GM Fuzzfoot's CORE PFS #6-01 Trial by Machine (Inactive)

Game Master PJP

PFS#6-01 Trial By Machine - Core-Only

Current Map

Handout 1
Map 1 - Map 2
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Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Welcome to PFS#6-01 Trial By Machine. This scenario is being run by a first-time-PFS-GM and will be a Core-Only session.

Grand Lodge

Halfling Phalanx Soldier 1

Dot!

Sovereign Court

Dotting

The Exchange

Evasion (Core) Human Monk 3.0 HP: 20/24 - AC 15 (19) - Tch 15 - FF 12 - Init +2 - Perception +8 - CMD 21 (23 grapple) - F/R/W 5/6/6

dot

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Windblown dot.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

REDOT

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

Also redot.

Liberty's Edge

Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first// [dice=CLB+PBS]1d20+7[/dice]...[dice=DMG]1d8+4[/dice] [dice=Falchion]1d20+7[/dice]...[dice=DMG]2d4+7[/dice]
Half Elf
Skills:
Acrobatics:+7;Climb+6;Handle Animal:+3;Survival:+7:Track:+8; Stealth:+6;K(Nature):+7
Fighter 4/Ranger 2 CORE[HP:54/54][AC:21/13/19][F:+10;R:+7;W:+4][INIT:+8][Perc:+15]

a quiet and brooding ranger walks in.
dotted

Grand Lodge

Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

Dottification.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

It is a glorious morning! The sky is clear, the air is crisp, and you are excited to start the rest of your life as a new Pathfinder. You arrive at the Grand Lodge with a spring in your step, only to be greeted by an annoyed looking old gnome who ushers you each into a room together.

"First morning and you are lollygagging! We have no jobs for you today, but Venture-Captain Valsin ordered me to give you this. Perhaps it will keep you busy for a few hours."

Letter from Venture-Captain Ambrus Valsin

The letter reads:

Idle Pathfinders are Pathfinders needing work. Having a bit of downtime is no excuse to sit around and let our skills lapse! So I have come up with a training exercise for you and a few others waiting around the Grand Lodge for a job. I trust you are familiar with the Red Redoubt? If not, for shame! It's an important part of Absalom's history. You might want to spend a few minutes researching it before heading out. While it is technically a "cleared" ruin, it's a perfect location to test your skills.

Another team has spent the last few days practicing their own dungeoneering skills by establishing an obstacle course in the Redoubt's upper levels. Now it's up to you to go and see how well they've done. The course follows a specific path - if you come across a symbol of three red dots inside a triangle, that means "do not enter." Don't go wandering - I do not want to send a third team to find you if you get lost. Otherwise, your response to the challenge is up to you. Bring your own gear, make your own plans, solve the puzzles, and bypass the traps. You'll know when you reach the finish line. I'd wish you good luck, but skilled Pathfinders don't need luck.

I trust you'll impress us,
Venture-Captain Ambrus Valsin

The gnome waits impatiently for you to read the letter, then immediately says "So, what are you waiting for, get on with it! Do get gear first, if you haven't brought any - you might need it. I don't want to have to come looking for you." He points out the window towards the Red Redoubt and waits for you to leave.

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

Lod Flaxseed, a halfling who seems to hail from a northern climate, nods along as he reads the letter. "Well, I'm ready to go. Seems like a pretty straightforward mission, although I'm sure it won't be once we're on-sight. My name is Lod Flaxseed, by the way. Yep, another Flaxseed flooding the Society's ranks. It's a bit of a family reunion. I don't think anybody realized just how far-flung our family has gotten over the generations but we're all flocking back to the Society." He wears a greatsword across his back and a holy symbol of Shelyn around his neck.

Grand Lodge

Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

An unkempt dwarf, adorned in a dilapidated robe over a battered suit of studded leather armor, leans gloomily on his dwarven waraxe as he reads the proffered letter. An obstacle course? he exclaims. What's the point? I don't know why he's making us do this...

He shuffles along sullenly toward the front gate. Guess I'll need to go buy some things so's we all don't die...

Liberty's Edge

Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first// [dice=CLB+PBS]1d20+7[/dice]...[dice=DMG]1d8+4[/dice] [dice=Falchion]1d20+7[/dice]...[dice=DMG]2d4+7[/dice]
Half Elf
Skills:
Acrobatics:+7;Climb+6;Handle Animal:+3;Survival:+7:Track:+8; Stealth:+6;K(Nature):+7
Fighter 4/Ranger 2 CORE[HP:54/54][AC:21/13/19][F:+10;R:+7;W:+4][INIT:+8][Perc:+15]

strange practice of sending us into what did he call it... an obstacle course...? In the north the obstacle were predators and enemies and the course was you as a first meal if you failed...not quite the same here... Korvan thinks to himself..."i am ready to begin"

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

"And here I was thinking I'd been accepted as a fully fledged Pathfinder..." Caerwynn muses, twirling her unkempt hair around a slender finger. "But sounds fun enough. At least we'll get some fresh air!"

Ready-ish, just need to make my purchases. I'll have it done today.

The Exchange

Evasion (Core) Human Monk 3.0 HP: 20/24 - AC 15 (19) - Tch 15 - FF 12 - Init +2 - Perception +8 - CMD 21 (23 grapple) - F/R/W 5/6/6

Taidus raises an eyebrow at the letter, Hmph, why do I feel like a rat being put in a maze? Let me grab a few things, then I am ready to go.

grabbing one acid flask (10gp), hemp rope 50' (1gp), backpack (2gp), a few potion (100gp), dagger (2gp), a sunrod (2gp), a thunderstone (20gp)

Taidus returns after about an hour, a backpack slung over his back. He looks around to the rest of his ragtag group, Ready to find the cheese?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Go ahead and finish your purchases, and then...

Within a few hours, everyone is ready to go. The noonday sun shines brightly in a cloudless sky, but the rugged landscape diffuses the light as if through a stained glass window composed entirely of crimson panes. Deep red metal walls, broken but mostly untouched by rust even a millennium, form an obstacle course through the landscape. Clearly, when the Red Redoubt of Karamoss was named, it was not done ironically. The marked path through the siege castle’s ruins leads to a large central chamber open to the sky above. Aside from the metallic flooring, walls, and rubble, nothing remains of the so-called “machine mage” Karamoss or his lost armies. Refuse, old campfire rings, and other signs of life attest to the place being a haven for scavengers and vagabonds. The chamber is filled with a large, circular shaft in the metal floor, with smoothly rolled edges that demonstrate superbly uniform craftsmanship. A rope ladder descends into the pit, anchored by pitons hammered into the floor panels.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Xakon slowly reads the note silently mouthing out the larger words.

"Finally, a chance to prove myself to the Pathfinder Clan...er Society. I've been dreaming about this day for many moons and eager to kill city rats."

A wide smile stretches from ear to ear on the tanned, bald Shoanti's face. His deerskin leather is without a single scratch. Bearskin furs drape his broad shoulders. His clothing is suggests he is accustomed to colder climates.

"My name Xakon of The Wind Clan. I...glad meet you all."

Xakon's accented speech is broken with awkward pauses. He bows gracefully toward you. His pointed ears and almond-shaped eyes are obvious signs of mixed bloodlines. He quickly taps each future step with a longspear that smells of fresh fish.

Beginning purchases, 148 gp:
Cold weather outfit (free), leather armor 10 gp, longspear 5 gp, morningstar 8 gp, dagger 2 gp, sling, 10 bullets, MW thieves tools 100 gp, backpack 2 gp, hemp rope 1 gp, flint & steel 1 gp, grappling hook 1 gp, 5 torches, winter blanket, waterskin 1 gp, bedroll, whetstone, 2 days rations 1 gp, manacles 15 gp, Remaining GP 2

Approaching the pit, he tugs at the rope ladder testing its strength and examines it for a trap. If it holds strong, then he reinforces hemp rope around his waist and offers it to the next climber before making the descent.

"I climb swift and silent...like mountain lion."

Trapfinding T10: 10 + 11 = 21
Climb T10: 10 + 8 = 18
Stealth T10: 10 + 6 = 16

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Caerwynn greatly enjoys the midday walk and the heat of the sun on her face. She hums a tuneless tune to herself, for all appearances on vacation in some airy mountain meadow.

Arriving at the Red Redoubt far too quickly for her taste, the wildling frowns a bit at the makeshift campsites dotting the landscape with their waste. Oh civilization, how little I care for thee... Savoring a few last moments under the open sky, she is the last to descend the rope ladder. "How easy is this 'obstacle' course supposed to be, anyhow? This would have made a fine obstacle. I even bought some rope that would have suited perfectly. I got it from a merchant!"

Caerwynn is quick to assess her surroundings at the bottom. Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

Droghedor looks on as Xakon tests the rope ladder. Careful with that...looks dangerous.

He'll be the last to climb down, making sure there's nothing untoward happening up top beforehand.
Perception above the pit: 1d20 + 5 ⇒ (7) + 5 = 12

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

After everyone has their chance to check the safety of the ladder, Lod follows Xakon down into the pit.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Taidus Raine:
Due to a take 10 on Knowledge, History, you recall:
The Red Redoubt of Karamoss was a siege castle created more than 1,000 years ago by the “machine mage” Karamoss in a failed attempt to conquer Absalom.
You can roll to see if you recall more information if you like.

You easily descend using the rope. The entrance shaft opens into the center of a red steel chamber. The floor beneath the shaft is canted at a slight angle; it seems to have originally been a circular platform that fit flush with the rest of the room but at some point unevenly sank a foot or so. The floors around the room’s perimeter are solid and even, with a textured surface to give better footing on the smooth metal. The walls are riveted metal plates, fallen or torn off in places to reveal solid rock behind. Recessed slabs of metal with adjacent panels, presumably exits, are centered on each wall. The northern panel glows dimly, illuminating scorch marks and glistening red stains around it.

Other than the light from above, and the dimly lit door panels, there is no source of light here.

As Caerwynn looks around, she notes that the other exits are marked with the triangle and three dots, signifying they are off limits to you.

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

Lod takes out a sunrod and cracks it, giving off just enough light to have a better look around. "i don't like the look of those scorch marks and what I assume is blood. Well, it looks like our way is marked so let's start."

The Exchange

Evasion (Core) Human Monk 3.0 HP: 20/24 - AC 15 (19) - Tch 15 - FF 12 - Init +2 - Perception +8 - CMD 21 (23 grapple) - F/R/W 5/6/6

Taidus, looks at the massive tower, and recalls that it was constructed in an attempt to take over Absalom. He tries to recall any other tidbit of info that may be helpful, but nothing comes to mind.

K history: 1d20 + 5 ⇒ (11) + 5 = 16

Be careful everyone, it seems a madman created this tower for his own evil deeds, he tried to take over Absalom with it. With my luck, there is probably some left over remnants of his deviousness behind.

Grand Lodge

Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

Droghedor shrugs. Tried to take over Absalom — that's what everyone has tried to do. The dwarf's voice is a whiny monotone. Don't know that it makes him any more mad than anyone else who tried over the past 10,000 years...

Please don't anyone to take offense to Droghedor's, er, charm. This is the inspiration for him.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

"Good eye Master Flaxseed. Please allow me lunch...er time to look closer."

Xakon spends approximately two minutes examining the area for traps around the northern panel with scorch marks and red stains around it.

Trapfinding T20: 20 + 11 = 31


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Survival DC 13:
You find six distinctly different sets of humanoid tracks left by the red stain. They all seem to go through the northern exit.

Knowledge, Arcana DC 20:
Karamoss was a Numerian wizard known as the “Machine Mage.” He had advanced knowledge of mechanical constructs, gained from decades of study within the Silver Mount. He was said to be part machine himself.

Xakon:
You discover that there was a trap, but it appears to have already been sprung. You also notice that the red liquid is dye, and not blood. It appears to have been part of the trap. Otherwise, the way seems clear to open this door.

Liberty's Edge

Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first// [dice=CLB+PBS]1d20+7[/dice]...[dice=DMG]1d8+4[/dice] [dice=Falchion]1d20+7[/dice]...[dice=DMG]2d4+7[/dice]
Half Elf
Skills:
Acrobatics:+7;Climb+6;Handle Animal:+3;Survival:+7:Track:+8; Stealth:+6;K(Nature):+7
Fighter 4/Ranger 2 CORE[HP:54/54][AC:21/13/19][F:+10;R:+7;W:+4][INIT:+8][Perc:+15]

Korvan looks around the area for anything amiss Perception: 1d20 + 11 ⇒ (3) + 11 = 14...and then concentrates on the ground before them...Survival: 1d20 + 6 ⇒ (17) + 6 = 23
edit

Korvan tells the others there are six distinctly different sets of humanoid tracks left by the red stain. They all seem to go through the northern exit.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

"The path is safe, but blood is not real. I become shadow."

The half-elf moves silently to the dim light ahead wielding a longspear. The adrenaline alerts his senses to the new surroundings in the northern exit.

Stealth T10: 10 + 6 = 16
Perception T10: 10 + 10 = 20

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Survival: 1d20 + 4 ⇒ (5) + 4 = 9

"Not real? What do you mean not real?" Caerwynn sniffs at the 'blood.' "Huh." She follows Xakon through the tunnel beyond, staying at the back of the party.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Caerwynn now realizes that the red stuff is just dye. The door opens easily by placing your hand on the panel. The corridor beyond is ten feet wide with walls made of the same red metal.

After about 5 minutes of walking, you come across an intersection 20 feet ahead. North and west, the tunnels continue unobstructed, but the eastern branch is blocked with a stout metal grating marked with three crimson circles within a triangle. A large, white “X” is scrawled in chalk on the floor in the center of the intersection.

Perception DC 18:
The 15-foot-long stretch of corridor south of the intersection is trapped. A tripwire triggers the trap.

The Exchange

Evasion (Core) Human Monk 3.0 HP: 20/24 - AC 15 (19) - Tch 15 - FF 12 - Init +2 - Perception +8 - CMD 21 (23 grapple) - F/R/W 5/6/6

Radius goes along, scanning around for any trouble. He is surprised that nothing has accosted them as of yet. He scans ahead, and something catches his eye, a glint.

per: 1d20 + 6 ⇒ (14) + 6 = 20

Ahead, a see a glint. Be careful, it may be a trap.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Perception: 1d20 + 10 ⇒ (5) + 10 = 15

"Where?"

Xakon scratches his bald head missing the clue indicated by Taidus. He takes another two minutes to discern the exact location of the possible trap.

Trapfinding T20: 20 + 11 = 31

If trap found:
From his backpack, he produces a set of masterwork thieves tools and begins taking apart the mechanism.

Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Xakon discovers the trip wire, and disables the trap. In doing so, he discovers that the trap was rigged so that two hidden wicker walls would slam together on the party, likely causing minor injury and a coating of pink paint.

You successfully enter the intersection, and must now decide what direction to take your next steps.

Liberty's Edge

Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first// [dice=CLB+PBS]1d20+7[/dice]...[dice=DMG]1d8+4[/dice] [dice=Falchion]1d20+7[/dice]...[dice=DMG]2d4+7[/dice]
Half Elf
Skills:
Acrobatics:+7;Climb+6;Handle Animal:+3;Survival:+7:Track:+8; Stealth:+6;K(Nature):+7
Fighter 4/Ranger 2 CORE[HP:54/54][AC:21/13/19][F:+10;R:+7;W:+4][INIT:+8][Perc:+15]

Korvan looks at the intersection and in all directions seeking some sign of a trap or trailmark.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25

Grand Lodge

Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

Maybe we should look for tracks... Droghedor gloomily suggests.

Droghedor will attempt to aid Korvan.
aid another Survival: 1d20 + 5 ⇒ (9) + 5 = 14


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Korvan notices the red dye on the floor, and Droghedor confirms that the set of tracks still includes 6 pairs of feet, and continues north through the intersection.

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

"Let's go west! Pathfinders should take the untrodden path. Who knows to what wonders it my lead!" Maybe even to some sunlight!

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

"Your spirit wipes away dungeon dreariness. I am glad for it.

Xakon returns to the shadows spear in hand as they march west.

Stealth T10: 10 + 6 = 16


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

After about a 10 minute walk, the corridor makes a right angle north. Just around the bend a dead half-orc sprawls on the ground. Above the corpse, a wooden sledgehammer dangles from a rope beneath an open ceiling panel. Though the head of the mallet is padded, the trap was apparently still lethal to the unfortunate half-orc. A few feet up the corridor another chalk “X” is scratched on the floor.

Survival, DC 15:
You detect six sets of tracks of heading north, but only one set returning this way, and the person who made those tracks was running. The tracks end at the half-orc’s body.

Grand Lodge

Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

Survival: 1d20 + 5 ⇒ (12) + 5 = 17

Looks like a half-dozen sets of tracks going in...but only one coming out, Droghedor tells the party. And this one, he indicates the half-orc corpse, coming back out. Alone. And in a hurry.

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

"I wish it would actually wipe away the dungeon dreariness," Caerwynn muses, kicking apart a pile of rubble and refuse. Nevertheless, a splash of hard white teeth graces her sun-tanned face among a morass of haphazard hair.

Lol I should actually look at my stats, my Survival bonus is +10 rather than +4. :P Survival: 1d20 + 10 ⇒ (16) + 10 = 26

"Hmmm, that IS odd," she agrees with Droghedor. "Odd that the hammer managed to kill him. Orc blood usually means hardiness! And I would expect that in this sort of obstacle course. But what was he--they?--doing here anyway?!"

Heal: 1d20 + 4 ⇒ (18) + 4 = 22 Was it the hammer that killed him?

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

Lod scratches his head. "Well, if he was running back out he must've been hurt already and the hammer just finished him off. Abandoning his team, he probably deserved it."

Liberty's Edge

Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first// [dice=CLB+PBS]1d20+7[/dice]...[dice=DMG]1d8+4[/dice] [dice=Falchion]1d20+7[/dice]...[dice=DMG]2d4+7[/dice]
Half Elf
Skills:
Acrobatics:+7;Climb+6;Handle Animal:+3;Survival:+7:Track:+8; Stealth:+6;K(Nature):+7
Fighter 4/Ranger 2 CORE[HP:54/54][AC:21/13/19][F:+10;R:+7;W:+4][INIT:+8][Perc:+15]

"Agreed, he abandoned his companions and his duty it seems. Most likely the gods withdrew their favor on him and he was cursed. Shall we continue?"


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

As Caerwynn expects, she finds other injuries upon examining the body. There are numerous deep gashes across the half-orc's torso. The hammer was probably only a final blow, or perhaps simply knocked him unconscious while he bled to death.

Whether the cuts were from his companions or something else is yet to be determined.

She also discovers a fine weapon in his hand, a masterwork dagger made of adamantine.

The Exchange

Evasion (Core) Human Monk 3.0 HP: 20/24 - AC 15 (19) - Tch 15 - FF 12 - Init +2 - Perception +8 - CMD 21 (23 grapple) - F/R/W 5/6/6

Hm, whatever happened here, seems to have left or been taken care of. Lets finish our exploration

Grand Lodge

Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 | F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

Someone should take this fancy dagger, Droghedor suggests. This sod won't need it anymore.

The Exchange

Evasion (Core) Human Monk 3.0 HP: 20/24 - AC 15 (19) - Tch 15 - FF 12 - Init +2 - Perception +8 - CMD 21 (23 grapple) - F/R/W 5/6/6

If nobody wants it, I will. My fists are pretty good as a weapon.

Grand Lodge

Halfling Warrior 4 | HP 30/30 | AC 16 T 12 FF 15 | CMD 16 (18 vs bull rush) | Fort +7 Ref +4 Will +9 (+4 against fear) | Init +1 | Perc +6 | smite (+2 hit/ac, +1 dmg): 1/1

"You can have it," Lod tells Taidus. "Ok, let's follow that way, where it looks like this fella was running from."

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

"It could be chicken (foul) play, but survivors would take nice dagger. A guardian? Traps were harmless, but campfire stories are told of constructs warding off thieves." He wonders out loud.

After their investigation of the dead, Xakon stealthily scouts 10 paces ahead looking for signs of danger. (Stealth DC 16 & Perception DC 20; 30' ahead in dim light)


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Xakon leads the way north cautiously, but even at a slower pace it only takes a minute or two before you come upon a grisly sight.

Xakon:
I was unclear on what your listed DCs for Stealth and Perception meant, but I believe you need to get a better stealth roll than the creature you come upon gets for perception in order to get a surprise round. So roll a Stealth, and if you beat 16, you get a surprise round.

The dungeon’s red hue is dramatically accented here with a fresh coating of blood. Three corpses lie scattered around the room, all hacked apart with great force. The arterial spray from the last moments of their lives spatters the walls and ceiling and pools on the floor. A dim crimson glow spills from a wide archway to the north, casting a garish light upon the faces of the dead. An open chest sits against the eastern wall, with broken links of chain scattered on the floor around it.

Near the center of the room, there is a man-shaped construct of metal, which appears to be stuck in place due to a tanglefoot back.

Ok - my first combat run, but I think I managed ok with the map and you should be able to move your own icons around. Let me know if anyone has a problem.

Map Here

Initiative Rolls:

Caerwynn: 1d20 + 2 ⇒ (5) + 2 = 7
Taidus Raine: 1d20 + 2 ⇒ (20) + 2 = 22
Lod Flaxseed: 1d20 + 1 ⇒ (9) + 1 = 10
Korvan the Hunter: 1d20 + 3 ⇒ (19) + 3 = 22
Droghedor: 1d20 + 4 ⇒ (8) + 4 = 12
Xakon: 1d20 + 2 ⇒ (9) + 2 = 11

Metallic Creature Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Metallic Creature Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Tiebreaker
Taidus Raine: 1d20 + 2 ⇒ (7) + 2 = 9
Korvan the Hunter: 1d20 + 3 ⇒ (11) + 3 = 14
Metallic Creature Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

Initiative Order: (Bold may post actions)
Xakon may have a surprise round
Korvan the Hunter
Metallic Creature
Taidus Raine
Droghedor
Xakon
Lod Flaxseed
Caerwynn

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