DM Carbide's The Dragon's Demand (Inactive)

Game Master John Woodford

DM Carbide runs The Dragon's Demand in PFS Campaign Mode!

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Male Human Cleric of Abadar 5| 33/33| AC 18, T 11, FF 17| F:+7, R:+4, W:+9, | Perp: +12 Init: +1| Channel 7/7

Guess the secret is out....

Rowane nods at the gnome and then smiles at the rest of the group. So where too?

The Exchange

Investigator (Empyricist) x3, *Wizard Variant | HP:14/21 | AC:17 T:13 FF:14 | Speed:30 | CMB: 3 | CMD:16 | F:+1 R:+6 W:+3 | +2 more vs. enchant | Init:+3 | Perc: +11* | Stealth: +9 | Darkvision(60') | Light Blindness | Immune to Sleep, v. Traps +5, Trap Sense+1 | Inspiration +1d6, 4/4

“There is a cave, not far from here. The small spaces within make the little buggers more of a challenge. Perhaps we can find an alchemist's wares, to burn the little critters out.”


"Yep. Good plan. Acids and fires, then back to the kobold caves."

Huc will pick up 2 acid flasks and 2 alchemist fires at the local store (assuming they have them), and then he's ready to head back into the caves.

That's 60g, which i'm deducting from his gold now.

The Exchange

Investigator (Empyricist) x3, *Wizard Variant | HP:14/21 | AC:17 T:13 FF:14 | Speed:30 | CMB: 3 | CMD:16 | F:+1 R:+6 W:+3 | +2 more vs. enchant | Init:+3 | Perc: +11* | Stealth: +9 | Darkvision(60') | Light Blindness | Immune to Sleep, v. Traps +5, Trap Sense+1 | Inspiration +1d6, 4/4

Sounds like a good bit of kit. I’ll do the same.


As they're leaving, Huc turns to the town's priest, "We've picked up a few cuts and scrapes, father. You think you could fix us up?"

Looks like Huc, Fynn, and Arien are all down 3 hp right now. Topping off before we head back in might be smart. :)


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Acid and alchemist's fire are both available.

Give me a Diplomacy check by whoever's trying to convince the priestess of Abadar to give you a freebie.

(She's probably amenable to an argument that Rowane's continued safety would be enhanced by you being healthy.


"It's a win for everyone, really, father. It helps us, the town ... and it'll help your fellow Abadaran stay alive, too."

Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12

He looks over at Rowane with a look that plainly says, a little help here?


Male Human Cleric of Abadar 5| 33/33| AC 18, T 11, FF 17| F:+7, R:+4, W:+9, | Perp: +12 Init: +1| Channel 7/7

"If you do not mind. It does sound like a fair trade. They are doing us a considerable favor by handling these pest after all."

diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Lady Eupaphenia nods graciously. "But of course." She raises the gold key of her office over you and calls upon the power of her patron to restore the party.

Channel to heal: 2d6 ⇒ (4, 4) = 8


Huc gives both men an appreciative handshake. "Much thanks. I guess we're off."

on their way out of town, Huc tries to talk the local merchants into giving a discount .. on account of them doing city business and all.

Diplomacy, for a discount: 1d20 - 1 ⇒ (1) - 1 = 0


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Yeah, no.

(BTW, you do realize that the chief cleric of Abadar is a woman, right? Hence being referred to as Lady Eupaphenia.)


Ahem ... um ... yah, i totally knew that. :/

Huc walks back out into the street, giving the merchant a scowl as he pockets his new flasks. "He could have just said 'no'" He marches towards the edge of town, ready to vent his annoyance on the kobolds, "I say let's do this."


Stats:
HP 24/24 AC 16/16FF/15T | F+4 R+3 W+7/+9 vs illusions | CMB +3 CMD 16
A simple traveler. -bows-

Temperance follows suit and purchases his own vials. "Throatburn whiskey would be better," he says wistfully, and trudges after Huc and the rest.

"Rowane, you speak the language of kobolds? If there was some way for us to hear them from afar, we would have an advantage." The monk steeples his fingers, thinking while walking, and nearly stumbles from the simultaneous actions.

The Exchange

Investigator (Empyricist) x3, *Wizard Variant | HP:14/21 | AC:17 T:13 FF:14 | Speed:30 | CMB: 3 | CMD:16 | F:+1 R:+6 W:+3 | +2 more vs. enchant | Init:+3 | Perc: +11* | Stealth: +9 | Darkvision(60') | Light Blindness | Immune to Sleep, v. Traps +5, Trap Sense+1 | Inspiration +1d6, 4/4
Master Temperance wrote:
"…If there was some way for us to hear them from afar, we would have an advantage."

Arien’s mouth screws into a grimace underneath the glossy twin orbs of her goggles. “That gilded chainmail makes me think they’ll hear him before he gets close enough to eavesdrop.”


"Ha! Ain't that right," Huc barks before looking over at Rowane, "No offense, man."

He considers as he marches, "but seriously, Rowane, our plan was just to sneak in there and basically ambush them. You have a better plan? Or something else you'd rather us try?" He shrugs, "So far they've been pretty much trying to kill us on sight. Protectin' the town has pretty much required us to do the same to them."


Male Human Cleric of Abadar 5| 33/33| AC 18, T 11, FF 17| F:+7, R:+4, W:+9, | Perp: +12 Init: +1| Channel 7/7

"No, I do not have anything to add. Like I said before, I usually deal with trades and merchants. I would rather try to talk and negotiate, but I doubt that would be of use since they have been attacking on site. So, I say we stick with what has be\e working so far.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

You return to the lake edge, a fifty-foot-wide stretch of shore strewn with boulders and other remains of the mining operation that used to be here. Rowane, the other three party members know that there are two entrances to the lair here. Previously you entered the northern opening.

DC 15 Perception:
There are a pair of kobolds concealed among the debris, one by each entrance. As soon as they see you, they flee into the lair.


Perception, Huc: 1d20 + 7 ⇒ (16) + 7 = 23
Perception, Fynn: 1d20 + 5 ⇒ (7) + 5 = 12; Low-Light

Huc frowns, "Welp, they know we're comin'. Two were hidin' and watchin'. There," he points at first one place, then another, "... and there."

He looks over at Arien, "So .... then we go in hard? Or quiet? I'm good either way."


Male Human Cleric of Abadar 5| 33/33| AC 18, T 11, FF 17| F:+7, R:+4, W:+9, | Perp: +12 Init: +1| Channel 7/7

perception: 1d20 + 8 ⇒ (18) + 8 = 26

"Well they do know we are coming. Two scouts just went back into the lair after they spotted us"


Huc gives the newcomer an appraising look, "You have sharp eyes, priest." He gives a half-grin, "You'll do fine here."

Then he readies his axe and waits or everyone's input on the plan.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

So, north entrance or south?

The Exchange

Investigator (Empyricist) x3, *Wizard Variant | HP:14/21 | AC:17 T:13 FF:14 | Speed:30 | CMB: 3 | CMD:16 | F:+1 R:+6 W:+3 | +2 more vs. enchant | Init:+3 | Perc: +11* | Stealth: +9 | Darkvision(60') | Light Blindness | Immune to Sleep, v. Traps +5, Trap Sense+1 | Inspiration +1d6, 4/4

Sleight of hand for showing off: 1d20 + 7 ⇒ (10) + 7 = 17

A gold piece appears in Arien’s nimble fingers, which she flicks into the air with barely a pause to check the mint. “Crown for the north tunnel, swords for the south?”

1d2 ⇒ 1

North. (I actually could only find one reference to what’s actually engraved on a single coin of Golarion, so I took some liberty…)


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

In Taldor, the coins probably have the Grand Prince at the time of minting on them, but the numismatics of Golarion hasn't been explored much. If at all. I think Chelish gold coins have sails on them, though.


Huc watches it land, "North, it is." He sets off in that direction, ready to take point unless Arien wants to scout ahead.

If Huc's on point...
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Stealth: 1d20 + 4 ⇒ (17) + 4 = 21


Stats:
HP 24/24 AC 16/16FF/15T | F+4 R+3 W+7/+9 vs illusions | CMB +3 CMD 16
A simple traveler. -bows-

"We should go in together, but check for traps. I don't think it's stealth, but deliberation, that we need," says Temperance, in a rare show of complete clarity. "The moss on the stone is covered by an early snow."


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Who's going first?


Given the desire for togetherness (and much singing around campfires) Huc leads the team into the north cave entrance. "Same as before. Give me fifteen feet or so in case they have traps ready."

With a final command for Fynn to take defend the team, he marches in. Using the rolls a few posts up)


Stats:
HP 24/24 AC 16/16FF/15T | F+4 R+3 W+7/+9 vs illusions | CMB +3 CMD 16
A simple traveler. -bows-

Temperance stands ready to follow, especially if the path leads to low tunnels, in which case he and Fynn can take point.


When Master Temperance offers, Huc slaps his forehead. "Yah, your size and eyes would be good for up-front." He looks down at his mutt, "Fynn, defend him."

Then the big woodsman falls to the rear-guard position.

That makes a lot more sense. Mister T is actually well-suited for being our point-man in this situation. :D
(And having a dog with scent escorting you can't hurt, either)


Male Human Cleric of Abadar 5| 33/33| AC 18, T 11, FF 17| F:+7, R:+4, W:+9, | Perp: +12 Init: +1| Channel 7/7

Rowane can handle any position, but would be nice suited in the middle where healing can be optimized.

Rowane takes his crossbow and loads a bolt into the slide and racks it back.

"I am ready as I am ever going to be. Just ask me if you want me to light the way."


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

You reenter the northern access and proceed in, past the empty rat kennel, to the well room. There's a tunnel leading east that you haven't been down yet. It turns south after only a few tens of feet, and even Master Temperance can't see any further--there's no light at all down there.


Stats:
HP 24/24 AC 16/16FF/15T | F+4 R+3 W+7/+9 vs illusions | CMB +3 CMD 16
A simple traveler. -bows-

"Who has a light?" says Temperance. "Fynn and I will continue to lead. Fynn can smell them, can he not?"


Male Human Cleric of Abadar 5| 33/33| AC 18, T 11, FF 17| F:+7, R:+4, W:+9, | Perp: +12 Init: +1| Channel 7/7

"I can illuminate any item you like. It is actually quite any easy trick"

Just choose and it will be done. I have light prepared. If know one else wants it, I will cast it on my holy symbol and keep it going.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Arien has darkvision, and can scout ahead. Fynn would have some issues, though.


I believe the plan is still for Master T to lead out, just with some light behind him. Especially since Arien's player is out with the flu. We can create some light behind the gnome, and he can sit at the edge of the normal lighting created by it, looking into the dim light without penalties.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Sounds good. Keep in mind, though, that it's going to be obvious that you're coming.


I think the chance to catch them unaware has passed. :)


Stats:
HP 24/24 AC 16/16FF/15T | F+4 R+3 W+7/+9 vs illusions | CMB +3 CMD 16
A simple traveler. -bows-

"On my sword, Rowane. Fynn and I will lead the charge. Any buffs you have are appreciated," says Temperance, again startlingly lucid. His large gnome eyes drink up the small amount of light in the tunnel.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

The brave gnome and the heroic hound advance through the narrow tunnel. Shortly after the passage turns south, it opens out into a large chamber (with a high enough ceiling that everyone can fight normally). Fynn is unhappy about something, although Master Temperance can see no kobolds at ground level.

Straw is scattered across the floor of the large cave; the ceiling is a full twelve feet above you, with three ledges eight feet up. The dominant feature of the cavern is a five-foot wide trench across it, with a single five-foot-wide natural stone bridge across it. From where you are, you can't see the bottom of the trench.

Fynn's warning alerts the party that something may be up, but no one has any targets until kobolds leap up from concealment on the ledges and send a hail of sling bullets down at the gnome! Master Temperance takes 5 HP and 1 point of nonlethal damage. The party can act!

Round 2:

Initiative Order
Party
Kobolds

Dice rolls:
Arien Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Huc Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Master Temperance Initiative: 1d20 ⇒ 20
Rowane Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Kobold Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

Arien Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Fynn Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Huc Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Master Temperance Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Rowane Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Sling to gnome: 1d20 + 3 ⇒ (17) + 3 = 20
Sling to gnome: 1d20 + 3 ⇒ (7) + 3 = 10
Sling to gnome: 1d20 + 3 ⇒ (1) + 3 = 4
Sling to gnome: 1d20 + 3 ⇒ (16) + 3 = 19
Sling to gnome: 1d20 + 3 ⇒ (1) + 3 = 4
Sling to gnome: 1d20 + 3 ⇒ (13) + 3 = 16
Sling to gnome: 1d20 + 3 ⇒ (15) + 3 = 18
Sling to gnome: 1d20 + 3 ⇒ (6) + 3 = 9

Stone damage: 1d3 - 1 ⇒ (3) - 1 = 2
Stone damage: 1d3 - 1 ⇒ (2) - 1 = 1
Stone damage: 1d3 - 1 ⇒ (1) - 1 = 0
Stone damage: 1d3 - 1 ⇒ (3) - 1 = 2

The Exchange

Investigator (Empyricist) x3, *Wizard Variant | HP:14/21 | AC:17 T:13 FF:14 | Speed:30 | CMB: 3 | CMD:16 | F:+1 R:+6 W:+3 | +2 more vs. enchant | Init:+3 | Perc: +11* | Stealth: +9 | Darkvision(60') | Light Blindness | Immune to Sleep, v. Traps +5, Trap Sense+1 | Inspiration +1d6, 4/4

Dashing under the nearest ledge, Arien weaves her fingers into a foothold and prepares to lever up the gnome or whoever else obliges. “Master T! Leg up!”

Human Half-elf staircase, anyone?


Stats:
HP 24/24 AC 16/16FF/15T | F+4 R+3 W+7/+9 vs illusions | CMB +3 CMD 16
A simple traveler. -bows-

We should go ledge to ledge--all that straw conceals traps, I'd wager. Hup--" says Temperance, accepting a set of woven half-elven fingers as a stirrup for vaulting up to the ledge.

Climb? Acrobatics? Do I need to roll something for this maneuver?

Once up there, Temperance slashes at a kobold.

Temple Sword: 1d20 + 7 ⇒ (4) + 7 = 11
for: 1d6 ⇒ 3


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Acrobatics check for a vertical leap, adding situational bonuses depending on Arien's roll. Arien, DC 10 to give +2 to Master Temperance, as Aid Another, but every 5 you exceed the DC by gives MT another +2.


Stats:
HP 24/24 AC 16/16FF/15T | F+4 R+3 W+7/+9 vs illusions | CMB +3 CMD 16
A simple traveler. -bows-

Acrobatics: 1d20 + 4 ⇒ (4) + 4 = 8

Oh dear.


Male Human Cleric of Abadar 5| 33/33| AC 18, T 11, FF 17| F:+7, R:+4, W:+9, | Perp: +12 Init: +1| Channel 7/7

Rowane steps forward and levels his crossbow at a kobold at the far west corner and pulls the trigger

attack: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d8 ⇒ 2

The Exchange

Investigator (Empyricist) x3, *Wizard Variant | HP:14/21 | AC:17 T:13 FF:14 | Speed:30 | CMB: 3 | CMD:16 | F:+1 R:+6 W:+3 | +2 more vs. enchant | Init:+3 | Perc: +11* | Stealth: +9 | Darkvision(60') | Light Blindness | Immune to Sleep, v. Traps +5, Trap Sense+1 | Inspiration +1d6, 4/4

Come on, big money!

Acro/AA: 1d20 + 7 ⇒ (7) + 7 = 14     Oooh, SO close to another bonus…


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 2 (ongoing):

Initiative Order
Party (Arien, Master Temperance, Rowane acted)
Kobolds

Even with Arien's help, Master Temperance is unable to manage the jump. Rowane's accuracy with the crossbow is as it was expected to be.

Huc and Fynn, you're up!


Huc moves forward and tries to help lift the gnome up onto the ledge. ”Fynn, defend!” he grunts as he works.

An Aid Another to try to get Master T up there. Then commanding Fynn to defend Huc.
Climb, Aid Another, DC10: 1d20 + 5 ⇒ (17) + 5 = 22; success!
.
Handle Animal, DC10: 1d20 + 8 ⇒ (10) + 8 = 18; success!


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Huc puts his shoulder into it and manages to get Master Temperance up into the fight, where the gnome misses. The two kobolds on the ledge with him drop their slings, snatch up spears, and stab fruitlessly at Master Temperance. The others focus their attention on the tallest target not in a fight and send a fusillade towards Huc. Only two hit for 1 HP and 1 NL.

Round 3:

Initiative Order
Party
Kobolds

Party up again!

Dice rolls:
Spear to monk: 1d20 + 1 ⇒ (13) + 1 = 14
Spear to monk: 1d20 + 1 ⇒ (10) + 1 = 11

Sling to Huc: 1d20 + 3 ⇒ (1) + 3 = 4
Sling to Huc: 1d20 + 3 ⇒ (5) + 3 = 8
Sling to Huc: 1d20 + 3 ⇒ (8) + 3 = 11
Sling to Huc: 1d20 + 3 ⇒ (14) + 3 = 17
Sling to Huc: 1d20 + 3 ⇒ (17) + 3 = 20
Sling to Huc: 1d20 + 3 ⇒ (11) + 3 = 14

Sling damage: 1d3 - 1 ⇒ (1) - 1 = 0
Sling damage: 1d3 - 1 ⇒ (2) - 1 = 1


Huc drops his axe as he draws out his sling, into which he pops a stone.

Retrieve sling. Load it.

Fynn continues his defensive stance, growling menacingly at the little attackers.

Full Defense for Fynn; AC 23 for the round.

"Now'd be a good time for those legendary crossbow skills, Rowane."


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 3 (ongoing):

Initiative Order
Party (Huc acted)
Kobolds

Huc prepares for a sling duel with the kobolds, while Fynn growls defiance.

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