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GM Blood's Age of Worms in Golarion
Game Master David James Olsen



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1,501 to 1,550 of 4,139 << first < prev | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | next > last >>

AC 20/T 19/FF 16; F/R/W +8/+8/+7; Max HP 48; Current HP 26

"How is the last person going to get down? I don't think one person can move that thing by himself."


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

"There has to be a way to send the little room back up from below. Before anyone else goes down, Rowena, see if you can find out how to do that. Maybe Kelkzar should go first, then, since he can see in the dark."


AC 20/T 19/FF 16; F/R/W +8/+8/+7; Max HP 48; Current HP 26

Rowena shrugs and gestures got Kelkzar to head in before her.

"Ladies first?" she asks with a giggle.


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

"You know, I think I have just the skirt in my pack, let me see...I'm happy to head in first. Let me see what I can find." Kelkzar enters the chamber.


AC 20/T 19/FF 16; F/R/W +8/+8/+7; Max HP 48; Current HP 26

"Kelkzar in a skirt? I think I'd rather go back and eat with the zombies than see that!" Kelkzar hears as he descends down the shaft (hopefully).


Human Wizard (Diviner, Foresight subschool) 5 HPs 36/36 AC 16 FF 14 T 12 CMD 13 Fort +3 Ref +3 Will +4 Init +10 Per +0

"We certainly wouldn't want to be trapped down there. If there is no way to operate the lift from down there, we may be best to not explore that for the time being."


Sorry for the delay in getting this up. Holiday weekend and all plus an off site install today made this very late.

Kelkzar enters the small chamber and seconds later the doors close and the cylinder goes down.

Kelkzar:
You have the sense of moving down for a few moments and then when it stops, the doors open back up.

Map of Room

The metal chamber you are in is in the upper curved portion of the room.

Quote:

The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference almost as if they are paying homage to the viewer.

About fifteen feet to the west, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, however, as a large stone block obscures most of the passage.

You are currently in the metal chamber looking out into the room.

Please post back your action in spoiler since you are cut off from the rest of the group


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

GM Blood:

Kelkzar looks around the room, listening for movement and sniffing the air for any signs of trouble.
Perception 1d20 + 7 ⇒ (1) + 7 = 8
He step just outside the chamber into the room, looking left and right for any levers or other indicators of how to work the chamber from this level.
It is dark except what he can see with darkvision, correct?


Kelkzar:

Yes completely dark down here

As you exit the chamber, the doors immediately close and the chamber disappears into the ceiling. You feel a slight breeze as it moves up. The ceiling is sealed up and you can barely tell where it went up.

You also see what appears to be a button of some sort near where the metal chamber landed.

The stone block is roughly 10 feet wise by 8 feet tall by 2 feet deep. It nearly seals of the passage to the West. A large niche about the same size as the block opens up into the celing above it. There is a layer of dust over everything in the room.

After the chamber disappears, a few seconds later it reappears and the doors open. The chamber inside is empty with no sign of Kelkzar.


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

GM Blood:

Looks like a deadfall caught someone in here, but I'm going to wait to check that out until we have more of us here. I suppose that button might be what calls it back down here. Either that or its going to do something horrible to me. Kelkzar pushes the button.


Kelkzar:
After you push the button a whoosh of air comes and the chamber reappears

As the chamber appears, it quickly shuts its door and disappears again


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

"I hope that's a good sign." Quintus looks a little worried, though, and stands ready to attack if anything hostile comes out of the little chamber when/if it returns.


HP 19/29 AC 17. Non-mutagen: AC17/14/13;F:+5 R:+7 W:+0 Mutagen: AC 20/15/15; F:+5 R:+9 W:-1

Lessien starts counting the seconds.


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

GM Blood:

Kelkzar steps back in when it reappears.


A few seconds later the chamber returns and Kelzar is inside


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

Quintus lowers his sword as he sees who's in the little room. "What's down there?"


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

"A small chamber that leads to more. It is dark so the rest of you will need to bring light. There are more sculptures. Everything is dusty and I did not hear anything. It looks like a deadfall may have dropped sometime in the past. I think we'll be able to pass it, but we will have to be wary of traps. And there is a button to summon this chamber. We should not have to worry about getting stuck."


HP 19/29 AC 17. Non-mutagen: AC17/14/13;F:+5 R:+7 W:+0 Mutagen: AC 20/15/15; F:+5 R:+9 W:-1

Lessien considers. "If there's a new area to explore, can we call it a day for now? I would feel a lot better about this if we weren't completely tapped on magic."


HP 48/48; AC 21+2-1 w/ shield and EP/11-1/20+2 Used LoH(2/5) Used Smite (0/2) Effects: Divine Favor, Bless, Bull Strength, Enlarge Person

Trevor follows with intent, still not sure as to how they would all make their way down anyway. "I'm good to keep going..." The words come out, but with little conviction behind.


So you rest the night and recoup from your battle with the pair of Wind Walkers. You head down below, one at a time into the section below the yellow alcove

Map of Room
The metal chamber you are in is in the upper curved portion of the room.

Quote:

The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference almost as if they are paying homage to the viewer.

About fifteen feet to the west, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, however, as a large stone block obscures most of the passage.

As you exit the chamber, the doors immediately close and the chamber disappears into the ceiling. You feel a slight breeze as it moves up. The ceiling is sealed up and you can barely tell where it went up.

You also see what appears to be a button of some sort near where the metal chamber landed.

The stone block is roughly 10 feet wise by 8 feet tall by 2 feet deep. It nearly seals of the passage to the West. A large niche about the same size as the block opens up into the celing above it. There is a layer of dust over everything in the room. (disturbed where Kelkzar was before)


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

Before resting, Quintus channels energy to heal one last time. Everyone take back 1d6 ⇒ 1 HP.

"Do we try to squeeze around the block, or go over it?"


You think it is possible for the right person to squeeze through the opening at the top Escape Artist DC 25 otherwise you would have push the block as a group (up to three could push it together)


AC 20/T 19/FF 16; F/R/W +8/+8/+7; Max HP 48; Current HP 26

Rowena with a grease spell could probably do it, but showing up on the other side along and squished with baddies milling about would not be fun. She votes for pushing. Her, Kelkzar and Trevor have the best Strength? She only has a +1 bonus.


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

Quintus has a +3, and IIRC Kelkzar and Trevor are +4 each. Quintus has pretty good physical stats; it's just that I can't roll for squat :-(, and he's typically using a 1d6 weapon with a decent crit range.


Human Wizard (Diviner, Foresight subschool) 5 HPs 36/36 AC 16 FF 14 T 12 CMD 13 Fort +3 Ref +3 Will +4 Init +10 Per +0

"Kelkzar, how did you get back up from here? That button there?"

Regarding the stone block "I would prefer to push it aside or topple it. I don't care for the notion of going past it one of us at a time."

Is it something that they could take 20 on to push it away? Can Rauno make an engineering check to give them a bonus as well, perhaps advising on where to apply pressure, etc.?


I'll take strength checks from the three pushing and take the highest with +2 from each of the other two assuming its above 10. A successful engineering check can give an additional +2 sure.


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

Quintus STR check: 1d20 + 3 ⇒ (8) + 3 = 11


Human Wizard (Diviner, Foresight subschool) 5 HPs 36/36 AC 16 FF 14 T 12 CMD 13 Fort +3 Ref +3 Will +4 Init +10 Per +0

Knowledge Engineering 1d20 + 9 ⇒ (20) + 9 = 29


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

That better be good enough.


30 is the DC for the bonus, so close Rauno!....just kidding


HP 48/48; AC 21+2-1 w/ shield and EP/11-1/20+2 Used LoH(2/5) Used Smite (0/2) Effects: Divine Favor, Bless, Bull Strength, Enlarge Person

Trevor plants his feet and pushes.

Str: 1d20 + 4 ⇒ (1) + 4 = 5

"I'm. Not."


Hopefully Kelkzar can get a good roll on his push


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

Kelkzar braces himself. "Well, I certainly don't want to squeeze. Might have to see if that skirt has a girdle if I'm to have any chance. I think I'll push." Straining against the block he gives it a mighty push.
1d20 + 4 ⇒ (19) + 4 = 23


Kelkzar has a strong push and with Quintus's help along with Rauno's clues on positions and where to push, the huge slab topples over to the north. Unfortunately the slab was on top of a pressure plate and when it was moved off, a green gas starts to come out of the mouths of the bas-relief images.

Map of Room

On the map, C3 is open now with the slab shift north (left)

For GM Blood:

Initiative Rowena Lordail 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Trevor the Yellow 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Rauno Redpath 1d20 + 9 ⇒ (15) + 9 = 24
Initiative Lessien Nenmacil 1d20 + 6 ⇒ (6) + 6 = 12
Initiative Kelkzar Redjaw 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Quintus 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Monster 1d20 + 4 ⇒ (17) + 4 = 21

I'll need Fort saves and your actions. Rauno and Quintus first before anyone else's actions (You can do saves early if you'd like).

Initiative Order - Rauno, Quintus, Kelkzar, Trevor, Lessien,Rowena


AC 20/T 19/FF 16; F/R/W +8/+8/+7; Max HP 48; Current HP 26

Fort: 1d20 + 5 ⇒ (15) + 5 = 20


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

FORT save: 1d20 + 5 ⇒ (2) + 5 = 7

Quintus attempts to move out of the cloud, down the hallway to the west to C-6.


Human Wizard (Diviner, Foresight subschool) 5 HPs 36/36 AC 16 FF 14 T 12 CMD 13 Fort +3 Ref +3 Will +4 Init +10 Per +0

Prescience 1d20 ⇒ 8

Fort save 1d20 + 2 ⇒ (3) + 2 = 5

Rauno will delay until after Kelkzar.

Which squares is the poison gas in? Is it the entire hallway?


Sorry the gas is only in the room, not the hallway that is clear. The only way out of the room other than the elevator is at C3, the rock slab blocks the other 5' of the hallway.

Rauno and Quintus you are both poisoned and take 1 point of Strength Damage. You will need a save every round after this until you succeed.

Quintus you rush out of the room coughing and not feeling well and as you get to the statue.

Quintus:
You need to make a DC 11 Will save or fall asleep


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

Fort Save 1d20 + 5 ⇒ (3) + 5 = 8
I believe that leaves Kelkzar down 2 Strength, so will modify rolls accordingly since that drops him to a +3
Coughing, Kelkzar follows Quintus into the hallway. to C5.


Kelkzar Redjaw wrote:

Fort Save 1d20+5

I believe that leaves Kelkzar down 2 Strength, so will modify rolls accordingly since that drops him to a +3
Coughing, Kelkzar follows Quintus into the hallway. to C5.

Kelkzar:

You see a strange creature and need to make a DC 11 Will save or be frightened and have to flee it (back into the gas room). If you make it you are shaken for a round (-2 to everything)


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

GM Blood:

What the...
Will Save 1d20 + 5 ⇒ (8) + 5 = 13

"Hey, there is some kind of creature out here by me and Quintus!"
Knowledge (Arcana) 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 +3 = 17 to identify abilities and weaknesses
Knowledge (Dungeoneering) 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8 +3 = 11 to identify abilities and weaknesses
Knowledge (Nature) 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11 +3 = 14 to identify abilities and weaknesses
Knowledge (Planes) 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 +3 = 7 to identify abilities and weaknesses
Knowledge (Religion) 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13 +3 = 16 to identify abilities and weaknesses


HP 19/29 AC 17. Non-mutagen: AC17/14/13;F:+5 R:+7 W:+0 Mutagen: AC 20/15/15; F:+5 R:+9 W:-1

Looks like a lot of action already today...I'll try to catch up here.

Before we come down in the morning, Lessien takes a CLW extract:
1d8 + 2 ⇒ (5) + 2 = 7

She prepares a dex mutagen and her usual shield and CLW extracts.

Before the stone is moved, she takes her mutagen and stands with her bow ready.

Fort: 1d20 + 5 ⇒ (20) + 5 = 25

She will move in to C4 or B4.

Will if necessary: 1d20 - 2 ⇒ (13) - 2 = 11

If able to, Lessien fires on the enemy:
Longbow: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21, damage 1d8 ⇒ 1


HP 48/48; AC 21+2-1 w/ shield and EP/11-1/20+2 Used LoH(2/5) Used Smite (0/2) Effects: Divine Favor, Bless, Bull Strength, Enlarge Person

Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17

Trevor readies his axe and moves so as to cover Lessien.


OK, lets get this all together and on track

Description of Hallway outside of the elevator room wrote:
Curious carvings that seem to represent a stirring tempest cover the walls of this ten foot wide passage. At 10-foot intervals, small alcoves flank the passage, and each alcove contains an androgynous humanoid statue with cupped hands. The figures stand roughly seven feet tall. A faint wind seems to play within the passage, but it's difficult to tell where it is coming from.

As Quintus and Kelkzar run into the hallway to get out of the gas cloud, a strange creature come out from behind one of the statues and zaps them with some sort of beam from each of its eyes. Still need a will save for Quintus

Knowledge (dungeoneering) DC 12:
This is an abberation known as a Lurking Strangler.

Knowledge (dungeoneering) DC 17:
The Lurking Strangler has two eyes, one cause sleep and the other causes fear. Once it puts someone to sleep it likes to strangle them.

Knowledge (dungeoneering) DC 20:
It is impossible to flank a Lurking Strangler and can attack all surrounding opponents at once.

Trevor leaves the room and gets between the creature and Lessien.

Round 1

Initiative Order - Quintus, Kelkzar, creature, Rauno, Trevor, Lessien, Rowena

Rauno and Rowena action to end out the round


AC 20/T 19/FF 16; F/R/W +8/+8/+7; Max HP 48; Current HP 26

Assuming Rauno moves in to B4, Rowena moves into Lessien's space, and drops prone, so as not to interfere with her. She calls out, "Move further in," to the group.


AC 22/12/20, HP 45/45 F: +6, R: +3, W: +8*

The board ate my post, and I'm currently stuck using my phone for posting. Could you roll that for me?


Will Save for Quintus: 1d20 + 5 ⇒ (9) + 5 = 14

Quintus is unaffected by the sleep ray


Human Wizard (Diviner, Foresight subschool) 5 HPs 36/36 AC 16 FF 14 T 12 CMD 13 Fort +3 Ref +3 Will +4 Init +10 Per +0

Fort save 1d20 + 2 ⇒ (10) + 2 = 12
Knowledge Dungeoneering 1d20 + 9 ⇒ (15) + 9 = 24

Still gagging from the poisoned gas, Rauno manages to choke out "A lurking strangler! One eye enchants sleep, the other fear! Surrounding it won't help; it can attack all around at once!"

For just a moment, Rauno calms his breathing enough to utter a precise arcane phrase. Casts Mage Armor.

Status:

Hit points: 14/14. 1 pt strength damage.
Armor Class 16/14/14.
Active effects: Mage Armor.
Pearl of Power: Available.
Bonded Object Casting: Available.
Prescience: 1 of 8 used.
Spells Cast: Mage Armor.
Bolts in Case: 5


Rauno:
You failed your save vs poison and take 1 point of strength damage. You will need to make another save on your next turn

Quintus and Kelkzar are up! (Each needs to make another Fort save)

Round 2

Initiative Order - Quintus, Kelkzar, lurking strangler, Rauno, Trevor, Lessien, Rowena

Monster Stats AC 16 T 16 FF 12


Stats:
AC 18/11/17, HP 27/51, F+7 R+3 W+7, Init +3, Per +15

Round 2

Assuming Quintus takes a 5-foot step...
Kelkzar takes a step further down the corridor, but still feeling the effects of the gas, tries to shake it off. 5-foot step to C6
Fort save 1d20 + 5 ⇒ (1) + 5 = 6
Unfortunately, he still cannot shake the effects, but nonetheless takes his falchion and begins swinging at the creature Rauno calls a lurking strangler.
Attack (Falchion, Strength Penalty) 1d20 + 5 - 1 ⇒ (10) + 5 - 1 = 14
Damage (Falchion, Strength Penalty) 2d4 + 6 - 1 ⇒ (3, 2) + 6 - 1 = 10
Coughing terribly, his blow from the blade misses the creature by a hair, but in doing so, it draws close enough for a snap of his jaws.
Attack (Bite, Strength Penalty) 1d20 - 1 ⇒ (2) - 1 = 1
Damage (Bite, Strength Penalty) 1d4 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Well, that was an ugly round

Status:

AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 21/22

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