GM Fuskee's PbP - #4-18 Veteran's Vault

Game Master Maar the Volcano Monk


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Dark Archive

Male Nagaji Unchained Monk (Scaled Fist) 4 (HP: 31/31) (AC: 20 FF: 15 T: 19) (Fort: +5, Ref: +5, Will: +1) (Init: +1) (Perc: +10) (Ki: 6/6)

"You're not going anywhere", the nagaji cries as he leaps at the little plant with two jabbing kicks.

Unarmed Strike: 1d20 + 6 ⇒ (17) + 6 = 23, Damage + Dragon Style: 1d6 + 6 ⇒ (6) + 6 = 12
Unarmed Strike: 1d20 + 6 ⇒ (17) + 6 = 23, Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello moves up and checks to see if everyone is awake, if not, he slaps them around a few times to wake them up.

"Let us hope, we don't run into anymore danger."


Korvosan Sewers | | Abandoned Vault

Rayquaza finishes off the fungus leshy as it withers away and slips into the cracks of the tunnel to regrow later. You all have plenty of time to do any sorts of healing or setting up before you move on.

Yay combat over, on to the next map, the Abandoned Vault! Go ahead and position yourselves within one move of the red arrow.

A natural cleft in the rocky soil breaches the sewer wall and rises gently to the north. Heaps of stranded organic material and garbage litter the opening, from which emanates a pungent stink even stronger than the complex’s already unpleasant odor.

Rayquaza: 1d20 + 8 ⇒ (5) + 8 = 13
Vello: 1d20 + 7 ⇒ (18) + 7 = 25
Jerbrick: 1d20 + 4 ⇒ (6) + 4 = 10
Nigel: 1d20 + 3 ⇒ (18) + 3 = 21
Cork: 1d20 + 1 ⇒ (1) + 1 = 2
Goran: 1d20 + 4 ⇒ (15) + 4 = 19

You can look around and you don't find anything of importance but further north, three of you notice a secret door that has been crushed entirely by the rocks above it. However, Vello's exceptional perception sees a bit of cloth stuffed into a section of the door and when you pull it free you see a hole big enough for a tiny creature to easily crawl through. Someone small might also make it through at an exceptionally high escape artist check.

A small character can try to make the escape artist check to get through but be warned you will be on the other side without your party. :P Once you guys make that decision there is also a path to the east and then north that you can go to.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello glances at the small hole that moves further away, "There is no way any of us can get through there. I wonder if that small creature at the rat statue was using these secret pathways to get around."

Vello starts heading down the eastern path.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran finally wakes up from hus slumber.

Well, that was embarrassing. Anyone hurt? Gather around if you are... channel: 1d6 + 1 ⇒ (2) + 1 = 3


Hp 7/7 AC 14 Fort +5 Reflex +4 Will +2 Perception +10 Fly +8 talon +3 (1d4+2) talon +3 (1d4+2) bite + 3 (1d4+2)| 80ft fly| rounds 29/30

If my eagle is still around when we find this hole I will send it in, if not, i don't think we should worry about it. I could summon a tiny creature but it has no way of reporting back to me... actually either does my eagle...

escape artist: 1d20 + 2 ⇒ (9) + 2 = 11

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

I will move onto the map either tonight or tomorrow morning.

Nigel follows Vello. I am ready to get out of this God forsaken sewer and hope to never come back. It's going to take weeks to clean my robes... hell, I might just buy some new ones.

Grand Lodge

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4 | current trick: misdirection (Myth)

"I could try squeezing through but I'm a little nervous about what might be waiting for me on the other side. What do you suppose it might be? Treasure? Ancient evil?"

Depending on what 'exceptionally high' means, I might not be able to succeed at all.

escape artist: 1d20 + 1 ⇒ (11) + 1 = 12


Korvosan Sewers | | Abandoned Vault

DC was 30 and Vello is right on the money, the fey creature used this area to travel between the vault room and the tunnels but honestly even if you did squeeze through there's nothing you can do on the other side to open the door or anything so you're basically just there alone facing whatever encounter might be in the room, lol.

Go ahead and move yourselves on the map over to the area on the right and I will reveal it for you as well as toss up the description of the area. We're close to being done! This was a pretty straight forward dungeon crawl style adventure, just little random encounters on the way.

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

I moved onto the map. I also copied my eagle on to the map but off of the placement because I assume it will be gone before next conflict but will be easier to pull him on when he gets summoned again.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork examined the tiny passage. "You're kidding me, right? There's no way we could fit through that." He gazes down the passageway. "Let's keep going this way."

Grand Lodge

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4 | current trick: misdirection (Myth)

Jerbrick tries to squish himself into the hole despite everyone's advice against it. Of course he is simply too big so he finally throws up his hands in defeat. He skips along behind Cork.


Korvosan Sewers | | Abandoned Vault

Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.

Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.

There is nothing of interest here besides 4 of these alcoves that are still closed and locked. Three of them have a DC 25 Disable Device while the fourth has a DC 30. However, they don't have any description for anything inside, nor does it do anything for even the faction missions so I have no clue why they added it, lol. There was some faction stuff to do here but other than that, there's a big door ahead and I'm sure you know what that means...

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

while I normally am for role play, if there is nothing worth while in here, I am ready to move on.

Nigel advances to the door. He quickly looks it over for traps. Maybe someone with better eyes should look at the door to see if there is any nasty traps.

perception: 1d20 + 3 ⇒ (11) + 3 = 14

is the door visibly looked? I won't touch the door till we all look it over.


Korvosan Sewers | | Abandoned Vault

Roleplay all that you'd like, I just didn't want to feign that there might be something in the locked areas and make us all waste a day or two just going through that, haha, only because it takes so long for me to tell you guys it's locked, then for you all to respond with your disable device checks, then for me to respond that they've opened and there's nothing inside. :P

Nigel checks over the door but he doesn't notice anything suspicious.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello follows behind Nigel, just glancing at the side doors as he wants to get out of the sewers as soon as possible. Looking at the main door, he checks for possible traps also before he goes to open the door.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Korvosan Sewers | | Abandoned Vault

Vello finds no traps and moves to open the door...

I will post the last room after I get off work, congrats on getting this far! Now all you have to do is survive one more fight...


Korvosan Sewers | | Abandoned Vault

The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit. (Where you are.)

The scattered torture implements all over the floor are causing a problem for movement. If you move more than 10 feet in a round there is a 50% chance you step on something sharp, take damage, and also contract a disease. Moving half your speed negates the hazards.

In the center of the room stands something that looks just like the other fey creature you fought. Next to it is something a little larger that looks kind of like a squid that flies. They both look over at you and get ready to attack!

Move yourselves up to the entrance of the room and I will do initiative once I see most of the party up there.

Knowledge: Arcana for the squid thing
Knowledge: Nature for the fey

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Knowledge(arcana): 1d20 + 8 ⇒ (15) + 8 = 23

"Well isn't this a slippery deck." Cork says as he looks at the things scattered all over the floor. Then, seeing the threatening look of the creatures in the center of the room, he draws his cutlass. "You don't suppose there is a nonviolent way for this to go, is there?" he cocks his head sideways with a questioning look.

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

I moved in to the room.

Carefully Nigel steps behind Cork. What is going on in here? This is not the description that we received. What did this woman who hired us do again? Lastly, what in the gods are those! They may talk, but I doubt I know their language.

Interesting twist here. Lets kill some bad guys and get some answers.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Knowledge (Nature): 1d20 + 7 ⇒ (5) + 7 = 12

Vello scans the room before staring at the fey creature trying to identify it and any weaknesses. "Not a nice looking room. She said this was a cult temple right? They must of worshipped a nasty god."

Grand Lodge

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4 | current trick: misdirection (Myth)

"This is the family vault? I'm impressed," giggles Jerbrick as he joins the others inside.


Korvosan Sewers | | Abandoned Vault

As the combat starts, Cork identifies the flying squid thing as a "Darkmantle". He tells you all that it flies and attacks with tentacles to grab and constrict their prey, and also has a special ability to cast Darkness, which it has darkvision for.

Darkmantle: 1d20 + 6 ⇒ (6) + 6 = 12
Fey: 1d20 + 6 ⇒ (17) + 6 = 23
Rayquaza: 1d20 + 1 ⇒ (6) + 1 = 7
Vello: 1d20 + 4 ⇒ (19) + 4 = 23
Jerbrick: 1d20 + 4 ⇒ (19) + 4 = 23
Cork: 1d20 + 7 ⇒ (18) + 7 = 25
Goran: 1d20 + 1 ⇒ (6) + 1 = 7
Nigel: 1d20 + 2 ⇒ (8) + 2 = 10

Round 1:
Cork
Fey
Jerbrick, Vello
Darkmantle
Nigel, Rayquaza, Goran

Cork is up!

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Cork steps forward five feet then a cone of scintillating colot shoots from his outstretched hand. The cone of color envelopes both of the menacing creatures.

color spray. DC 15 will save. On my phone so I can't update the map.


Korvosan Sewers | | Abandoned Vault

Darkmantle: 1d20 ⇒ 13
Fey: 1d20 + 6 ⇒ (2) + 6 = 8

Darkmantle Rounds: 2d4 ⇒ (3, 3) = 6

The darkmantle falls to the ground and lays unconscious as the color spray overwhelms its senses and causes it to become basically a doll for 6 rounds.

Fey Rounds: 1d4 ⇒ 2

The fey is also surprised by the spray of colors as it becomes blind and stunned for 2 rounds.

Woo OP color spray! This fight is probably over but go ahead and just do your attacks, I mean maybe you'll all keep rolling 1s and the Fey will get out of his stun, haha.

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

That was a pretty looking spell there Cork. Seems to of been really effective too! Who knew getting hit by a rainbow would have such an effect on things.

Nigel summons his eagle on top of the fey, since it is not unconscious, just stunned and moves forward 10 feet. I'll update map later today.


Hp 7/7 AC 14 Fort +5 Reflex +4 Will +2 Perception +10 Fly +8 talon +3 (1d4+2) talon +3 (1d4+2) bite + 3 (1d4+2)| 80ft fly| rounds 29/30

The eagle will take advantage of the blind and stunned fey.

talon: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d4 ⇒ 3
talon: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d4 ⇒ 3
bite: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d4 ⇒ 4

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Goran moves up and smashes tge fey with his morningstar.

attack, cold iron: 1d20 + 2 ⇒ (8) + 2 = 101d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

I've been patiently waiting till just the right time to use it. :-)

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

[ooc]i forgot to ask...any bonuses since its ko'd?[/ooc

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

The fey isn't ko'd, but he's blinded and stunned. You don't get any bonuses due to him being blinded but he loses a lot of AC. You do get bonuses to combat maneuvers (+4) because he's stunned. But it looks like you're attacking, not CMBing. Because of his lost AC, the 9 might hit. The GM will have to let us know.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello smiles as Cork's attack that really took the fight out of the two creatures. Seeing one fall to the ground, he takes aim at the Fey like the others. Hoping to end it's danger quickly.

Cold Blast (Range Touch) vs Fey: 1d20 + 2 ⇒ (7) + 2 = 9
Cold Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Korvosan Sewers | | Abandoned Vault

AC is a whopping 10 right now, loses its Dex and Dodge bonuses, but still has a +2 size bonus negating the -2 from being stunned.

The eagle is able to claw the fey while it lays there unable to move but everyone else seems to be unable to hit an immobile target.

Rayquaza and Jerbrick are still up!

and then after them we have another full round of actions.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Umm...i rolled a 10...the 9 was for damage

Dark Archive

Male Nagaji Unchained Monk (Scaled Fist) 4 (HP: 31/31) (AC: 20 FF: 15 T: 19) (Fort: +5, Ref: +5, Will: +1) (Init: +1) (Perc: +10) (Ki: 6/6)

"Good work, Cork! I like it when people make my job easier!"

Rayquaza jumps on the table, then from it to the ground next to the stunned fey with a devastating aerial kick.

Unarmed Strike: 1d20 + 6 ⇒ (16) + 6 = 22, Damage: 1d6 + 6 ⇒ (5) + 6 = 11

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:
GM wrote:
The scattered torture implements all over the floor are causing a problem for movement. If you move more than 10 feet in a round there is a 50% chance you step on something sharp, take damage, and also contract a disease. Moving half your speed negates the hazards.

careful how you move in this room guys.

Dark Archive

Male Nagaji Unchained Monk (Scaled Fist) 4 (HP: 31/31) (AC: 20 FF: 15 T: 19) (Fort: +5, Ref: +5, Will: +1) (Init: +1) (Perc: +10) (Ki: 6/6)

I specifically said I'm hopping on the table to try and circumvent that problem.

Grand Lodge

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4 | current trick: misdirection (Myth)

Jerb stares down the fey while he withdraws his crossbow and fires!

attack: 1d20 + 3 ⇒ (16) + 3 = 19
damage+possible painful stare: 1d6 + 1d6 ⇒ (4) + (1) = 5


Korvosan Sewers | | Abandoned Vault

With the condition that your enemies are in, you all have no problem slowly traversing through the room and laying the beatdown on the fey and their pet darkmantle.

You follow Sascha's directions to her hidden treasure trove, tucked away beneath some flagstones in an unlocked cell and find various equipment like a masterwork breastplate, a pair of masterwork butterfly swords, a pearl-studded silver brooch in the shape of a dove, two spelunking kits, an emerald, and a pouch of platinum pieces. You also find the tarnished, plain silver locket with the words "Ever Yours-EK" inscribed on the inside of it.

Under the table in the center of the room is a hole small enough for a small creature to enter, but it goes straight down and after about 100 feet it opens up to a giant cavern (that is beyond the scope of this adventure, but will be explained in a second).

One of you searches the fey creature (which happens to be a Jinkin btw) and find a suspicious notebook which is haphazardly filled with lots of random information on Thassilon. You figure the information might be important to the Pathfinder society but a lot of the ink has been smeared due to water damage and it will require a check to recover all the information on the pages.

I need DC 16 Knowledge (History) or Linguistics to get this, it's your secondary success condition for your 2nd prestige point, it's an old faction quest.

You also find a small journal that explains the reason for the Jinkin's arrival. There was some sort of earthquake or shift that caused the vault to crack below the surface, leading to the Darklands which is where the Jinkin live. They came in through the crack under the table but were locked inside of the vault until they found the hidden path to the south, where the other jinkin found the cerulean traffickers and decided to torment them and play tricks on them. Mifra stayed behind because of her pet darkmantle since it couldn't get out through the tiny crack, being only a small creature. In frustration she threw around all of the old Zon-Kuthon's cultists torture tools in the room.

Now that you had retrieved what you came for, you all go back the way you came to leave the sewers and meet back up with Canayven and Sascha, who nervously asks about her locket. Once you give it back to her, she gives her heartfelt thanks to you all and the Society and pledges her friendship to you.

That's pretty much it! Make sure you guys try to make that Knowledge History or Linguistics check above for your 2nd prestige point but other than that, you win! Sorry it was pretty uneventful besides the random combat, this was very much just a simple dungeon crawl with random encounters that didn't really link together in any sort of story arc. That's why it was kind of hard for me to really roleplay and get into character since most of it was just random stuff happening. I hope you all had fun and I will try to get your Chronicles to you either tomorrow or Tuesday.

I will also take your Day Job rolls now, and if you have any questions

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

know history: 1d20 + 1 ⇒ (13) + 1 = 14i can only for it untrained, but with a +1 from guidance...if i dont make it will use my reroll to try again.

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

I don't have either of the appropriate skills and both are trained only so I won't make a roll but I will hope someone on the team can do it

After finishing up the adventure, Nigel goes back to Magnimar to work in his father's shop before the society needs him again that turns out to be about 2 weeks from now . profession (merchant): 1d20 + 9 ⇒ (10) + 9 = 19

on a side note, could you do me a favor and fill out the "welcome to pathfinder society" boon for me? If you don't know where to find it, I can link it. It's a free boon for your -1 characters.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

I had fun with the game and there was some interesting encounters.
Knowledge | History (Untrained): 1d20 ⇒ 18
No day job.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

None of the required skills. Here's my day job roll. I thought it was a fun scenario.

day job, sailor: 1d20 + 4 ⇒ (9) + 4 = 13

Grand Lodge

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4 | current trick: misdirection (Myth)

linguistics: 1d20 + 4 ⇒ (4) + 4 = 8

Jerb is unfortunately unable to fix the notebook. Hopefully someone back at the Grand Lodge will have better luck.

Blerg. Sorry guys.

No dayjob roll for me. Thanks GM! I thought you did great with it.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

oh yeah...no day job...Goran is a slacker

Dark Archive

Male Nagaji Unchained Monk (Scaled Fist) 4 (HP: 31/31) (AC: 20 FF: 15 T: 19) (Fort: +5, Ref: +5, Will: +1) (Init: +1) (Perc: +10) (Ki: 6/6)

No day job here either, and even less so of a smartness check. I had fun nevertheless, and I'm looking forward to playing with y'all again!


Korvosan Sewers | | Abandoned Vault

I don't believe you can do a Knowledge untrained but it's also a bit unfair that they have such a random success condition based on a skill check so I'll allow it untrained as Vello manages to piece back together the information for the Society.

Congrats! You got your 2 prestige points!

I'm printing off your Chronicles now and filling them in, I will link them shortly in this Gameplay thread and you can let me know if I missed anything or if there needs to be any corrections.

Goran, I need your information that I put up in the Discussion thread, you can post it here or there, either works, and I can get your Chronicle up when I get that.

Thanks for playing guys!


Korvosan Sewers | | Abandoned Vault

Nevermind Goran, stalked your posts and tracked your information down myself. ;)

Chronicles:

Cork
Goran
Jerbrick
Nigel
Rayquaza
Vello

Let me know if any of these don't work.

I probably won't start up another game anytime soon, don't have any good adventures that I've run and want to run for others, and also balls deep in Starfinder. I might start up some Starfinder games so keep an eye out in the recruitment area!

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Thanks man! thanks for running it for us! GG everyone!

Grand Lodge

"Jerb" male gnome mesmerist 1 | HP 11/11, tricks 8/8 | AC 16, T 13, FF 14 | F +2, R +4, W +0 (+2 vs. illusion) | CMB -2, CMD 11 | Spd 20' | Perc +4 | Init +4 | current trick: misdirection (Myth)

My chronicle looks good. Thanks again GM and everyone else for a fun game! :D

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