoyles are best known for their ability to freeze in place to look like a statue. They are also ageless beings, and over time, their appearance changes to match the surrounding architecture.

The mural depicts a humanoid with bulbous eyes and bowed legs.

Automatic:
The creature is a grippli, a member of the same race of humanoids from whom the Pathfinders gained the dwarven talisman.

The mural depicts a dwarf whose weapons and armor are made of wood and stone rather than metal. His skin bears numerous simple tattoos, and several bright feathers adorn his beard.

Know Geography or Local DC 15:
The dwarf in the mural is a Taralu. These jungle dwarves practice a version of ancestor worship alongside the worship of totems based on local creatures, particularly dragons and wyverns. These dwarves have a small but notable presence within the city of Kibwe.

Alternatively, you can try a Perform (Oratory) check, DC 15 to make up a believable explanation for each of the individual murals.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

I can make over half of those. Post coming in the next 12 hours or so

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The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Van takes a gander at the various murals.

Knowledge (local) on dwarves in battle: 1d20 + 7 ⇒ (8) + 7 = 15
Appraise on compass symbols: 1d20 + 3 ⇒ (8) + 3 = 11
Knowledge (engineering) on map with crude rooms: 1d20 + 8 ⇒ (2) + 8 = 10
Sense Motive on downcast dwarf: 1d20 - 1 ⇒ (5) - 1 = 4
Knowledge (engineering) on demonlike creature: 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (local) on dwarf with stone armor: 1d20 + 7 ⇒ (11) + 7 = 18

"That bald dwarf in the battle one is a duergar, nasty slavers and all that. The demon creature is actually a gargoyle, they like to freeze in place to sneak attack their prey. The one with the natural weapon and armor is a Taralu, jungle dwarves who worship their ancestor and creature totems."

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

site was down when I tried to post. Hopefully in the next few hours.

-Posted with Wayfinder

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

Knowledge (Religion) on dwarf shielding eyes: 1d20 + 5 ⇒ (3) + 5 = 8

Perception on slanted compass rose: 1d20 + 4 ⇒ (12) + 4 = 16

Nemesis looks down at the talisman in her hand, then points at the symbol in the southern position on the compass rose. "Hey, that's the symbol on here. See? I wish I knew what the other three were, though."

Survival on map of rooms: 1d20 + 4 ⇒ (1) + 4 = 5

Heal on downcast dwarf: 1d20 + 10 ⇒ (8) + 10 = 18

"Note how unnaturally thin that one looks for a dwarf. I've seen that look on his face before, too - the look of someone the gods have condemned to waste away."

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Wait, can we not take 10 on these for some reason???

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

You can't normally do that with Knowledge checks.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

l canr make any of these checks as i dont have most of them

perception: 1d20 + 4 ⇒ (4) + 4 = 8

-Posted with Wayfinder

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

You absolutely can do that with knowledge checks. Didn't this come up in one of the last two adventures already?

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

Oops, okay. I had my reason for thinking otherwise, but obviously I was wrong.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

the only knowledge i have is arcana

-Posted with Wayfinder

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Nvm thought you werw talking to me lol

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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You may Take 10, but if so, please indicate which ones you are going for, and what the results are for each. Also, keep in mind that for Know checks, you can only achieve a DC 10 if untrained.

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The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

I take 10 on Knowledge (Religion) regarding the dwarf in the cave.

Nemesis does a double-take at the first image.

"Wait, I know that one. That's the Dwarven myth of the Quest for Sky, when Torag first gave the Dwarves a prophecy that drove them to leave the underworld of Nar-Voth for the lands above."

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

[dice=Knowledge, Geography, "The mural depicts a fireball with long, trailing streaks descending from the sky."]10+5[/dice]
"This one here--this one is about a fireball that fell from the heavens long before recorded history. It landed in the place we now call Numeria."

[dice=Knowledge, Nature, "The mural depicts rolling hills with dark gray, rocky soil, punctuated with veins of gold. A vine covered in lavender flowers crushes a giant lizard like a constricting serpent."]10+5[/dice]
"This one here is the Bandu Hills."

The mural depicts a map with many rooms, some crude, others skillfully carved and rich in detail.: 10 + 5 = 15
"And this one is Ashkurhall--stylized, of course, but still an accurate portrayal of how the newer parts show more craftsmanship."

He looks at the guardian, and at his companions. "This is a story. The story of the dwarves of Ashkurhall." He looks back to the murals. "The vessel crashed in Numeria long, long ago. Following that came the conflict between the dwarves and the duergar. The dwarves left the mountains to build Ashkurhall here in the Bandu Hills, but they were ravaged by disease and had to leave the hall in the care of a guardian that grew to resemble the architecture--or maybe it started that way. They met the Gripplis and, we know now, gave them the weapon--a weapon I now suspect is more like a key. Their descendents now live in the jungle as the Taralu."

How's that?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The Golden Guardian nods approvingly. “You truly are the worthy bearers of the talisman, so I shall tell you a story that Sigrin of Ashkurhall, the founder of this place, once told me. Long ago, when Sigrin’s father ruled as king, the dwarves rose from the depths and built a citadel so mighty that even a titan would gaze upon it in awe. Centuries later, a shower of stars rained upon a land not far from the dwarven hold. The dwarves marched to investigate. They found many wonderful things, the greatest of which was the mysterious artifact they named the Sky Key."

The Kobolds also seem to ease up a bit more, seeing that you have, somehow, earned the respect of their "god".

“But dark times soon followed, for their cousins from the underworld fell upon the dwarven citadel. Caught unprepared, the dwarves knew they could not hold off against the siege. The king ordered all but his most trusted guards to leave, and stayed behind to buy his people timed to escape. Before Sigrin and her three siblings left to lead the dwarves to safety, the king gave each of them a piece of the Sky Key, and kept one for himself. The dwarves traveled far and wide, but the dangerous journey across the unknown land caused rifts in their clan. One by one, the king’s children went their separate ways, each taking a piece of the key and a part of the clan. Sigrin’s dwarves made their way to this continent, and though they found it quite inhospitable, they pressed on. After much searching, they found gold and started building this place. Their prosperity grew with each passing decade.”

Grinning, the Guardian continues, “That’s when I entered the picture. We didn’t get along at first, but I came to realize they were decent people, who appreciated stone and gold as much as I did. Their luck did not last, however. A sickness came over the dwarves, and the survivors were too few in number to continue their lineage. Rather than slowly die out here, they chose to leave. However, they wanted someone to watch over this place. They chose me. Sigrin went to her grippli allies and gave them her piece of the key. Where the dwarves were going, they couldn’t hold onto their memories and traditions. I think Sigrin made up a monstrous story about me. I probably deserved it,”
the Guardian says with a grin, “but the story was to protect this place and the piece of the key.”

The Guardian stares at the last mural for a long time. “The dwarves left to join their cousins who lived in the jungle to the east. They never came back.”

The Golden Guardian looks like he is about to say more when suddenly a Kobold bursts into the room from the door you came through originally. “More intruders! They attacked us!”

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

Nemesis suspects she knows who these new intruders are. "What did they look like? How many? They might be enemies of our own, and if so, I think we would enjoy aiding you."

aid someone else's Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The winded and wounded Kobold holds up all 8 fingers and says, "Two. No more."

Maybe it means "Two. No, I mean more." It's also possible it can't count.

Suddenly there is a loud explosion somewhere further in the ruins, (where you entered from).

You have 1 full round to act before more happens.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

how long has passed since i enlarged

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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Lets say 4 rounds.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Ok Thoril pulls out a wand of true strike and cast it on himself

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The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

Nemesis pockets the "weapon," grasps her sword, shield, and unholy symbol, and stares intently at the door.

I ready an action to cast burning disarm on the first non-kobold stranger to walk through that door with a metal weapon in hand. They'll get a DC 15 Reflex save to drop it, otherwise they'll take fire damage: 2d4 ⇒ (4, 4) = 8.

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

Shuck moves to conceal himself so he might strike from behind.

stealth: 1d20 + 13 ⇒ (19) + 13 = 32

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Shouldn't at least some of us be up on the high ground by the Golden Guardian?

Peribras hoists his sling staff, ready to strike at what he expects to be Aspis agents.

readying an attack, preferably directed at the Aspis leader

Halfling sling staff, attack, favored enemy (human), deadly aim, flagbearer: 1d20 + 8 + 2 - 1 + 1 ⇒ (11) + 8 + 2 - 1 + 1 = 21 for bludgeoning: 1d6 + 2 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 2 + 1 = 12

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

In response to the incoming attack, Van readies his trusty Magic Missile wand.

Grand Lodge

Male Tiefling Bard 2 15/15 HP AC 17 FF15 T12 | F2 R4 W1 | Init +2 Per +6 Stealth +5 Longsword +6 D8+4 * CMB +4 CMD 16

come friends, let us end the troubles these Apsis' have caused us!

If the rest of the party is crowded around the doorway then shar-lyn will start his bardic performance. If they are holding back then he'll cast grease over the entry squares dc 14.

In either case he'll also have his whip ready.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

in the former case, Peribras's attack will hot AC 22 for 13 bludgeon damage.

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I have fixed the map, so everyone is indeed upstairs on the upper catwalk.

As the new group of raiders continues to advance, you again hear various loud noises, some explosions, some cave-ins, and finally a scream followed by a loud reptilian death growl before a small group of Aspis Raiders bursts through the door.

They look at you, your eyes meeting in mutual hatred and then the battle begins. Their leader stands in the back, hefting a massive greatsword over one shoulder until she is close enough to use it, while the three thugs leveling crossbows before her spread out a bit into the room along with their pet hound, a feral hyena.

INIT ROLLS:

C.A. Gwyllgi: 1d20 + 5 ⇒ (3) + 5 = 8
Nemesis: 1d20 ⇒ 20
Peribras: 1d20 + 5 ⇒ (20) + 5 = 25
Shar-Lyn: 1d20 + 3 ⇒ (18) + 3 = 21
Tholand: 1d20 + 3 ⇒ (13) + 3 = 16
Thoril: 1d20 + 2 ⇒ (7) + 2 = 9
Van: 1d20 + 2 ⇒ (14) + 2 = 16
----------------------
Savage Warrior: 1d20 + 1 ⇒ (3) + 1 = 4
Brigands (1-3): 1d20 + 1 ⇒ (1) + 1 = 2
Hyena: 1d20 + 2 ⇒ (4) + 2 = 6

Perception DC 32: 1d20 + 5 ⇒ (15) + 5 = 20
Perception DC 32: 1d20 + 7 ⇒ (11) + 7 = 18
Perception DC 32: 1d20 + 7 ⇒ (8) + 7 = 15

READIED ACTIONS IF THEY APPLY GO HERE

ROUND 1
Peribras (), Shar-Lyn (), Nemesis (), Tholand (),
Van Potter (), Thoril (), & Old Shuck ()

----------------------------------------------------------------------
Hyena (), Savage Warrior (), Thug 1 (), Thug 2 (), & Thug 3 ()

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

readied attack, 13 damage vs. AC 20 (22 - 2 for second range increment) should trigger, against the leader of he is in LoS, otherwise that more forward agent.

next action coming later tonight

-Posted with Wayfinder

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Thoril moves and uses true strike again

-Posted with Wayfinder

The Exchange

NN female Aasimar Theologian 7
Spoiler:
|AC 20, T 10, FF 20|HP: 35/35|F +4, R +2, W +9|Init 0, Perc +4|CMB +5 CMD 15|Radiance 2/2, Sulunai 1/1, Channel 7/7, Fire Bolt 7/7

I moved myself some. As outlined above, greatsword-lady must make a DC 15 Reflex save or take 8 fire damage...or drop her sword if she makes it. Save-and-suck-anyway, b!+*&!

And for my next trick....

Nemesis displays her unholy symbol, and a cold burn hits the intruders.

negative energy, Will DC 16 for half: 1d6 ⇒ 6

I exclude the one kobold in range, and Thoril if he's charging down the steps.

I then scamper back 20 feet.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Round 1
Peribras reloads and then waits to see which direction the newly arrived agents will approach from.

move to reload, standard to ready a move action to get into position. I wish my previous readied action could have included a move.

-Posted with Wayfinder

Grand Lodge

Male halfling rogue (unchained, knife master, scout) 1 | hp 9 | AC 19 (+1 vs. larger opponents) | T 16 | FF 14 | Fort +0 | Ref +7 | Will +0 | CMB -1; CMD 14 | Init +5 | Perc +7 | Move 30' | Current Conditions and Modifiers:

I moved in the round to hide

Striking from the shadows, the rogue hurls two daggers at the first aspis.

range, flatfooted, whetstone, twf: 1d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (12) + 3 = 151d8 + 1d3 + 1 ⇒ (8) + (2) + 1 = 111d8 + 1d3 + 1 ⇒ (7) + (2) + 1 = 10

And he hides again from those not yet in the room.

stealth: 1d20 + 13 ⇒ (7) + 13 = 20

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Van fires a magic missile from his wand at the first enemy he sees.

MM Damage: 1d4 + 1 ⇒ (1) + 1 = 2

29 charges left

Liberty's Edge

Male Dwarf (+2Con, +2Wis, -2Cha) 30/30HP, AC: 16 T: 16, FF: 14, CMD: 19, F: +6, R: +4, W: +6, Init +1, Pereption +7, Sense Motive +7 LN Male Dwarf Master of Many Styles/ Monk of the Sacred Mountain 3, Unarmed Strike: +7, (1d6+8, x2) MW Cestus: +7, (1d4+8, 19-20x2)

Tholand will attempt to climb down then run as far as his little legs will let him. Climb: 1d20 + 7 ⇒ (9) + 7 = 16 If needed again climb: 1d20 + 7 ⇒ (12) + 7 = 19

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Refl: 1d20 + 1 ⇒ (1) + 1 = 2 <Damage>

Will (SW): 1d20 + 3 ⇒ (20) + 3 = 23 <half>
Will (1): 1d20 + 3 ⇒ (17) + 3 = 20 <half>
Will (2): 1d20 + 3 ⇒ (10) + 3 = 13 <FULL>
Will (3): 1d20 + 3 ⇒ (1) + 3 = 4 <FULL>
Will (Hyena): 1d20 + 1 ⇒ (7) + 1 = 8 <FULL>

Well, that was a little disappointing.

You have absolutely no trouble murdering each and every one of them in under 6 seconds. Between a wave of necrotic energy, a touch of flame, a soaring stone, another of magic, and a pair of daggers, the entire first wave is crushed before it even has a chance to fully get into the room, with the Kobolds lobbing small stones and alchemical concoctions, (or what passes for them), down as well.

Hearing their own attack forces grow silent, the second wave doesn't wait, rushing in only a few seconds later, not even giving you a breather. Three more thugs rush in, each with a Longbow ready, followed later by their leader entering in Darth Vader style, as though he doesn't care. He holds a cruel looking Longspear like he knows how to use it and simply glares a you, saying nothing.

Know Religion DC 20:
You spot a small scare on his right hand that's secretly an unholy symbol of Angazhan, The Ravener King, Demor Lord of beasts.

WAVE 2

INIT ROLLS:

C.A. Gwyllgi: 1d20 + 5 ⇒ (7) + 5 = 12
Nemesis: 1d20 ⇒ 1
Peribras: 1d20 + 5 ⇒ (20) + 5 = 25
Shar-Lyn: 1d20 + 3 ⇒ (20) + 3 = 23
Tholand: 1d20 + 3 ⇒ (3) + 3 = 6
Thoril: 1d20 + 2 ⇒ (18) + 2 = 20
Van: 1d20 + 2 ⇒ (7) + 2 = 9
----------------------
Thugs (1-3): 1d20 + 1 ⇒ (16) + 1 = 17
Leader: 1d20 + 4 ⇒ (8) + 4 = 12

ROUND 1
Peribras (), Shar-Lyn (), & Thoril ()
--------------------------------------------------
Thug 1 (), Thug 2 (), & Thug 3 ()
--------------------------------------------------
Old Shuck ()
--------------------------------------------------
Their Dark Leader ()
--------------------------------------------------
Van (), Tholand (), & Nemesis ()

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