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GM Brayden's "Rise of the Runelords"
Game Master Brayden Green

Rise of the Runelords was the first adventure path released in the Pathfinder Adventure Path line and debuted in August 2007.
“ From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the



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female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Or if a resident has been acting overly strange recently.


HP: 15/15, AC: 13/13/11, F+4, R +2, W+2, Init: +3, Range: +3, Melee: -1, Sling: 1d3, INIT +3, Perc +5

Bugsby shakes his head sadly, "With the Cathedral being finished there have been hundreds upon hundreds of new faces to see the thing. Tracking visitors movements, and even residents is an impossible task. We could ask around to see if anyone knows of angry residents or those who disliked the good priest?" at the last he gestures at the gaping hole in the ground. "I sure wouldn't mind finding that body to see what in the world they wanted it for!


Male Human Cleric 2 : HP 18/18 : AC 13 CMD 11 Touch 12 Flat 12 : light mace +0;1d6-1/x2 : mwk lt crsbow +3;1d8/19-20x2 : Channel 1d6 Will DC 18 : F +5 R +1 W +5 : INIT +1 Perc +2 CMB +0

"But organizing the goblin tribes and planning a raid would have taken time and effort, not something that could have really been accomplished by someone just arriving for the festival. The persona we are looking for would have gone missing within the past few weeks, not days."


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

So... what now? You're original charge from Hemlock is to be noticed in and around the town, so they feel safer having him gone. Officially, he is going to Magnimar to escort a caravan of some supplies.


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Zen will be just wandering the streets. Interacting with the locals as much as possible.


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

Iodem looking a little frustrated states "Well I guess we better do as Hemmy says and get noticed. I figure it will be a lot easier to be noticed if the majority of us can stick close to our colorful gnome friend" A complimenting smile ever so slightly appears as he acknowledges Bugsby.


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Sighing and then getting spirited again Well ya, I might as well and get myself drunk her and keep strolling streets. Drunke´ dwarf is a happy dwarf and a good luck on top of that lads har har har har


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

is there anything *in particular* any of you wants to do?


HP: 15/15, AC: 13/13/11, F+4, R +2, W+2, Init: +3, Range: +3, Melee: -1, Sling: 1d3, INIT +3, Perc +5

Does anyone else feel they're missing a hint?

Bugsby will visit the taverns he's performed at, and others, doing tricks and small peformances, letting as many people see him looking happy and at ease, without appearing to 'make the rounds.'

He also tries to gather information, again without being obvious or alarming, about the priest while he was alive. Friends, enemies, the scandal with his outcast daughter, etc... Bugsby won't press if people shy away from that type of conversation. He goes around with Iodem while he's doing this.

any rolls you want?


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

I dont think we have explored the area near where the goblins entered the town have we?


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

Nope, no hints. The time is yours. You do your thing(s), night comes and you all return to the tavern.

You wake up in the morning, and there is no breakfast ready - which seems strange to you.

You are starting down the the stairs when you hear a scream...

HELP! HELP! COME QUICKLY!


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Hearing the plea for help Kerdin rushes down to see what was wrong while grabbing his axe from the weapon stack


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

Upon the call for help, Iodem launches himself from the bed, nearly tripping over his boots on the floor. His leather armor remains on the chair across the way, but the bow and quiver have already found their way into his hands as he sprints downstairs.

I'm just going to assume there was no way Iodem woke up first. I like this image anyway.


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Without a moments hesitation I proceed down the stairs at a near dangerous speed.

Iodem I suggest you put clothes on next time.


HP 17/17 AC 17 CMD 17 Touch 14 Flat 13 (dagger)+5;1d4+3 (thrown dagger) +5;1d4+3 F +1 R +7 W +0 INIT +6 Perc +7 CMB +3

Hemlock's advice to "let yourself be noticed" is somewhat anathema to Brennan. Once a thief, always a thief, and those reflexes don't die easy. nor sis h really want them to. They had saved his life on countless occasions, and there were plenty of other heroes to wave the flag. He found a dark table in the tavern and nursed a cup of ale before retiring early.

He spoke quietly to a few of the "old timers" in the tavern, trying to get a better sense of the local color and history.

Gather information 1d20 - 1 ⇒ (3) - 1 = 2, plus any modifiers you want to add for "the hero"

Brennan was up early, and was sitting in the taproom drinking a tea and waiting to see if there would be breakfast once the others arose. He was halfway through his second cup when the scream sounded. He leaped to his feet, turning to try and spot the source of the scream.

perception 1d20 + 6 ⇒ (20) + 6 = 26


Male Human Cleric 2 : HP 18/18 : AC 13 CMD 11 Touch 12 Flat 12 : light mace +0;1d6-1/x2 : mwk lt crsbow +3;1d8/19-20x2 : Channel 1d6 Will DC 18 : F +5 R +1 W +5 : INIT +1 Perc +2 CMB +0

Virgil stumbles down the stairs as well, his priestly vestments askew and wrinkled as though hastily donned. He rubs his eyes and looks about. "Who!? Who needs help!? What help?"


HP: 15/15, AC: 13/13/11, F+4, R +2, W+2, Init: +3, Range: +3, Melee: -1, Sling: 1d3, INIT +3, Perc +5

Bugsby had been studying the grains in the wood of his walls, experimenting on a theory of determining the age of planks based on the gains of wood. When the cry for help rang out Bugsby toppled over backwards, crying out himself. Scrambling to his feet he jumped out his door in time to see Zen disppear down the stairs, talking about someone needing clothes, and was nearly bowled over by Virgil. Collecting himself he charges after the others with a shout, "Huzzah!"


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

666 posts? Better hurry and make it 667.

You are approached by an elderly halfling woman (that you know as Bethana Corwin, the maid who works for Ameiko). She has something in her hand, and is speechless. When you gather around, she seems to get her voice, and explains that she woke up earlier this morning to find that Ameiko hadn’t started breakfast for the first time that she could remember. Worried, she knocked on Ameiko’s door but didn’t get a response. Against her better judgment, she entered Ameiko’s room, but only to find it empty and the bed un-slept in.

Then, she found a crumpled piece of parchment near the bed — a note from Ameiko’s older brother Tsuto. (You're not really sure if Ameiko has an older brother). At this point, Bethana hands the PCs the note. Although it was written in Kaijitsu’s native tongue (likely to keep prying eyes from reading it, Bethana muses), Ameiko had been teaching
Bethana the language over the last few years. The halfling has helpfully translated the note’s message on the back side.

THE NOTE

She goes on to explain that Tsuto was something of a scandal when he was born 21 years ago, since he’s a half-elf. Bethana sagely notes, with big eyes, that neither of Ameiko’s parents are elves. It was obvious that old Lonjiku wasn’t the boy’s father, and his rage at the discovery of his wife’s indiscretion was the talk of the town for months. Lonjiku’s wife Atsuii never revealed who the father was, and it’s a testament to Lonjiku’s stubbornness that they remained married. Tsuto was handed over to the Turandarok Academy in Sandpoint (the orphanage, basically) to be raised outside of the Kaijitsu family, ignored by his father and forbidden visits from his mother. His older sister Ameiko visited him in secret a few times a month to keep him company, bring him some food, and promise him that someday things would get all sorted out.

That all changed six years ago, when they had a terrible argument in which Tsuto struck Ameiko. Bethana doesn’t know what the argument was about, but whatever it was is what sent Ameiko away from Sandpoint for a year, during which time she made a living as an adventurer. She returned to Sandpoint five years ago to attend her mother’s funeral. Tsuto was quite public in his opinions that his father had pushed Atsuii off the cliff to her death, and during the funeral there was a confrontation. Lonjiku nearly broke Tsuto’s jaw with his cane, after which Tsuto cursed him and left Sandpoint. Ameiko’s tried to reestablish contact with him ever since, but was never able to track him down. And now, this note, and the meeting.


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

Iodem pulls the drawstrings of his pants tight, kind of hiding behind the door and slinging the bow over his naked shoulder while keeping the quiver in his hand.

"I can't say I know much about this, I was just arriving as the last confrontation happened. I don't suppose there is a chance he left a string of easily follow-able footprints." He tries his best to hide a look of worry.


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

The note implies that Ameiko meet Tsuto in the family owned "Glassworks" building. She apparently has done so (didn't sleep in her bed or come to work today), and not come back for whatever reason.

It is **NUMBER 20 ON THE MAP**

It is a gargantuan building, and one of the large exports of the town, with the key ingredients of Glass being readily available. It is owned by the Kaijitsus and has been for years. You are well aware of this building.


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Well then should we go check out this building and look for Miss Ameiko?


HP: 15/15, AC: 13/13/11, F+4, R +2, W+2, Init: +3, Range: +3, Melee: -1, Sling: 1d3, INIT +3, Perc +5

Eyes wide with excitement, "We get to explore the Glassworks!!" Bugsby seems to remember himself a little bit, and the excitement fades, slightly, enough for his concern to show through. "I hope Ameiko is alright, let be off at once!" Bugsby runs back upstairs, getting his gear in place, and hustles back downstairs and out the door with the others. "If we find her quickly I can still get a decent breakfast." Bugsby laments over the sounds of a grumbling tummy as they hurry toward the Glassworks.

Took a few liberties getting us moving, override me as needed. To the Glassworks!


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

"I'll go get ready then." He shuffles off to get dressed.


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Well damn this and Torag´s huge hammer. First humans, then goblins and now half-elves. I dunno but I can´t see a end for da problem wit you humans. In dwarf city you settle fight with mano e mano or your elders make punishment. shaking his head with mixing of amused and wondering as Kerdin goes to get his loincloth and clothes


HP 17/17 AC 17 CMD 17 Touch 14 Flat 13 (dagger)+5;1d4+3 (thrown dagger) +5;1d4+3 F +1 R +7 W +0 INIT +6 Perc +7 CMB +3

Brennan was ready to go, and fretted impatiently as the others went back to their rooms for armor, weapons or clothes. "Please, let us not forfeit the gnome his breakfast. Let us be off. I have a suspicion...well, let's just go investigate before I voice that particular item."


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

Virgil wants to go too...

You all make your way over to the glassworks factory.

There is smoke coming from the stacks (a normal sight) but the doors are locked, even though it is a business day.

Most of the staff lives on sight, but they are always coming or going to get shipments of ingredients, deliver orders, etc. You don't see any coming or going, and again, the doors are locked. THe neighbors have also mentioned that it seems a little too quiet. A quick look at the windows around the perimeter, and they are all covered, as well.


HP: 15/15, AC: 13/13/11, F+4, R +2, W+2, Init: +3, Range: +3, Melee: -1, Sling: 1d3, INIT +3, Perc +5

Bugsby notes the locked doors and covered windows coldly. His voice is hard and his eyes dark as he states, "Someone please get us through that that door, now!"

Cast detect magic at door till its open (if less than 3 rounds worth), and warn others of anything detected as Bugsby sees it.


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

Iodem steps back to ponder the door almost lowering his shoulder before realizing it would be better not to make a fool of himself.

"We can break it or pick it, I'd be better at climbing in a window."

He looks around in case the door can't be breached.


HP 17/17 AC 17 CMD 17 Touch 14 Flat 13 (dagger)+5;1d4+3 (thrown dagger) +5;1d4+3 F +1 R +7 W +0 INIT +6 Perc +7 CMB +3

Give me a moment, will you? . Brennan slipped a set of tools from a slot in his belt and went to work on the door lock. 1d20 + 8 ⇒ (12) + 8 = 20


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

Sandpoint Glassworks MAP

[It gets awful twisty in there, I'm just going to advance you the map. You locals have been to some of the area anyways. JUst promise me you'll go through it like you normally would. :) ]

As you pick the lock, you enter the Display Room. This large room contains a shop where customers can browse the various glassware produced here. Bottles, windowpanes, and glasswork art are the primary contents.


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

I'm assuming A1?

As Iodem eyes around looking at the windows Brennan finishes picking the lock. That didn't take very long, that seems like a handy skill to have. He pulls out his bow silently knocking an arrow and waiting to follow the first person inside.


Male Human Cleric 2 : HP 18/18 : AC 13 CMD 11 Touch 12 Flat 12 : light mace +0;1d6-1/x2 : mwk lt crsbow +3;1d8/19-20x2 : Channel 1d6 Will DC 18 : F +5 R +1 W +5 : INIT +1 Perc +2 CMB +0

Sorry for lack of posting today. Parades and cookouts and family and all that stuff.

Flextime

"Remember when I said we should look for someone with a grudge? Yeah, this is the sort of thing I meant."

To the Glassworks.

Virgil is morose as they approach the Glassworks. "My father used to work here, when I was very young. Besides my childhood home this is the one place that I have chosen to not visit during my time in Sandpoint. I suppose now is as good a time as any to overcome my issues."

Assuming that the display room is A1.

Virgil enters the display room, looking about at the various pieces before calling out for an employee. "Hello!? Is anybody here?"


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Well that is one way to let everyone know we are here. Everyone stay alert. We dont want any more surprises


Male Human Cleric 2 : HP 18/18 : AC 13 CMD 11 Touch 12 Flat 12 : light mace +0;1d6-1/x2 : mwk lt crsbow +3;1d8/19-20x2 : Channel 1d6 Will DC 18 : F +5 R +1 W +5 : INIT +1 Perc +2 CMB +0

Virgil raises an eyebrow. "I'm a clergyman, not a thief. We can discuss tactics next time." He walks behind the counter and edges up to the door, trying the handle to see if it is locked.


HP: 15/15, AC: 13/13/11, F+4, R +2, W+2, Init: +3, Range: +3, Melee: -1, Sling: 1d3, INIT +3, Perc +5
Brayden Green wrote:


You all make your way over to the glassworks factory.

There is smoke coming from the stacks (a normal sight) but the doors are locked, even though it is a business day.

Most of the staff lives on sight, but they are always coming or going to get shipments of ingredients, deliver orders, etc. You don't see any coming or going, and again, the doors are locked. THe neighbors have also mentioned that it seems a little too quiet. A quick look at the windows around the perimeter, and they are all covered, as well.

Bugsby watches with appreciation and impatience as Brennan manages to open the lock. As they enter the factory and Virgil shouts for assistance, Bugsby winces and grits his teeth in frustration. "No one is accusing you of being a thief, Virgil, but..." He stops and takes a quick steadying breath, realizing Virgil means to barrel through every door, "I forget you're not from around here, but between the note, Ameiko's disappearance, and the other inconsistencies, Bugsby points out the facts to Virgil, Zen, Kerdin and Brennan, from the GM's quote that out-of-towners may not be aware of. and I believe some caution is in order. Whoever locked those doors may have Ameiko, and I echo Zens concern that we not announce our presence before there is a need to do so. Agreed?" He looks at Virgil and then includes everyone in his questioning glance, his anxiety for his missing friend clearly seeping through. Looking back to Virgil, "Lets just assume something is wrong and let Kerdin or Brennan lead the way, if you please?" A strange glint lights up the gnomes eyes, "Besides, sneaky is so much more exciting! With that he turns and concentrates on the door with a narrowing of his eyes.

GM:
Cast Detect Magic at the door, and really every door I have to time to do it. If you'd like me to state I'm doing so I'll try and remember to ask for each one. He's looking for magic on, around, and behind the doors, if aiming is ever an issue. If the door is breached mid-spell he stops detecting magic.


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Argh damn! This why... aaarrgh Kerdin curses and swears to his bread about humans and their ancestors as he steps inside and look around before start to advance further towards door One which leads to long hallway in the middle of map

Some sense..... Torag´s balls..... couple hits and.... argh


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

"Yeah if Ameiko is a prisoner, I'd rather him not have the forewarning. It is especially odd that no one is here, which further adds to the merit of us investigating."

He stops for a moment.

"Plus we are kind of like honorary members of the guard at this point." He tries to force a smirk.


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

Yes you are in A1

Where to now friends? And I'm going to need a marching order. And whether or not that is the default.


HP 17/17 AC 17 CMD 17 Touch 14 Flat 13 (dagger)+5;1d4+3 (thrown dagger) +5;1d4+3 F +1 R +7 W +0 INIT +6 Perc +7 CMB +3

Brennan held out a hand to the dwarf, indicating that he should wait as the rogue checked the area for traps before proceeding. 1d20 + 8 ⇒ (17) + 8 = 25

Once the door was made safe, Brennan motion to Kerdin to proceed.

Brennan will check every door for traps, and then allow someone else to lead. He'll probably be a few steps behind the point man, unless a door needs to be checked or an area needs to be swept for traps. If the point guy wants a trap sweep, he just has to motion to Brennan to come forward.


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

Detecting magic on everything and checking everything for traps. Check. We're not in a hurry, after all :)

So you proceed to A2 I assume?


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Agreed. I will move in front of everyone and Brennan behind me. Before opening doors-> check for traps. Otherwise will work as a meat shield

Nodding to Brennan and then opening the door and getting to the hallway. Looking at right and left Kerdin thinks and whispers to others Should da we open da door in front of us or follow da way to left or right? I dunno but I say we go left and get around this place

Door in front of us to A17 but I would advance to left side, go around and open the door up which will anyway get us to A17 but might offer better cover


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

I will follow behind Brennan. As i can manuver around them if I need to fairly easy.Lead the way Kerdin. We will follow.


HP 17/17 AC 17 CMD 17 Touch 14 Flat 13 (dagger)+5;1d4+3 (thrown dagger) +5;1d4+3 F +1 R +7 W +0 INIT +6 Perc +7 CMB +3
Brayden Green wrote:

Detecting magic on everything and checking everything for traps. Check. We're not in a hurry, after all :)

So you proceed to A2 I assume?

6 seconds per door isn't excessively slow, and certainly faster than trying to pour blood back into a slit hostage's throat :)


HP: 15/15, AC: 13/13/11, F+4, R +2, W+2, Init: +3, Range: +3, Melee: -1, Sling: 1d3, INIT +3, Perc +5

Bugsby replies to Kerdin, "If I'm not mistaken the furnaces are in the back," he points to the left door A17, "and the finer work and offices are done down that way." he points to the right.A2,A3,etc.. "Lets go left, we all saw the smokestacks still in use, and without workers to tend them... let's just go left." Bugsby looks worried as they continue on.

Me and Virgil will be behind the front three, and Iodem brings up rearguard. Sound ok? Also; I like that we're being goaded to go faster by the all powerful force who Sets the Traps! lol!


Male Human Cleric 2 : HP 18/18 : AC 13 CMD 11 Touch 12 Flat 12 : light mace +0;1d6-1/x2 : mwk lt crsbow +3;1d8/19-20x2 : Channel 1d6 Will DC 18 : F +5 R +1 W +5 : INIT +1 Perc +2 CMB +0

I like that marching order. Virgil will take second-to-last in position.

Virgil takes his place in line and waits for Kerdin to lead.


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Kerdin will lead the others to the left till coming to doors. Waving Brennan to inspect the door for any possible traps Kerdin will wait. When Brennan is ready Kerdin will slowly open the door in order to hear if there is people in A17. If nothing appears he will push the door fully open and move forward


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

Iodem waits for everyone to pass before bringing up the rear. Walking sideways as he looks both forwards and backwards. Bow drawn and arrow knocked.


Male Human Mad Scientest - Level Absolute **Azlant Ridge base camp**

As you enter the room you see and hear several things.

A long furnace burns along the southeast wall of this equally long room. Marble tables sit throughout the chamber, used to work raw glass into usable shapes, with nearby wooden tables cluttered with various tools of the trade. The building’s furnace rumbles loudly, (causing any perception checks made in this room to take a –4 penalty) The main furnace burns at the northeast end, a large chamber that utilizes alchemically treated wood that burns with a hot blue light. The workers use this room to melt glass, but Lonjiku also periodically “rented” the furnace to Sczarni thugs for the disposal of evidence, as the fires are hot enough to burn bones and teeth. A creature pushed into the furnace takes 6d6 fire damage per round; fortunately the opening is narrow enough to prevent a Medium creature from being pushed inside too easily. As the furnace’s stone pipes run to the southwest, they reach smaller and progressively cooler furnaces used to keep glassworking projects at the proper temperature; glass shatters if it’s allowed to cool too quickly.

As you move slowly and cautiously, you see, smell and hear numerous things.

You see several goblins running around, throwing things into the furnace. A few appear to be shoving something a little larger into the furnaces. You hear wicked shrieks of delight and laughter.

There is a figure in a chair, with what looks like liquid goo all over him. Other goblins are pouring hot liquid on unresponsive bodies trying to duplicate the "glass statue" in the middle. It doesn't take much imagination to know that is Lonjiku Kaijitsu with sheets and sheets of hardening glass poured over him.

They still don't notice you, as much fun as they are having.


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Does the -4 count for visual only percep checks


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

The furnace is loud, so it applies to Perception as a whole. (I'm so glad that Search, Spot, and Listen are one skill.)

Iodem draws back his bow while slowly moving behind everyone else. If the others seem ready he lets it fly at the furthest goblin.

gm:

Initiative1d20 + 6 ⇒ (19) + 6 = 25
Hoping the furthest goblin is within thirty feet for PBS.
If Necessary
Attack Roll
1d20 + 5 ⇒ (12) + 5 = 171d8 ⇒ 7PBS not factored

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