GM Z..D.. F&F parts 2 and 3 core (Inactive)

Game Master Z...D...

Maps and Handouts


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So what are we doing guys? Feel free to mark up the hand outs if you like.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

I will try the combination of: 3, 4, 4, 3, 7, 4, 7, 6, 9. I believe this is the number of words in each line.


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Kord spins the dial, nothing clicks open. The door remains locked tight.

Clue has been added to the hand out

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blades took a closer look at the note. "Hey, it looks like the combination is part of the letter. See on line one, the word "even", if you add in the "s" from the first word, gives you seven." He said. Spinning the dial, he entered the possible combination.

"Seven, four, three, eight, two, six, five, nine, one." Two Blades said.


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Two Blades spins the dial and with the final number shows under the arrow. A couple of clicks can be heard. Two Blades then pulls the door open.

Dozens of carefully organized codices and scrolls fill the stone shelves carved into the walls, each labeled with names and sigils hammered into small brass placards over each niche. Two statues of humanoid fiends holding red-flamed torches monitor the room from the corners. Two open chests on either side of the door hold jumbles of unsorted documents, but a third chest in the far corner remains closed.

The corner chest stores the Nail’s monetary assets for covering basic expenditures, holding an assortment of Chelish-minted gold and silver coins.

The documents contain information on Cheliax’s numerous political targets extracted from the Nail’s interrogation sessions. Some of these documents provide blackmail material, but any Pathfinder would take interest in three documents in particular. The first two are interrogation reports filed in the section marked with the Aspis Consortium’s sigil. hand outs 3 and 4

The other is in a chest that stores a mound of Zefiro’s unaltered Chelish histories, including one annotated lineage amendment torn from its binding and left atop the pile. number 5

Once everything is gathered and notated. Krima takes her leave, bidding farewell and good luck the PC's, heading to the kitchen to have some of the stew.

The stink of unwashed bodies permeates this narrow corridor, illuminated by violet prisms set into sconces on the inner corners. Iron bars isolate the hall’s outer perimeter, where the walls are lined with manacles set into the stone. Dozens of filthy prisoners lie behind the bars, each one wearing a sign around his or her neck bearing an identification number, a crime, a red “X” next to the word “Interrogation,” and a release date. Two sets of iron double doors lead deeper into the building.

The keys recovered from the office open the cells and the double doors to the inner part of the building.

Each corner of the central prison chamber bears a sconce fitted for a fist-sized prism; only the southeast and southwest sconces are empty. Each prism sheds light like a torch when active. These glowing ones looks eactly like the one that Sab found earlier, except the ones she have do not glow. The notes found in the office shows you how to activate them. if you like.Knowledge Arcana Spellcraft, UMD DC 14 However, the cracked one will need to be repaired. Spellcraft DC 15 to fix it or casting silence into the orb to recharge it

36 lower-priority prisoners reside in the cells. A quick glance at their identification cards reveals that many of them are serving time for minor infractions, and most are only a few days away from being released.

DC heal 14:
The prisoner with over a month left is actually dead

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blades looked over the prisoners to see how they were doing "This one was only a month away from getting out before he died." Two Blades said as he unlocked the manacles and respectfully took the body to another section of the prison.

Take 10 on the heal check. Someone else will have to see about getting the prisms to work as I don't have the listed skills.

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

It seems the Paracountess is more than a Paracountess. That information could change the power in this region.

Sab takes a look to the prisoners
Well friends. It's time we proceed to interrogate that traitor call Ballinger. Where do you hide, Rat?

I search for Ballinger. Is he here?


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All of the prisoners look away as Sab calls out, except one.

[b]you already have him. he is already attached to the machines.[/ooc]

With that the group head into the next chamber.

Barbed chains hang like streamers from the pyramidal ceiling of this large chamber. Several chains wind around the room’s grooved, bloodstained central column. Each corner of the room bears an iron statue of a regal, four-horned devil standing over a network of winches wound with the wicked chains. Light pours in from a dirty pentagram-shaped skylight set in the roof’s highest point, casting a shadow of Asmodeus’s unholy symbol crisscrossed with chains over the stone floor.

Zefiro Balinger and three humans are wedged into the grooves of the central column. All four are gagged and secured by the room’s spiked chains.

There are a few ways you can free them. You can attempt to set them free by using an escape artist check. You can attempt to find and deactivate the trigger and mechanism on each statue. Or you can outright attack the winches.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Kord looks to the others, "Just tell me what to do."

In other words, the only skill I brought to this part of the story is muscle.

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

Thordir immediately begins searching the room for some way to loosen the chains and free the prisoners, his eyes scanning each statue and winch carefully.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blades checked the area to see if there was a way to disable the spiked chains and free the prisoners.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Disable Device: 1d20 + 8 ⇒ (15) + 8 = 23

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

Let me help you, Two'Blades

Perception: 1d20 + 8 ⇒ (15) + 8 = 23
disable devide, helping two blades: 1d20 + 13 ⇒ (14) + 13 = 27


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Two blades goes up to one of the statues finds the release lever for the winch and disables one.

Sab, after looking how Two Blades did it, found the mechanism on a separate statue and she deactivates it.

Thordir does not realize what the other two are looking at.

two down, six to go.
The Perception is 18 to find the release and Disable is 18 on each
I am assuming each statues release is in a different location, that is why you need to keep making the perception to find it.

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

Thordir notices that the others were able to find the levers, while he was not, so he takes his time as he searches the rest of the room.
Any chance I could take 10 on Perception for a total of 19 to take care of the rest of the levers?


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sure if you want to point them out to Sab and Two blades. Unfortunately can not take 10 on the disable check though.

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

After some thorough searching, Thordir points out the rest of the mechanisms to Two Blades and Sab. "I'm afraid I don't know much about how to use such devices, but at least we know where to look now."

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Disable device: 1d20 + 8 ⇒ (1) + 8 = 9
Two Blades was not having as much luck trying to locate other levers to disable the chains.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Once again, Kord watches over the team to keep them safe.


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gm rolls:

2d8 ⇒ (3, 5) = 8

Two blades slips while trying to deactivate the next statue. All the chains tighten at once and then start to whirl around the room. The doors begin to close behind them.

spoiler:

Sab’Sera: 1d20 + 10 ⇒ (8) + 10 = 18
Thordir: 1d20 + 2 ⇒ (9) + 2 = 11
Kord: 1d20 + 1 ⇒ (16) + 1 = 17
Two Blades: 1d20 + 6 ⇒ (16) + 6 = 22

Initiative
Bold May Act
Two Blades
Sab'sera
Kord

Chains
Throdir

The statue with the red lines through them have been deactivated. To deactivate the statue, you can either attack the winch out right or use disable device on them as a standard action

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Wasting no time, the paladin strikes out at the winch.

Winch: 1d20 + 4 ⇒ (20) + 4 = 24 for damage: 1d10 + 4 ⇒ (6) + 4 = 10

Just in case I can crit a winch, which I very much doubt.
Winch: 1d20 + 4 ⇒ (5) + 4 = 9 for damage: 1d10 + 4 ⇒ (3) + 4 = 7

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

I think I Can Disable it

Sab uses some tools trying to disable the statue

Disable Device: 1d20 + 13 ⇒ (8) + 13 = 21

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

"oops!" Two Blades said as he failed to disable the trap. Quickly he tried again.

Disable device: 1d20 + 8 ⇒ (12) + 8 = 20


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Three more winches are taken out.

1d4 ⇒ 3

chains vs #4: 1d20 + 6 ⇒ (2) + 6 = 8 miss
damage: 2d4 ⇒ (2, 4) = 6
chains vs #1: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 2d4 ⇒ (4, 3) = 7
chains vs kord: 1d20 + 6 ⇒ (1) + 6 = 7 miss

Initiative
Bold May Act

Round 1
Thordir

Round 2
Two Blades
Sab'sera
Kord

Chains

Three more winches remain. Please move on the map. I did it for you last round.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Double move north, unless I can charge

Possible charge: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 for potential damage: 1d10 + 4 ⇒ (5) + 4 = 9


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Kord Shatterspine wrote:

Double move north, unless I can charge

It does not say anything about them counting as difficult terrin, and since it is already activated, I guess you can not risk not setting it off. So I will allow the charge.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blades charged across the room to the pillar, jabbing the point of his rapier into it as he hoped to gum up the mechanical works of the fiendish chains.
attack: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 1 ⇒ (2) + 1 = 3
confirm: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 1 ⇒ (3) + 1 = 4

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

Sab moves to the closest winch and tries to disable it

Disable device: 1d20 + 13 ⇒ (11) + 13 = 24

Piece of cake!

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

Seeing that Sab seems to have things under control with her winch, Thordir rushes over to assist the others, slamming his glaive down on the winch.

Glaive power attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d10 + 4 + 3 ⇒ (8) + 4 + 3 = 15


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Thordir's wild swing misses, connecting with the statue itself.

Two blade tries to jam it with his rapier and he catches the chain, but does not cause enough damage to break the links.

Kord seems to have better luck, almost knocking the winch completely off of the statue.

Sab makes quick work of the trap, disabling it with ease.

The last chain whips around the room.
1d4 ⇒ 2

chains vs 4: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 2d4 ⇒ (3, 4) = 7

chains vs two blades: 1d20 + 6 ⇒ (6) + 6 = 12

chains vs thordir: 1d20 + 6 ⇒ (7) + 6 = 13

chains vs sab: 1d20 + 6 ⇒ (7) + 6 = 13

One statue remains

Bold May Act

Round 2
Thordir

Round 3
Two Blades
Sab'sera
Kord

Chains

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

would you mind? Sab said as she aproaches the last statue I think I can hadle it too
disable device: 1d20 + 13 ⇒ (5) + 13 = 18


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Sab is able to deactivate the final winch system. The doors unlock and the prisoners are able to be helped out of their restraints.

Three of the prisoners identify as members of the bellflower network. And will help you all escape the best they can.

Zefiro looks at the PCs and smiles. He recognizes you as the pathfinders who he spoke to earlier.

Why are you dresses as guards, never mind, lets get going. Do you have anymore, we may need them to escape?

More tabards can be found

Nothing remains at the nail, and this leads to a chase scene. Due to your good work, you get a 3 round head start. However, two of the prisoners are sickened due to receiving damage from the trap, so all checks are at a -2. This chase works differently in you all will move as a group, not individually, but everyone can make the checks. These checks are not required, but are used to disrupt the pursuers progress. I will give you what it recommends, but feel free to come up with creative solutions.

Round 1: No checksYou all start at the bloody nail. The PCs walk out the main door, with no resistance. You see in the distance the interrogator and Tamrin returning. Tamrin seems to be trying to keep them distracted.

Round 2:Free Meal
A group of Asmodean priests distributes free food to pedestrians, emphasizing it as House Thrune’s gift to the loyal. The PCs can sow chaos in the food lines with a DC 14 Diplomacy check to request food and then toss it to the hungriest-looking spectators, a Combat Maneuver against a CMD 14 check to snatch food trays and send them to the back of the line, or by throwing an alchemical item into one of the cook pots (AC 7). Any of these actions cause the queues to break down as citizens begin complaining and rushing the priests out of order.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Finding a convenient piece of fruit, Two Blades took it off one of the trays and slipped it out of sight. "Hey, that guy took your​ apple!" he said, producing it after a quick frisk of the priest.

Slight of Hand: 1d20 + 8 ⇒ (18) + 8 = 26

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

Rushing through the crowd, Thordir tries to pluck one of the trays from the table. "Haha! Food for all! Remember kids, eat your dessert first!"

CMB: 1d20 + 5 ⇒ (20) + 5 = 25

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

give me some food please!!

Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10

It seems nobody listen Sab's words and she can't take any aliment for the people

oh, come on! please give me some food


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Kord, you can make a check too

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

vs cmd: 1d20 + 3 ⇒ (7) + 3 = 10

-Posted with Wayfinder


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Round 3:Parade: The runaways cross the path of a Loyalty Day parade, complete with floats, banners, and dancers. The PCs can bring the parade to a halt with ranged attacks against AC 13 that deal at least 6 points of damage to the various decorations (multiple attackers can contribute to this total), a successful DC 14 Acrobatics check to barge through the marching lines, or by casting any conjuration spell of 1st-level or higher to create an impediment.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17
Two Blades snaked his way past the marchers, taking some effort until he found a clear path.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

.longbow: 1d20 + 2 ⇒ (17) + 2 = 19 for damage : 1d8 ⇒ 3

-Posted with Wayfinder

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

Acrobatics: 1d20 + 10 ⇒ (16) + 10 = 26

Come on guys! Do not get distracted by the parade
Sab continues her way past the parade.

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

Thordir draws his short bow and shoots a wild arrow at one of the floats.

Ranged attack: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d6 ⇒ 3


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The interrogator and the other guards of the nail finally realize that their prisoner are missing, as well as the temporary guards. However, they can not seem to locate the party.

Round 4 Supply Delivery: The PCs come across a wagon loaded with supplies for the celebrations. They can stall oncoming guards with a successful DC 14 Handle Animal or wild empathy check to panic the draft animals, a successful DC 14 Disable Device check to unhinge the wagon and send it rolling down the street, or successful DC 11 Strength check to throw the supplies everywhere.

Guards are still in round/card 1. PCs are on round/card 4

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

Alright! Let's keep those successes coming, folks!

Thordir quickly begins digging into the supplies and scattering them about the street.

Str check: 1d20 + 3 ⇒ (8) + 3 = 11

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

With frustration building, the half orc strains to heave a few crates onto the street.

Str check: 1d20 + 2 ⇒ (14) + 2 = 16

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Disable device: 1d20 + 10 ⇒ (17) + 10 = 27
Two Blades took a quick look at the wagon and quickly unhinged it, tossing the link pin into the crowd as it started to roll down hill.
" LOOSE WAGON, MAKE WAY!!! he hollered.


Knowledge Checks -Sky Key Solution Aid Token

You have enough success to stall them this round.

The party litters the street with a wagon cart and many crates before moving on.

Round/Card 5Asmodean Service: An Asmodean religious rite begins at a major intersection. PCs can sabotage the service with a successful DC 14 Bluff or Knowledge (religion) check, a successful DC 12 Climb check to disruptively scale the impromptu temple, by channeling positive energy in another deity’s name, or by casting any enchantment spell of 1st-level or higher. The outrage and confusion draws the guards’ attention away from the PCs’ flight.

Guards: Round/Card 1

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

"Up we go!" calls Thordir as he begins to scale the structure.

Climb: 1d20 + 6 ⇒ (13) + 6 = 19

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

"Liberty, Freedom and your own Destiny!" Two Blades hollered. "Bathe in the Glory of Desna so you can truly be healed and free from the pain of Tyranny!"

Channel positive: 1d6 ⇒ 3

Would this count for the Liberty's Edge goal Defy local law or tradition in a way that assists you and your​ allies without endangering the mission or threatening innocents?

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

I'm with you Thordir

Climb: 1d20 + 5 ⇒ (10) + 5 = 15

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

The half orc bellows, "Hey, aren't the anointments and holy oils supposed to be on the on the other side of the alter?"

Know, Religion: 1d20 + 4 ⇒ (13) + 4 = 17

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Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

No Day Job Here :-(


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Chronicle's

Thordir
Kord
Sab'sera
Two Blade

Thanks for playing along. Hope to get in a game with you guys again.

Scarab Sages

Male Half-Elf Barbarian 3 (CORE) (HP 35/35) | AC:18 T:12 FF:16 cmd:18 | F+5 R+3 W+5 (+2 vs Ench, +1 vs Traps)) | Perc:+10; Low-Light Vision | Speed 30ft Init. +2 | Rage 10/10 | Status: Normal

Thanks for taking us through the end of the series! Great GMing! Will look forward to playing with you all again too. :)

Scarab Sages

Female Human Rogue 3 (Core) | HP 27/27 | Init +10; Per +8(+9 to Find Traps) | AC 20, T 15, FF 15 | F +3, R +7, W +2 | Conditions :

Thank you GM! Hope we play together soon

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

This was a lot of fun. Thank you so much for running this.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Thank you for running the game. With this series completed, I have doubled the number of Core games played.


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Just a heads up. When I regularly run games. I do one standard and one core. So keep an eye out. However its one or the other. I do not like the same person taking up to spots.

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