GD3 - Fangwood Keep (Inactive)

Game Master Magabeus

Claim the castle!


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Fiend series | Shackles

The half-elves follow Clair into the passage in the wall. "We will wait here for your return, thank you! they exclaim.

The fog of war has been removed from the map for what the half-elves know. I will also get the upper floor up later. What do you do?

EDIT: Second floor also online. Also the "F" on the maps represent trapdoors in the floor.

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

We should start by exploring the corridors we're in, between the outer wall and the rooms.


Fiend series | Shackles

The half-elves suddenly seem to remember something. "Just to the right of this room there is also a door. We don't know what is in there. Sometimes a small team of monsters is send in there. The colonel always opens the door himself and then locks it after him. I have never seen anyone return from that room"

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

"Well, let's see what's there, then, shall we?" Boram moves to the door and, assuming there are no objections, begins working on the lock.

Disable Device (Take 10, Masterwork Thieves' Tools): 10 + 8 + 2 = 20


Fiend series | Shackles

Boram's casual attempt at opening the lock does not succeed. He thinks that if he tries hard he is able to open the lock.

GM Dice:
Stealth Boram: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 9 - 10 ⇒ (19) + 9 - 10 = 18

Spoilers with 'GM' are supposed to be behind the GM screen, looking at them might spoil your experience

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Garret looks at Clair slightly wide eyed for a moment.

"Raising the dead is a hobby? I'd hate to see what your day job is!"

With that, the guide moves up to the door ready for when Boram is able to open it.


Fiend series | Shackles

Garret (and others), you can move your tokens on the map. Not only does that save me some 'work', it also avoids misunderstandings.

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

"I work as a part-time gravekeeper at my father's cemetery," Clair replies enthusiastically to Garret. "I'll take over when he retires."

Clair follows after Boram and Garret, and patiently waits to see if Boram can open the door.


Fiend series | Shackles

I believe you have decided to try some more

Boram disable device:

Disable Device: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Disable Device: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11

GM Dice:

Some more disable device checks,
Disable Device: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Disable Device: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Disable Device: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Auric Stealth: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Boram Stealth: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Clair Stealth: 1d20 - 3 + 2 ⇒ (10) - 3 + 2 = 9
Garret Stealth: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
Yakima Stealth: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Perception: 1d20 + 9 - 16 ⇒ (18) + 9 - 16 = 11

Stealth: 1d20 + 12 ⇒ (4) + 12 = 16
Auric Perception: 1d20 + 8 + 2 - 6 ⇒ (9) + 8 + 2 - 6 = 13
Boram Perception: 1d20 + 8 + 2 - 6 ⇒ (18) + 8 + 2 - 6 = 22x
Clair Perception: 1d20 + 7 + 2 - 6 ⇒ (11) + 7 + 2 - 6 = 14
Garret Perception: 1d20 + 12 + 2 - 6 ⇒ (14) + 12 + 2 - 6 = 22x
Yakima Perception: 1d20 + 6 + 2 - 6 ⇒ (8) + 6 + 2 - 6 = 10

Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Auric Perception: 1d20 + 8 + 2 - 6 ⇒ (10) + 8 + 2 - 6 = 14
Boram Perception: 1d20 + 8 + 2 - 6 ⇒ (16) + 8 + 2 - 6 = 20
Clair Perception: 1d20 + 7 + 2 - 6 ⇒ (8) + 7 + 2 - 6 = 11
Garret Perception: 1d20 + 12 + 2 - 6 ⇒ (14) + 12 + 2 - 6 = 22
Yakima Perception: 1d20 + 6 + 2 - 6 ⇒ (15) + 6 + 2 - 6 = 17

Boram:
While you are working on the lock you think you hear something from the room to the north. It sounds as if some water is dripping on the floor. When you try to identify the noise it stops. Unfortunately the lock still isn't open, you have been trying it three times in total now

Garret:
While Boram is working on the lock you think you hear something from the room to the north of the corridor you are in. It sounds as if some water is dripping on the floor. When you try to identify the noise it stops

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram sighs quietly, "There is a dripping sound to the north. Check on it while I get this open." Boram continues to attempt to open the lock.

Rolls:

Disable Device: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Disable Device: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Disable Device: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Disable Device: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Disable Device: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Disable Device: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Disable Device: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Disable Device: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Disable Device: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Disable Device: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Garret nods.

"I heard it to, but it suddenly stopped."

The second halfling keeps down and moves towards the where the dripping was coming from, hoping to see if he can pick it up again.

Perception: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22

Stealth: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26

Garret will open the door and have a look in if he needs too.

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

At the mention of the noise, Auric draws his bow, remaining on the lookout.

-Posted with Wayfinder


Fiend series | Shackles

Initiative Rolls:
Auric Initiative: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Boram Initiative: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Clair Initiative: 1d20 + 0 + 2 ⇒ (7) + 0 + 2 = 9
Garret Initiative: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Yakima Initiative: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Bugbear: 1d20 + 2 ⇒ (12) + 2 = 14

Initiative
Yakima
Garret (move action used)
Auric
Boram
- - -
Bugbear
- - -
Clair

Everyone is on edge because of Boram's warning, but it still comes as a surprise that there is a massive bugbear standing just behind the door! Apparently Garret was just a tad quicker in opening the door. The monster has a greatclub in his hands and looks ready to lay on the hurt!

No surprise round, Garret has opened the door, so that was his move action. I suppose that everyone except Boram has weapons in hand.

Everyone above the first - - - can act, so that is Yakima, Garret, Auric and Boram. First to post in this bracket is first to act.

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair, unless described otherwise, carries her scythe in her hand :)

Clair's a bit slow to realize what's going on. "Hmm? Water dripping...?"

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

Auric takes a step aside to get a better aim at the bugbear, then calls upon his luck to unleash two arrows at the hulking creature.
Swift: Archaeologist's Luck (self-buff)
Shortbow, Rapid Shot, Luck, Heroism, PBS: 1d20 + 6 + 2 + 2 + 1 ⇒ (20) + 6 + 2 + 2 + 1 = 311d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Confirmation: 1d20 + 6 + 2 + 2 + 1 ⇒ (11) + 6 + 2 + 2 + 1 = 222d6 + 4 + 2 ⇒ (5, 5) + 4 + 2 = 16

Shortbow, Rapid Shot, Luck, Heroism, PBS: 1d20 + 6 + 2 + 2 + 1 ⇒ (14) + 6 + 2 + 2 + 1 = 251d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Feel free to apply soft cover penalties, I don't remember them by heart. I seem to remember it's -4, but not 100% sure. He's still flat-footed, right?


Fiend series | Shackles

He hasn't acted, so yes; he is flatfooted. Indeed, softcover applies and is -4. Also Rapid shot is -2, not +2 ;-).

Auric steps aside and shoots two quick arrows in the bugbear, the first one penetrating almost to the flights in the monster's biceps!

Initiative
Yakima
Garret (move action used)
Boram
- - -
Bugbear (29 damage)
- - -
Clair
Auric

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Hearing Garret's yelp of surprise, Boram drops his thieves' tools and rushes headlong into the room, drawing his morningstar and dodging around the bugbear. Once there, he swings at the beast, taking advantage of his position.

Move action: As indicated on map, drawing morningstar
Standard action: Attack bugbear
Attack (Morningstar, Flanking): 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage (Morningstar): 1d6 + 2 ⇒ (4) + 2 = 6

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

The -2 is already accounted for in the +6: +3 BAB +4 Dex +1 Mwk -2 RS. One of the +2 is the Heroism, the other is the Luck bonus from Archaeologist's Luck.

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Yakima shifts to the left to line up a shot and fires her crossbow.

Crossbow: 1d20 + 6 + 1 - 2 ⇒ (14) + 6 + 1 - 2 = 19 damage: 1d8 + 1 ⇒ (1) + 1 = 2

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Whoops should be -4 for cover not the -2 I had in there. So I hit a 17.


Fiend series | Shackles

I have shifted everyone a bit, in my opinion it is better to stick to the hallway grid then to adjust everyone to the real grid when you leave the hallway.

Could you all include the modifiers separately in your attacks / skill checks. I prefer to see it like this: {dice=Attack, Point Blank Shot, Luck, Deadly Aim, Rapid Shot Cover}1d20+8 +1 +2 +2 -2 -2 -4{dice} That way I can easily see if you missed anything and know what the source of the additional modifiers after your normal to hit are. Thanks!

Borram Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7
Borram tries to dart past the bugbear, but does not see an opening.

Borram, failing the acrobatics to pass the bugbear means you loose your move action. I read that as you don't get started at all.

Auric: I later realized that your rapid shot was not possible. You can't move diagonally past a corner, so should have taken you move action to move. I have therefore subtracted the damage of your second shot (4).

Yakima sends a bolt at the bugbear, unfortunately it only does minor damage.

Initiative
Garret (move action used)
Boram (move action used)
- - -
Bugbear (27 damage)
- - -
Clair
Auric
Yakima

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

I took a step sideways, moving one square East.

-Posted with Wayfinder


Fiend series | Shackles

my bad, I thought you were in the corridor, will change later


Fiend series | Shackles

Initiative
Garret (move action used)
Boram (move action used)
- - -
Bugbear (31 damage)
- - -
Clair
Auric
Yakima

Waiting until tomorrow morning (14 more hours) until Garret and Boram enter "Total defense"

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Realising he briefly has the drop on the bugbear, Garret looses a point blank shot at it from his longbow.

+1 Longbow w/Point Blank Shot: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 301d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

I shouldn't provoke as the bugbear is flat footed as it hasn't acted yet.


Fiend series | Shackles

Power attack: 1d20 + 12 - 1 ⇒ (1) + 12 - 1 = 12 Sigh

Garret enhances the 'pincushion' look that the bugbear is sporting. Boram can't decide what to do so he stays near the door he was trying to unlock.

The bugbear lifts his mighty club and tries to hit Garret, the stupid beast did not take into account that the club has to pass through the doorway, he smashes the frame with a mighty bang! The effect is that plaster rains down on the beast and Garret escapes a world of hurt!

Initiative
Clair
Auric
Yakima
Garret
Boram
- - -
Bugbear (35 damage)
- - -

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

Stopping Archaeologist's Luck, though its effects linger for two rounds thanks to Lingering Performance.

Auric shoots another volley of two arrows at the hulking creature.

Shortbow, RS, Luck, Heroism, PBS, soft cover: 1d20 + 8 - 2 + 2 + 2 + 1 - 4 ⇒ (8) + 8 - 2 + 2 + 2 + 1 - 4 = 151d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Shortbow, RS, Luck, Heroism, PBS, soft cover: 1d20 + 8 - 2 + 2 + 2 + 1 - 4 ⇒ (19) + 8 - 2 + 2 + 2 + 1 - 4 = 261d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Fiend series | Shackles

The bugbear nimbly evades the first of Auric's arrows. He did not count on the next one though. He now is truly resembling a porcupine.

Initiative
Clair
Yakima
Garret
Boram
- - -
Bugbear (42 damage)
- - -
Auric

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Yakima reloads and fires again

attack, point blank, cover: 1d20 + 6 + 1 - 4 ⇒ (17) + 6 + 1 - 4 = 20 damage, point blank: 1d8 + 1 ⇒ (2) + 1 = 3

and... she wings him again.

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

"Garret, please move." Clair waits for Garret to move from his spot, and will then move to his current spot with a 5-foot step.

@Garret: Could you please move my token when you move yours? We can just keep switching spots with 5-foot steps, if the bugbear lives past this round.

When in position, Clair swings her scythe at the bugbear.

+1 Scythe: 1d20 + 5 ⇒ (17) + 5 = 22 Two-handed damage, +1: 2d4 + 4 + 1 ⇒ (3, 1) + 4 + 1 = 9

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Sorry for the delay...

Regarding the acrobatics roll, I assumed that the bugbear was flat-footed, since it hadn't acted. Sorry about that.

Boram, not seeing an opening, and not wishing to risk passing by the bugbear, stays put.


Fiend series | Shackles

Boram, even though he was flatfooted he is still an enemy and not helpless, therefore you needed the acrobatics roll.

Yakima sees a spot without an arrow or bolt on the bugbear's arm and rectifies the situation smoothly.

Initiative
Clair
Garret
- - -
Bugbear (45 damage)
- - -
Auric
Yakima
Boram

Clair, in my opinion switching spots with 5 ft steps is not possible, actions are sequential and you are not allowed to end your movement in the same square as another creature unless that other is helpless. I do understand that the sequentiality of actions could be debated. Luckily Garret can move west and you can then follow.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Sure, but unless a creature has Combat Reflexes, they can't make AoO's anyway, so while not helpless, they don't threaten. Since you only need to roll for Acrobatics to move through threatened squares, it didn't seem necessary.

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

"By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act."

I should probably have worded it differently, but I mean to delay my turn until Garret's made his turn.


Fiend series | Shackles

No problem Clair, thanks for the clarification.

Boram, I now see where the confusion comes from. You needed the acrobatics roll to pass through an opponents square. And it is not possible to step into the kitchen without passing through his square because you can't step diagonal past corners.

GMPC'ing Garret

Garret steps aside to let Clair do her thing, he takes on a defensive pose just to be sure that he can't be hit by the bugbear. Then Clair attacks the beast, leaving a nasty gash on its face.

Power Attack: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Damage: 1d10 + 11 + 6 ⇒ (5) + 11 + 6 = 22

The bugbear is severely wounded but also very angry! It strikes once with a surge of strength and suddenly Clair lies on the ground with a massive dent in her skull and her hair covered in blood

Initiative
Auric
Yakima
Boram
Clair -2/20
Garret
- - -
Bugbear (54 damage)
- - -

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Seeing Clair go down, Garret steps over her to protect her, drawing his long sword as he does.

"You'll regret that!"

Long sword : 1d20 + 6 ⇒ (4) + 6 = 101d6 ⇒ 5

-Posted with Wayfinder

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Yakima will take a shot at the bugbear if Auric does not drop it. If Auric does drop the bad guy she will ready and use her wand of CLW on Clair.

option A:crossbow, point blank, cover: 1d20 + 6 + 1 - 4 ⇒ (2) + 6 + 1 - 4 = 5

option B:healing: 1d8 + 1 ⇒ (6) + 1 = 7


Fiend series | Shackles

Garret misses the bugbear while Yakima is waiting for Auric to act.

Initiative
Auric
Boram
Clair -2/20: stabilize roll needed
- - -
Yakima - readied action
- - -
Bugbear (54 damage)
- - -
Garret

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

Auric shoots two more arrows at the bugbear! Last round of lingering luck.
Shortbow, RS, Luck, Heroism, PBS, cover: 1d20 + 8 - 2 + 2 + 2 + 1 - 4 ⇒ (18) + 8 - 2 + 2 + 2 + 1 - 4 = 251d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Shortbow, RS, Luck, Heroism, PBS, cover: 1d20 + 8 - 2 + 2 + 2 + 1 - 4 ⇒ (1) + 8 - 2 + 2 + 2 + 1 - 4 = 81d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Then he takes a step aside to allow a better view for Yakima.


Fiend series | Shackles

Auric kills the monster! Yakima quickly heals Clair and you relax slightly. When you examine the bugbear you find:

a potion, masterwork studded leather, masterwork greatclub and a human skull.

In the kitchen you see a chair with a blanket next to it. In front of the chair stands an empty flask in a small puddle of oil.

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

Perception: 1d20 + 12 ⇒ (14) + 12 = 26

Garret picks up the potion once he is sure Clair is okay. The halfling pops to cap and sniffs the contents, trying to identify the liquid.

Use Perception to identify the potion.

-Posted with Wayfinder

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram, seeing that the others have taken care of the bugbear, turns his attention once more to the door beside him.

Not sure if you want to just use the previous rolls or if new ones are required, but just in case...

Disable Device rolls:

Disable Device (Masterwork Thieves' Tools): 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Disable Device (Masterwork Thieves' Tools): 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Disable Device (Masterwork Thieves' Tools): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Disable Device (Masterwork Thieves' Tools): 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Disable Device (Masterwork Thieves' Tools): 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

"What... just happened?" Clair mutters as she gets back on her feet.

She sees Yakima holding a healing wand, and gives her a quick nod. "Thanks."

Clair gets out her own wand of cure light wounds, and fully heals herself.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

After attaching her wand to her belt again, Clair patiently waits behind Boram.


Fiend series | Shackles

Garret pops the cork from the copper flask. It contains a thin and bubbly, translucent red violet colored potion that smells like ginger and mustard. It tastes foul on the tongue. Cure Moderate Wounds

Boram manages to unlock the door and opens it. The flagstone tiles of the room have all been pulled up and lie stacked against the walls. The room has been completely excavated, and picks and shovels still lie scattered about. The digging has unearthed an old circular staircase made of a lighter stone than the rest of the keep. The staircase begins at the bottom of a seven-foot-deep pit accessed by a short ladder, and leads down into darkness.

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

"This is a healing potion, if anyone wants it?"

Garret looks at the staircase, thinking for a moment.

"We should check down there, but I think we should check the keep first."

-Posted with Wayfinder

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

I could be convinced either way, but if we stay up stairs first we could end up having to deal with the entire force at once. I suspect we may find out the real reason for the capture of the keep below.

Grand Lodge

Male Halfling Ranger (Guide/Skirmisher) 13 HP: 107/107 | AC: 24 | T: 18 | FF: 17 | CMD: 29 | Fort: +13 | Ref: +19 | Will: +12| Init: +7 | Perception: +23 | Sense Motive: +4

"True, but the last thing we want is to get flanked by the force when we're stuck underground."

-Posted with Wayfinder

Dark Archive

Human (Chelaxian) Bard (Archaeologist) 8 | HP 54/54 | AC:21 T:16 FF:21 CMD: 22 | F+7 R+16 W+9 | Init +6 | Perc +16 Trap spotter

"You're making an excellent point Garret. I think we should go up first, then clear the level we're on, then go down."

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

As I said, what ever the rest of you decide is fine with me. Up is just as good as staying on this level. But, I would like to suggest we continue our survey of the interstitial corridor first, it may give us a better idea of the numbers of threats on this level.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram nods brusquely, "Fine. We can explore the remainder of the keep, but keep this in mind: one doesn't lock a door with a lock of this quality without fearing whatever is on the other side, or fearing its discovery."

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