GM Shady's Price of Immortality (Inactive)

Game Master shady18

Current date: Kuthona 6, 4710 AR; XP - 1437 each; Roll20 link

The arc starting with the level one module, Crypt of the Everflame. All going well, we'll tour the sequel modules Mask of the Living God and City of Golden Death, then figure it out from there.


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- INACTIVE - (GM abandoned game)

Haska moves to the mouth of the southern corridor and points down it with his warhammer. "Eh?"

can't move token from phone

-Posted with Wayfinder

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

In his weakened state and aware that he has very few magical reserves remaining sticks to the back of the group, uncharacteristically quiet.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ready to confront what happened when he fell the first time, Ka'narg walks up to the corner in the corridor and turns to look at the door.

Ready to proceed when you all are.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

I thought I was up-to-date on this game, but it seems I'm the one dragging. My bad, sorry folks.

Jarif approaches the door and carefully searches it to make sure it's safe to open.

Perception, trapfinding: 1d20 + 6 ⇒ (13) + 6 = 19

If traps are found:
Jarif attempts to disable the trap on the door.

Disable Device, MW tools: 1d20 + 10 ⇒ (5) + 10 = 15

If door is locked:
Jarif attempts to unlock the door.

Disable Device, MW tools: 1d20 + 10 ⇒ (19) + 10 = 29

Once he's satisfied that the door is ready to open, he will carefully open the door, looking into the next room.


Jarif finds no traps and the door is unlocked. He opens the door and looks into the room beyond.

Jarif:
Looking into the next room, you can see a large chamber containing a single pillar at its centre. The pillar is surrounded by a pit, the pit being crossable on its south side by a stone bridge. Dozens of arrows jut from holes in the pillar, facing every direction. You can see a door to the south of the room.

I won't reveal on Roll20 yet until the party is in the room.

Jarif at this point can see into the room; I'll let him describe it back to you. I'm assuming at this point the party hasn't gone in, hence the spoilered description above. Once the party is in the room, a couple more details will be revealed (Jarif can't see everything from the door) but I will wait for the party to move. After 3 votes to move I will assume the entire party has entered.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif turns back to the party. "There's a big pillar with arrows, pointing every which way, and it's surrounded by a pit. There's a crossing to the pillar, and a door to the south. Let me make sure that we're not going to set those arrows off." He proceeds to make sure that the party can enter the room safely.

Perception, trapfinding: 1d20 + 6 ⇒ (14) + 6 = 20


Jarif:
You notice a cable leading from the door to the pillar. Something has already triggered and it would seem the trap is already effectively set, although nothing untoward has happened yet.

As Jarif enters the room he can also see a further door, this time to the east.

At this point I'm assuming Jarif has entered the room, but nobody else has. I'll update Roll20

Ka'narg:
The door to the east, you encountered from the other side, while exploring with the original party. It was apparently locked and there was no lock mechanism to unpick.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg stands at the doorway and peers in, only moving in once given the all clear.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif continues into the room, very cautiously. "Be careful, I may have already triggered the trap, though nothing seems to have happened yet."


- INACTIVE - (GM abandoned game)

Haska shifts his feet impatiently, waiting for the all-clear from the rogue.

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif lightly grasps a small cable running from the door to the pillar, and follows it as he ponders how to disable the mechanism from going off. He pulls out his tools and gets to work.

Disable Device, MW tools: 1d20 + 10 ⇒ (8) + 10 = 18


Jarif's attempt fails. At this point the trap's mechanism becomes clear: the pillar fires a volley of arrows in Jarif's direction, and also at Ka'narg, still standing at the doorway.

number of arrows fired at Jarif and Ka'narg respectively: 2d4 ⇒ (1, 4) = 5 ... 1 at Jarif and 4 at Ka'narg

You're both flat footed, but Ka'narg has cover from the door (+4 AC)

Jarif Arrow 1: 1d20 + 10 ⇒ (6) + 10 = 16 hit
Ka'narg Arrow 1: 1d20 + 10 ⇒ (10) + 10 = 20 hit
Ka'narg Arrow 2: 1d20 + 10 ⇒ (4) + 10 = 14 miss
Ka'narg Arrow 3: 1d20 + 10 ⇒ (4) + 10 = 14 miss
Ka'narg Arrow 4: 1d20 + 10 ⇒ (8) + 10 = 18 miss

Jarif Damage, nonlethal: 1d8 ⇒ 1
Ka'narg Damage, nonlethal: 1d8 ⇒ 8

Initiative - I'll use this to resolve any timing issues between the characters; the trap will go first each round. Only characters "visible" to the pillar are affected.
Jarif: 1d20 + 4 ⇒ (4) + 4 = 8
Ka'narg: 1d20 + 3 ⇒ (5) + 3 = 8
Robilar: 1d20 + 1 ⇒ (15) + 1 = 16
Goldi: 1d20 + 3 ⇒ (2) + 3 = 5
Ehlers: 1d20 + 2 ⇒ (7) + 2 = 9
Haska: 1d20 + 4 ⇒ (11) + 4 = 15
Truffles: 1d20 + 1 ⇒ (8) + 1 = 9
... so for the two characters currently affected, Jarif resolves before Ka'narg. This is round 1.


- INACTIVE - (GM abandoned game)

yeesh. This trap killed the party wizard completely in my PFS play through. Ouch.

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Can Jarif continue with attempts to disable the trap while the party investigates the rest of the room?


Jarif Selvaunt wrote:
Can Jarif continue with attempts to disable the trap while the party investigates the rest of the room?

Well, basically yes, but none of them are in the room.


- INACTIVE - (GM abandoned game)

Haska continues to wait outside. "Do you need any help?"

he can burn a channel if things get bad in there

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif gets to work continuing to try to disable the trap.

Would the nature of this disable allow someone to hold one of those huge shields from the hallway in front of Jarif to protect him while he works?

"Well, this thing is firing arrows at me, but I'm trying to get it shut down. If someone has any ideas, I'd love to get some protection from these arrows."

Round 1, Init 8

Disable Device, MW tools: 1d20 + 10 ⇒ (11) + 10 = 21

Edited for round 1

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar evaluates the situation and with a swift move draws a crystal made bottle with pearl white liquid.

"Um...ah... yes. This will work." he says before he downs it.

Drinking the Shield Extract. Also, two questions? Even with Ka'nny boy there can we enter? And... can aid another be used when disarming traps? Robilar is trained!"


Jarif Selvaunt wrote:
Would the nature of this disable allow someone to hold one of those huge shields from the hallway in front of Jarif to protect him while he works?

Potentially, but (a) they would have to move to recover the shields and (b) they would not be able to cover both themselves and you.

Jarif wrote:
Round 2, Init 8

Actually it's still round 1; only the trap has had a turn at this point.


Robilar wrote:
Drinking the Shield Extract. Also, two questions? Even with Ka'nny boy there can we enter? And... can aid another be used when disarming traps? Robilar is trained!"

Yes, half speed to get past Ka'narg (EDIT: to be clear - half speed for every pass you make while in the corridor). And yes, aid another can be used if trained and assuming you have the tools (otherwise usual penalties apply).

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

Ehlers is very content to let the others investigate this new threat. He takes advantage of the fact they are all focused on the trap to slip to the back of the group and slump against a wall breathing heavily.


Female Halfling Druid 1 [ HP 9 / 9 | AC:17 / T15 / FF 13 | F+4 / R+4 / W+6 | Percep +9 | Init +3] ]

The sound of arrows being fired stars to rile up Truffles but Goldi works to calm him down.

Handle Animal: 1d20 + 8 ⇒ (2) + 8 = 10 it takes everything she can to keep truffles from rushing forward to help his friends.

DC is 10 to have truffle stay and guard and of course I almost fail that


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

Ka'narg, having just been konked in the skull with an arrow, growls in pain and steps into the room from the hallway, knowing he will make it more difficult to squeeze past him should he remain. He then throws himself to the floor to make it as difficult to hit him with more arrows as possible.

Enter room, then go prone to give myself extra AC against ranged attacks, since I can't help with the mechanism.

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

How deep is the trench? Can we jump into that to get past?


Ehlers - you can't figure out how deep the trench in an adjoining room might be, while cowering in a nearby corridor.

At this point everyone has posted. I think the situation is (in initiative order):
- Haska is in the corridor to the west of the room
- Robilar - unclear
- Ehlers is in the corridor to the west of the room
- Truffles is in the corridor to the west of the room
- Jarif is in the room trying to disable the trap
- Ka'narg is in the room prone
- Goldi is in the corridor to the west of the room
@Robilar - waiting on your action. Jarif and Ka'narg's actions aren't resolved yet, pending that.


- INACTIVE - (GM abandoned game)

I think Haska might run to try and retrieve a couple of those shields. It can wait until next round since I have already posted actions for this round

-Posted with Wayfinder

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Hell no, Paizo, stop clearing my dots and being a wonky page. Robilar will walk inside half distance after drinking his extract, I'll move him as soon as I get to my computer.


Jarif manages to disable the trap, and the arrows stop firing.

Ka'narg - you no longer need to throw yourself to the ground. Sorry about the delay in the process but there was another location mechanism/dependency in play, so needed all your moves to be able to sort it out. Please continue to be clear about where you are.


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif breathes a sigh of relief. "Okay, I've found better ways to have fun in my day. Why are we here again? Why am I here?!?" It's clear that these are cranky grumblings and that he doesn't expect an answer. He rubs his shoulder where the arrow hit, and rotates it a few times to regain full movement. "I think I'm going to be okay with this, but Ka'narg, you look like you took a beating there, and Ehlers, are you going to be okay back there?"

Jarif wants to give the room one more look to make sure he hasn't missed anything important.

Perception, trapfinding: 1d20 + 6 ⇒ (7) + 6 = 13


Jarif can see no further traps.


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

"I will be alright, but thank you for your concern," Ka'narg says, rubbing at his temple where the arrow struck him. He bends down to pick one of the projectiles up - surely being struck should have done more than just given a nice welt to the side of his face.

Ka'narg will look for any arrows to see if there's anything of interest about them.


- INACTIVE - (GM abandoned game)

Haska strides into the room as soon as it is clear. He looks Jarif and Ka'narg over for injuries. "Need a healin'?"

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

"I'll be fine; it's just a lump. The arrows don't seem to have been sharp, I guess." (Jarif took 1 hp nonlethal; nothing to worry about.)

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

"I am... Drained. That shadow took it out of me, but I suspect there is nothing a two bit pack of wanderers can do about that. I'll just have to deal with myself, I'll think of something."

I'm fine for HP, just got some gnarly strength damage and I'm out of spells.


The arrows are blunt.

Ka'narg:
You'll remember the stock of blunt arrows the villagers brought to prepare the quest.

Location update:
- Haska is in the room
- Robilar is in the room
- Ehlers is in the corridor to the west of the room, complaining from there (note - resting before going on will recover some of the damage and obviously the spells)
- Truffles is in the corridor to the west of the room
- Jarif is in the room
- Ka'narg is in the room
- Goldi is in the corridor to the west of the room


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

"The arrows are very much blunt - one of Roldare's companions must have gotten around to replacing the sharp ones in the pillar with blunt ones, for which I'm eternally grateful for not having a sharp arrow driven through my skull," Ka'narg muses to himself, unaware that he is talking out aloud.


- INACTIVE - (GM abandoned game)

"Do ye need healing, lad?" Haska asks Ka'narg, ignoring Ehlers's complaints.

-Posted with Wayfinder


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

"It would be a kindness, though it really is only a bad knock."

Am currently 8 non-lethal damage taken, so if I get hit for more than 3 damage at any given time at the moment, I'm out for the count again. So yes, I would not say no to a healing spell being used :)


- INACTIVE - (GM abandoned game)

Haska whispers a prayer and reaches up to touch Ka'narg on the shoulder.

CLW, expending bless: 1d8 + 1 ⇒ (7) + 1 = 8

-Posted with Wayfinder


Minor note - XP updated for last encounter.

There are 3 doors in the room - west, east and south. Several characters are still in the corridor to the west. Unless they explicitly move I'm leaving them there - you can check the other doors but I won't move the party out of the room without their explicit decision to stay or move.


- INACTIVE - (GM abandoned game)

Haska strides toward the eastern door before pausing to look over his shoulder, hand inches away from the door and an inquisitive look on his face.

rule of left would indicate this door next

-Posted with Wayfinder


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif will hold up his hand before Haska touches the door, indicating that he should hold off a minute. He approaches and searches the door for traps.

Perception, trapfinding: 1d20 + 6 ⇒ (4) + 6 = 10


There are no traps on the eastern door, but bear in mind that door just takes you back to Roldare and/or back around the way you came. The unexplored area is to the South.

Grand Lodge

Male Human Alchemist 1 | HP: 11/11 | AC: 15, T: 13 , FF: 12| Fort: 4, Reflex: 5, Will: 1 | CMB: 0, CMD:13| Init: +3 | Perception: +1

Robilar walked around the room while the rest gathered themselves and got healed.

Observing the man known as Jarif explore the door, the doctor would walk up to him and ask.
"Uumh... ooh, may I try? I always fancied myself perceptive and I know my way around devices... not as well as you do, of course. Uumh, your work sith the pillar was marvelous to say the best... I was considering blowing it up, actually. So good for everybody, yes."

Robilar tries to detect traps in the doors, he had a sudden urge to try and establish friendship with Jarif.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

With a sigh Ehlers drams himself up and with a shake of his shoulders, joins the others.

"I must rest soon if we are to make a success of this. You need me and my spells."


Male Human Rogue (Unchained) 1 || AC 18 (T 15/Fl 13) || hp 10/10 || Init +4 || Fort +1 Ref +6 Will +1 || Perception +5 (+6 to locate traps)

Jarif seems a little surprised at Robilar's interest. "Umm, yes. Go ahead." He stands awkwardly as Robilar takes a look. "That with the pillar was nothing special really. Just thinking on my feet. Probably should have just closed the door on it and made a better plan, in retrospect." When Robilar also fails to find any traps, Jarif nods in agreement.

Turning to Ehlers, Jarif continues, speaking up to address the whole party. "Should we rest here? It won't take much to make sure that this room is safe for a bit, and this is as good a place as any, I suppose."


Male Half-orc Ranger 1 :: HP 12/12 :: Init +3 :: Fort +3, Ref +4, Will +1 :: Perception +5 (+7 vs humans), darkvision :: AC 17, Tch 12, FF 15 :: CMB +5, CMD 17

"How long will you need to rest? Every hour that we are standing still is an hour closer to whatever grim fate the others are being subjected to," Ka'narg says, his features neutral. "And their fates are of greater concern to me."[/b]

Liberty's Edge

Stats:
CN Elf Magus 1 | HP: 8/8 | AC: 16 (T: 12, F: 14) | CMB: +2, CMD: 14 | F: +2, R: +2, W: +3 | Init: +2 | Perc: +8 | Speed 30ft | Effects: 4 str damage:

"We are all well aware of what your gung ho tactics have lead to orc, the fact we are here at all are testament to their efficacy. I for one do not wish to require rescuing myself. So we do this with intelligence and caution and not go running in like beasts yes?!


- INACTIVE - (GM abandoned game)

"Listen, pointy-ears! We may need your spells, but you need our protection even more. Show some respect to those who risk their necks while you sit on your arse!"

-Posted with Wayfinder


Just to note as to where we are.

Firstly, location: - everyone except Goldi & Truffles is in the room. They're still in the corridor to the west.

Secondly, the door to the west - leading to that corridor - is still open. You haven't tried the doors to the east and south. Logically the eastern door would lead you back to the explored area containing Roldare. The southern door would take you into an area not explored by yourselves or by the previous party.

You're currently discussing whether to rest. The first 3 votes to rest or to move in a particular direction will win (note this could also be overridden by an individual's action, so for example Ehlers could, in a huff, try the eastern door, and if it opens go through into that corridor, and then we'd have to deal with that). I will bot Goldi in accordance with the result of the vote.

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