Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
Recruitment   Play-by-Post   Play-by-Post Discussion  
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

PaizoCon 2013!

Search

Links
Shop
Messageboards

Climbing / Swimming / Using Chairs / etc., by Korvak

Spontaneous Casters and Downtime spell research, by Kudaku

"Answered in the FAQ" but not..., by Drogon

Natural 20s and Natural 1s [Delver's Diary], by Fromper

How to Travel the Planes?, by Lincoln Hills

Player upset over cursed item; what to do?, by TheRedArmy

Summoner: Broken or Awesome, by Buri

Xbox one is coming, by Ivan Rûski

Dragon's Crown, by Azure_Zero

Keep on the Borderlands, Pathfinder Edition, by Leicester

Kensai / Dragon Disciple, by Artanthos

Sorceror w / one level of Fighter, by Sir Thugsalot

What about some details in the online game?, by Nihimon

Combat Manager application, by DreamGoddessLindsey

Need help moving to a new state, by Kelsey MacAilbert

Online Campaigns

Looking for high (20+) level game, by Eben TheQuiet

Shadow over Riddleport, by Samaritha Beldusc

DaWay's First Steps (Group 1), by DaWay

The Varisian Sandbox - Gameplay Thread, by Hammas

Wolfman DM's Golarion Sandbox Discussion, by Gunser of Biston

Aardvark's "Nothing Venture Captained, Nothing Gained" Shattered Star Campaign, by Aardvark DM

Arcenture Science: the Birthing Pod Project.(RP 30 Lvl 4), by Svitz

DM Corvus' Blood & Mist, by Jossem Rook

Savage Curse of the Crimson Throne OOC Discussion, by Patrik Ström

DM Barcas - Skull & Shackles: Freedom of the Sea, by DM Barcas

Baldwin the Merciful's, CoT Campaign, by Euphemia di Nereis

Tom - Second Darkness, by Sable Eboncrow

Bloodlines - A Dark Ages V20 Campaign, by Storyteller Shadow

Kingmaker: The Stolen Lands, by Fizzwiddle Glockenfleffor XXII

DM Cuc - Kingmaker Campaign for Group B Discussion, by Thomas Chambers

Paizo / Messageboards / Online Campaigns
RSS RSS RSS Facebook Twitter Email


First Steps
Game Master CRobledo

In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.



Search Thread
Search this Thread:
851 to 900 of 1,475 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Whoa! Fung flinches, Hey! Did you do that on purpose?

Sense Motive 1d20 + 7 ⇒ (11) + 7 = 18

Andoran

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Harper drops his scimitar as a free action and b+$&* slaps the man.

1d20 - 2 ⇒ (6) - 2 = 4

Say what again!

Vermy...thanks for getting my back earlier!

Moves away from the statue.

Sczarni

Male Half Orc Druid (Saurian Shaman)/5
Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors

To be fair, Vermin will do a sense motive on that to see if he thinks it was intentional. A high roll here could save this things live IF it was unintentional...

Hey, you burned my friend again! Vermin looks suspiciously at the creature.

Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21

Edit: I am a dice god today. Bring on the fight. :)

Grand Lodge

Human Oracle of Life 14

Griff moves over to heal Harper, but doesn't stay in the apparent "fire path" of the statue.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7

Andoran

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Thanks Griff! That guy is trying to burn my rope!


GM rolls:

If you are reading this, you are cheating >=)

SM says he is telling the truth

I promise! please. What does Fletzer have to do to be let go?

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

What is that way, indicating the South exit, What dangers can we expect to face?

Cheliax

AC19(22)/Touch13/Flatfoot16(19)/CMD 18||HP 12/[12]|Init +2|Fort:+4 ;Ref:+2 ;Wil+2|Percept +2/Sense Motive +3 Male Human / Cheliaxian Fighter/1

Anything special about the Katana? Magical perhaps?


To the south, more kobolds. Rebels! They want me dead. The green dagger, definitely not a weapon. Not made of metal, you see.

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

We have much more to find, though our mission for Amara Li is complete. We have the Qadiran's request as well. What do you guys think?

Andoran

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Agreed noble Fung! I say we carry on. We still need to find documents and eradicate this lair of undeath. May I see the katana?

Cheliax

AC19(22)/Touch13/Flatfoot16(19)/CMD 18||HP 12/[12]|Init +2|Fort:+4 ;Ref:+2 ;Wil+2|Percept +2/Sense Motive +3 Male Human / Cheliaxian Fighter/1

Luccinus nods as Harper asks for the Katana.

I am happy to push on

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Well then, little Fletzer... let us not see you again, Fung says with a sly smile.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

"Should we not bring this fellow with us - or at least subdue him in some way?"

Andoran

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

*Inspects the katana*
*Casts detect magic*
Appraise check: 1d20 + 0 ⇒ (3) + 0 = 3

Sczarni

Male Half Orc Druid (Saurian Shaman)/5
Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors

Addressing his party, but talking at the creature Vermin comments Well, he has not given us munch information of value, not even the name of his kind. We could give him to those Kobolds in revolt to answer for his crimes against them...

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Fung flinches at the thought, I'd say let him leave with the knowledge that if he sees us again, he will meet his end...


GM rolls:

Fung perception
1d20 + 7 ⇒ (13) + 7 = 20

Fung perception
1d20 + 6 ⇒ (15) + 6 = 21

Between Fung and Harper, they inspect the Katana. It has a blade made of pure jade instead of metal, and it will probably break quite easily if used in combat. It is also not magical.

After Fung says he doesn't want to see Fletzer again, he starts bolting for the well.

Any of you can try to stop him if you want.

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Let's finish this, Fung seems relieved, letting out a breath as he puts a hand on Harper's shoulder, You guys ready to go?

Sczarni

Male Half Orc Druid (Saurian Shaman)/5
Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors

Vermin starts to take his AOO on instinct, but then has a change of hart and lets the creature run. Agreed. Lets finish this.

Grand Lodge

Human Oracle of Life 14

Through the south door to the so-called "rebels"?

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Sounds good, let's get this done... Fung begins walking toward the South door.


New Map

At the back of the room, 4 kobolds are piled on the back. The three up front have spears drawn, just pointed at you. The do seem more defensive than offensive with them though. They are chattering loudly at you.

Draconic:

Wait, what is going on!?
What happened to the fire speaker!?
Where is everyone?
We want to know!

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Taking a defensive stance as well, Fung carefully tries to look unthreatening, Easy there little ones... we don't want to fight you...

Charisma check: 1d20 + 1 ⇒ (11) + 1 = 12

Looking quickly around the room, does it look like we will need anything from this room?

Perception 1d20 + 7 ⇒ (14) + 7 = 21


This large room is an aged gallery. Its once-decorated walls have been stripped of the original mosaics and its decorations replaced with Draconic graffiti, crudely etched into the walls. Other than the scrawl on the walls, the chamber is noticeably cleaner and less dusty than the dungeon’s other rooms.

The kobold in the very back says: Ooh. Common. I, common speak. We kobold. Hate fire speaker. Fire speaker away tribe take. You, how get past fire speaker?

The grafitti on the wall spells:

Draconic:

The graffiti is nothing more than a group of names in Draconic (Tarka, Gogot, Rexus, and Lurtil among a few others that are hard to read) interspersed with short phrases such as “All hail the fire speaker!” and “The flame lives!”

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

We beat him, and chased him off... your fellow tribe members are hurt but will live. We left them in the other room, Fung speaks slowly and carefully, not used to being the diplomat, We need to find some papers and we will leave your territory. Can you help us?

Grand Lodge

Human Oracle of Life 14

We mean you no harm if you do not mean to harm us. We did not come here to kill kobolds. Please, lower your weapons and we can talk.

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24

Sczarni

Male Half Orc Druid (Saurian Shaman)/5
Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors

Vermin listens to the Kobold speaking common and responds. Fire Speaker tricked you. Anyone can make statue breath fire. Just say the word 'Fisshae' and you will see. Thinking for a moment Vermin adds You speak good Common. You must be very smart Kobold. You should be new chief.


We no friends of other kobolds. They, heretics. We no fight big folk. We see papers before. In stinky room. Other papers in center room. Kobolds not care for paper. I tried read. Hard words. If evil fire speaker gone, kobolds re-take altar room! We close well!

They seem to be somewhat cheering and lowering spears now.

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Many thanks, friend. We will get our papers and be on our way then. Can you tell us what dangers we might encounter that way? Fung gestures, pointing to the South.

Andoran

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

*Harper lowers his weapon and begins to celebrate with the kobolds (attempting to mimic their celebration)*


We no go to south room. Funny noise. Sounds as bad idea. That why we trapped in room. Now we can go altar room! Other places here... Slimy thing near stinky room. Weird ugly big folk woman outside. Some bugs.

Sczarni

Male Half Orc Druid (Saurian Shaman)/5
Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors

We have ended the weird ugly big folk woman outside. She was already dead, but not smart enough to stop walking around. We... convinced here to lay still.

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

What do you guys think? I think based on the map, we could get to the central room from going back around... it seems like we may have some obstacles to the South. I am up for the South, but only if you guys want to...

Andoran

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

I agree Fung. I say we backtrack and then head north in the middle.

Sczarni

Male Half Orc Druid (Saurian Shaman)/5
Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors

Agreed

Grand Lodge

Human Oracle of Life 14

S..seems reasonable. Lead the way.

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Fung leads the way to the Southern passage, Harper, your lights will be welcome.

EDIT: Fung waves to the kobolds, Farewell, my new friends!

Grand Lodge

Human Oracle of Life 14

FYI, from before, the potions that the "fire speaker" gave us, I had a 10 Spellcraft on the first potion and a 23 on the second potion.

Cheliax

AC19(22)/Touch13/Flatfoot16(19)/CMD 18||HP 12/[12]|Init +2|Fort:+4 ;Ref:+2 ;Wil+2|Percept +2/Sense Motive +3 Male Human / Cheliaxian Fighter/1

It may be a good idea, Friend Griff, if you renewed the light source on my shield also

After having the spell renewed, I will return to marching order and lead the way.

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

By all means, Sir Luccinus, Fung allows him by and resumes his spot behind the armored warrior.


You go back around and get to the small hallway depicted on the poor undead's map. You have a door to your left and a door to your right. At the end of the narrow hallway, another of the Kelish statues looks at you, this time a three-headed hydra.

ill get the potions in the morning

Lantern Lodge

Male Human (Tian Shu) monk of the Four Winds 3 (hp 22/22 | AC 17 temp 20 | Per +9 | Init +5 | Fort +5 | Ref +5 | Will +7)

Check left door first?

Cheliax

AC19(22)/Touch13/Flatfoot16(19)/CMD 18||HP 12/[12]|Init +2|Fort:+4 ;Ref:+2 ;Wil+2|Percept +2/Sense Motive +3 Male Human / Cheliaxian Fighter/1

Left

Sczarni

Male Half Orc Druid (Saurian Shaman)/5
Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors

Yes, lets go left.


potions are blur and CLW

At the end of this corridor sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.

The door to the left, is stuck.

Harper and Vermin's passive perception tells you: it seems to have been wedged shut on purpose, not just fallen into disrepair, and also that you can probably try to pry it open with force.

Andoran

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Vermy...smash!

Sczarni

Male Half Orc Druid (Saurian Shaman)/5
Stats:
HP:38/38 || AC: 21, touch: 13, flat-footed: 18 || Fort: +6, Ref: +5, Will: +7; +4 vs. spell-like and SN Fey abilities/effects that work on plants. Init: +3/Perception: +14/16 vs traps and secret doors

Vermin will move forward and try to open the door.

Open Door: 1d20 + 4 ⇒ (17) + 4 = 21


Vermin is indeed able to open the door. With a loud cracking sound, the door is open and now un-stuck. Some clicking and hissing noises come from inside the room, and an eerie, fiery glow fills the halls...

initiative rolls:

Initiatives:
Harper: 1d20 + 6 ⇒ (9) + 6 = 15
Griff: 1d20 + 0 ⇒ (13) + 0 = 13
Fung: 1d20 + 5 ⇒ (4) + 5 = 9
Luccinus: 1d20 + 2 ⇒ (2) + 2 = 4
Xavier: 1d20 + 5 ⇒ (8) + 5 = 13
Vermin: 1d20 + 4 ⇒ (6) + 4 = 10
BBEG: 1d20 + 0 ⇒ (19) + 0 = 19

R1 Order will be:
BBEG
Harper
Xavier
Griff
Vermin
Fung
Luccinus

A glowing giant beetle steps to E3 in front of Vermin, and takes a bite!

ATK: 1d20 + 1 ⇒ (10) + 1 = 11
DMG: 1d4 ⇒ 4

That does not bite a flatfooted Vermin. Harper up.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Posting now - I'll be out most of the day.

Xavier mutters a few words and enchants his staff with arcane power. He then steps up and attacks the beetle with a two-handed strike from his quarterstaff.

Quarterstaff Attack: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8 for 1d6 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11

851 to 900 of 1,475 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post / GM Nel's First Steps Series All Messageboards

Want to post a reply? Sign in.



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.