GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Nothing is in the bag, completely empty. Tobar thinks that the 5 chests are for the items for the occupants of each cell. (1 for each cell)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan says, "Hush now, of course we'll bring you home..." ...though we'd be happy if we could figure out a way to be sure you're actually you first....

He steps away from the door to give Tobar room to work his magic and then says with a slightly sheepish expression, "Though, if you're really you, then I suspect that we'll find a dopple-copy of you waiting when we get home... So if you've any way to prove your identity, we'll likely need it."


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin points out "I plan on taking out the double quickly. We just need this lady to back us up. Let us keep exploring. Tobar, that magic bag will probably make it easier to keep all your stuff handy!"


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Anala looked at the dead doppelganger and asked, "Is there any way to tell one if these from a real person?"

(Do they bleed a different color, magic to detect, or the like?)

(I had more, but 2/3 of it had already been done. I did not notice the actions on the previous page)


"Should I stay here until you are done exploring or go to the guard? I don't want to stay locked up in here, but I'd rather not face any more of those things."

Detecting doppelganger could be hard. A truesight spell would see through it. They might not know information a specific person would know. I'm sure there are other spells out there that could detect the in a round about way. Sense Motive or Detect lies, zone of truth, but there are always saves or opposed checks.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin opens the cage:
"You are coming with us. No place safer!"


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"We have the unconscious guy here too. Do we want to take him with us? Someone would have to carry him though."


The woman seems unconvinced heading deeper into a lair of doppelgangers is safer, but she is grateful to be rescued and doesn't put up a fight against it.

The unconscious man is still unconscious.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan asks, "Can we get him on his own feet with some healing?"


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess attempts to use a healing hex on the unconscious man.

Healing Hex: 2d8 + 8 ⇒ (3, 2) + 8 = 13


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

"Let me see..." Anala looks over the unconscious man in an attempt to assess his condition and if anything can be done to help him (and if so, help him).

Heal Check: 1d20 + 10 ⇒ (16) + 10 = 26


Anala checks him out and it seems like his mind has snapped more than he is suffering from any serious injuries. Ilya says he wakes from time to time either intense weeping, laughing childishly, or talking like a noble. As far as they could tell (Her faces tightens with anger thinking about how she was duped by the two doppelgangers in the other cell), his name was Gattel.

Leaving Gattel in his cage secure and unable to hurt himself, you decide to check out the door to the north. Much of the floor of this ruined chamber has given way, revealing a large stagnant pool of water below. Rusted spears and broken swords break the surface of this pool throughout the room. A framework of soggy timbers that might have once supported the floor stillstands, stretching out across the void.

The planks look slippery from mildew Acrobatics DC 12 at half speed

Map link above updated to give you an idea of what it looks like


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Would my Feather Step fix that?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I can fly over trailing a rope to give you all something to hold onto.

Barring any objections, and not really wanting to get her feet wet, Aarakess uses her flight hex and lifts off the ground. She then flies across the patchwork of paths to the other side trailing a 50' length of rope. Once there, the much-stouter-than-she-was-as-an-elf dwarf holds the rope to enable her companions to work their way across.

I assume that should give people a +5 or more on their Acrobatics checks.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin activates his wands.
Exp retreat umd: 1d20 + 16 ⇒ (17) + 16 = 33
shield umd: 1d20 + 16 ⇒ (1) + 16 = 17
shield umd: 1d20 + 16 ⇒ (1) + 16 = 17
shield umd: 1d20 + 16 ⇒ (8) + 16 = 24


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Not sure if GM Blood is enforcing this, but usually when you use UMD to activate an item, including a wand, and get a natural 1, you cannot use it again for 24 hours.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin will look in disgust at his wand after the shield wand fails.
Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.

Expeditious retreat yes/shield=no. Justin will at least move farther at half speed.

Justin tries to make it across.
acrobatics: 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Note to self - Armored Tank = Low Maneuverability


Update soon, sorry for the delay. The 1 thing for UMD is accurate. Also you can take 10 when not in combat for the acrobatics which I did not note. (But doesn't help Justin)

Aarakess, describe what you are doing with the rope. Since none of the planks go straight across to the other side so if you want to help support someone, the rope would have to be tight covering a plank, but then wouldn't cover any other planks.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

If the roof is high enough, I can fly above them and allow people to use the rope to steady themselves. I am not strong enough to pick someone up, but more than strong enough to lend support if someone looses their balance. (+5 to Acrobatics or so I would hope).

The other option, if the roof is not high enough, is to go to the far side and hold the rope. The first 20' are pretty straight. Then I could move to the left (on the map) to keep the rope with the person walking. This would be sort of like having a slightly loose handrail. Not something that will support you if you fall onto it with all your weight (Roll a nat 1 or 2 or something), but I would think, once again, enough to give a moderate bonus to the Acrobatics roll.


I'd allow a balance as long some someone else holds the other end of the rope tight. If you are flying above, you will have to be able to still fly and carry them under a heavy load which you cannot do (100 pounds is the max load for you)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

That works, is there a place to tie the rope off to on the other side? If not, someone with a high Acrobatics will have to come last.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"If anyone knows a better way, I am all ears.
Now it looks like I may have to fall on some sharp spears in a dirty pool to get across, but that is how I roll."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess calls back.
I can create a mass of sticky webs. It will make getting across slow, but will also make falling quite difficult.

GM Blood:

Any ruling on what, if any, effect casting Web would have.

Sorry for all the questions, just trying to be creative here.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"It would be risky, but if Justin took of his armor, it might help him make it. We'd have to move quickly though. Or maybe send a couple people across to that far island, hammer in a piton here and there for the rope?"


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

"Removing some armor might help... but one could always attempt to crawl and slide across the plank." Anala suggests. "Not the most dignified, but much safer way to get across.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Sorry, was there a decision about Feather step?


Feather Step can be used to avoid the penalty for it being slippery (Reduced to DC 10 Acrobatics for Balance)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan asks, "Do we see a way out of here? If these islands are strong enough to support our weight, might be safer to jump the small gaps and climb across 10' of wall than to be exposed out on 80-100 feet of slippery plank." He points at the badger, "'specially for things that are good at climbing. Plus, we can always use the magic rope to help us out, as long there's something for it to attach itself to."

He shrugs and points to the far corner, "Might be worth getting over there to have a better look... or at least to cover Aara as she flies about and scounts ahead. Unless she'd want to send her new friend to take a peek?"


GM Blood:

Initiative Kilthan Hammerstone - Above Ground: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Dryn'taka Devilschild: 1d20 + 5 ⇒ (3) + 5 = 8
Initiative Tobar Pannell: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Justin D'Rite: 1d20 + 0 ⇒ (1) + 0 = 1
Initiative Anala Sahar: 1d20 + 2 ⇒ (18) + 2 = 20

Aarakess flies over to the other island while Justin contemplates how to make it across. (Your attempted crossing would have put you in the drink, but something else happens first before it gets that far)

As Aarakess begins her flight out with a rope in tow, Kilthan looks at the closest island and thinks about jumping. (Only 5' but no chance for a running start of 10')

As she flies out Aarakees gets hits twice by something unseen.

Attack: 1d20 + 12 ⇒ (13) + 12 = 25 vs FF AC 14
Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Attack: 1d20 + 12 ⇒ (7) + 12 = 19 vs FF AC 14
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6


Quote:

Round 1

Initiative Order - ??, Tobar, Anala, Aarakess, Dryn'taka, Kilthan, Justin

?? AC ?? T ?? FF ?? CMD ??


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan sees Aara twitch and looks for an attacker as he slides his bow off his shoulder and draws an arrow, jumping to the small island to get a better look.

Acrobatics: 1d20 + 1 ⇒ (20) + 1 = 21

Move: Draw Bow and jump to island, Standard: Ready to shoot when a target appears


Kilthan makes the jump easily, ready to shoot if something should appear


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess immediately withdraws back to the rest of the group.

Ouch, something is in here. Invisible.

Action: Withdraw back behind Justin.


Aarakess withdraws, but still gets an AoO You do avoid one AoO

AoO: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15

Since you did fly over there, I am revealing the map at that corner. There is another little "island" there with a door.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Just missed with the AoO.


You are Flat-footed so it hits (sorry forgot to note that)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Ah, forgot that they ignore dex because they are invisible. A very beaten and bruised witch withdraws.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin begins to detect evil as soon as complications ensue.


Justin detects no evil present


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

At the mention of invisible foes Anala fishes out a scroll from a scroll case that she carries. In a whisper to those around her, "I have something that might help to reveal our hidden attackers... but it does have a short range and we appear to have little room to all move. Let me know if you would like me to use the scroll"

standard action: Take out a scroll of invisible purge from a scroll case.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I can blind them and make them visible as well with my glittering dust spell. Keep your scroll, it costs more and we might need it later.

Also, there is no save for getting covered in glitterdust.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Round 1

Stats:

HP 63/65
AC 18 FF15 T13 CMD19
F/R/W 8/9/3
Bombs 6/11
Mutagen Dexterity
Bora Beads 1 1/1
Extracts
1st - Cure Light Wounds, Shield , Bomber's Eye, 2 open
2nd - Cure Moderate Wounds, See Invisibility, 2 open
3rd - Cure Serious Wounds x2
Ammo Tracker
Normal - 19
Silver - 20
Cold Iron - 20
Effects

Dryn brings up her crossbow, looking around cautiously, "We can't let Kilthan sit over there alone like that. Find them and I can make them visible!" Remembering her bombs catalysts, Dryn readies a Dispelling Bomb against the nearest foes to get outline in Glitterdust.

Standard to ready a dispelling bomb.


Not in use

Tobar just stands to the ready, Galopin curled around his shoulder.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"Let us heal up in the other room and try again."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Justin D'Rite aka Sluuth wrote:
"Let us heal up in the other room and try again."

Kilthan has already jumped across.

Round 2
Aarakess casts Glitterdust centering it 2 squares diagonally from Justin. This should get most of the area between Justin and Kilthan, and where I was attacked.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

It's only 5 feet. And from here, I can get a run at it.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin takes out his hated bow and arrow with a sigh and readies a shot against the enemy.


Both Kilthan and Justin get attacked by something unseen, but both of them avoid any injury

Kilthan Attack: 1d20 + 8 ⇒ (1) + 8 = 9 vs FF AC 20
Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8

Justin Attack: 1d20 + 8 ⇒ (12) + 8 = 20 vs FF AC 23
Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14


Quote:

Round 2

Initiative Order - ??, Tobar, Anala, Aarakess, Dryn'taka, Kilthan, Justin

?? AC ?? T ?? FF ?? CMD ??

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