Guildmasters of Golarion (Inactive)

Game Master Waterhammer

Web and cloth

Left of Well

Map

Undercity room 1 & 2

Canyon of the Broken Bridge.


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Ebonfeather's blow is knocked aside by the skeleton's flailing arms, it does not connect.

Another of the skeletons rattles forward. It's claws rake at Zorin.

Claw 1: 1d20 + 2 ⇒ (20) + 2 = 22
Crit confirmation: 1d20 + 2 ⇒ (8) + 2 = 10
Claw damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw 2: 1d20 + 2 ⇒ (20) + 2 = 22

The bony fingers find a gap in Zorin's protective leather, drawing blood.
Further back, another skeleton moves up, but cannot reach anyone.

Elijah, Jared, go!


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Initiative Tracker:

Skeleton(yellow):22
Ebonfeather:21
Skeleton(blue):21
Skeleton(red):20
Elijah:14
Jared:13
Skeleton(green):9
Zorin:5

Elijah, worried at the combat happening before him, moves up, grabbing his holy symbol. He says a quick prayer to Cayden, to banish these tormented souls to the afterlife.

Cayden, banish these tortured and demented souls, so we may continue in our revelry.

DC 13 will for half damage, effects all undead in 30' radius burst: 1d6 ⇒ 2


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Channel, Control Undead, DC 12 will save to each undead within 30 feet. Jared can control 1 Hit Dice of undead with this effect.

"Stop." Jared said with quiet force.


Will saves vs Elijah:
Blue: 1d20 + 2 ⇒ (2) + 2 = 4
Yellow: 1d20 + 2 ⇒ (3) + 2 = 5
Red: 1d20 + 2 ⇒ (1) + 2 = 3
Green: 1d20 + 2 ⇒ (19) + 2 = 21

Will saves vs Jared:
Blue: 1d20 + 2 ⇒ (2) + 2 = 4
Yellow: 1d20 + 2 ⇒ (20) + 2 = 22
Red: 1d20 + 2 ⇒ (7) + 2 = 9
Green: 1d20 + 2 ⇒ (2) + 2 = 4

The holy energy channeled by Elijah bathes the skeletons, weakening them all. Though the one still in the far back of the room seems to weather the burst better than the others.

Jared can pick blue, red or green as the skeleton under his control.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin, having been caught off guard by the sudden appearance of the skeletons, will raise his weapon and attack. "How in the world did these things get here" he says before the strike.
attack: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d8 + 3 ⇒ (2) + 3 = 5
If the blow to the bones is enough, he will five foot step into the yellow skeletons spot.


male Tengu Slayer 1st

Ebonfeather shakes his head and strikes out once more.

attack: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d4 + 1 ⇒ (3) + 1 = 4

"Could be awhile, maybe they were food for the rats?"


The door frame makes it difficult to swing weapons, Zorin's morningstar fails to shatter any bones.

I'm putting blue under Jared's control.

Round 2

One of the skeletons trying to get through the door seems confused, the other rakes it's claws at Ebonfeather.

Yellow claw 1: 1d20 + 2 ⇒ (10) + 2 = 12
Yellow claw 2: 1d20 + 2 ⇒ (13) + 2 = 15
Ebonfeather avoids the attacks with skillful parry and footwork.

Ebonfeather can't seem to cut the skeleton; the combination of the door frame and the natural toughness of bone don't allow his sword attack any success.

Elijah, Jared go!


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Elijah, will once again channel the divine to root out the unnatural living of the decrepit enemy.

DC 13 will for half, avoid blue if possible: 1d6 ⇒ 5


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Sorry about the delay. I thought I posted, but the boards must have ate it. Elijah, because Channel Energy is an Emanation effect, it is blocked by walls. The blue one is actually safe from you where it is. GM, thanks for picking Blue. That's the one I meant to pick anyway.

Jared set to trying to help Zorin stay out of danger while commanding his new minion to destroy it's fellows.

Aid Another to Zorin's AC, AC 10: 1d20 ⇒ 10
Zorin gets +2 AC this round.

"Destroy the skeletons in the room with you." he said softly.

The skeleton he'd seized control of began lashing out at the skeleton near the door.

Blue Claw 1 at Yellow: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Blue Claw 1 at Yellow: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Crit Confirm: 1d20 + 2 ⇒ (13) + 2 = 15
Crit Damage: 1d4 + 2 ⇒ (2) + 2 = 4


I think I forgot to move green forward. It would have done so, mindlessly following it's orders to attack. That being the case, all the skeletons would have been massed up against the door trying to attack, and thus only have partial cover. So all would be affected by the channel.

Will saves vs Elijah:
Blue: 1d20 + 2 ⇒ (18) + 2 = 20
Yellow: 1d20 + 2 ⇒ (9) + 2 = 11
Red: 1d20 + 2 ⇒ (18) + 2 = 20
Green: 1d20 + 2 ⇒ (17) + 2 = 19

The skeleton under Jared's control begins to tear into it's mate, when Elijah's burst of holy channeling washes over the massed lot of skeletons. The skeletons collapse in a clattering heap of bones. Except for one at the rear.

Round 3

Players can go, skeleton will go last (if it still stands).


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

G@+*%%nit. >.<

Jared gave Elijah a baleful look before moving into the room and attempting to seize control of the remaining skeleton.

channel, dc 12 will


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will five foot step forward and swing out with his weapon.
attack: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d8 + 3 ⇒ (5) + 3 = 8
"try not to smash any of the bones to badly. It's rare to get any bare bones in such good condition." Zorin will stop the attack if it looks like the Skelton has fallen under his friends control.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

I was torn with what to do. I figured if we ended the battle sooner rather than later, it would stop us from taking any potential damage. Besides, how was I supposed to know the dice-bot was gonna be generous?

Elijah, will stand there, awaiting for the others to finish off the lone skeleton.

Elijah, will look at Jared as he gets the disappointed look.

How was I to know that you had made one your personal pet? Undead are unnatural, and should not be left to their own devices. Would you rather let everyone get ganged up on by them?


male Tengu Slayer 1st

Ebonfeather squawks and throws another punch out letting his cestus do the talking!

attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 + 1 ⇒ (1) + 1 = 2


Ebonfeather knocks the skeleton's head off it's bony shoulders, breaking it's jaw in the process. The skeleton drops to the floor, it's undeath is finished.

combat is over.

The room seems to have once been a storeroom with shelving on the walls. It's pretty cleaned out now, so the small wooden chest at the back is in plain view.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will walk back to the mite and double check his ropes before making sure the little bugger was still out cold.
CMB: 1d20 + 3 ⇒ (6) + 3 = 9
After that he will reach into his pocket and pull out a extract of cure light wounds.
cure: 1d8 + 1 ⇒ (8) + 1 = 9
Finally after healing up a little bit he would walk back over to the room and begin to check it out, picking up bits and bones of the skeletons as he did. "I've been needing a nice little reference body for my studies. I hope nothing got to damaged during the fight. I think I have a little bit more left in me for right now. We can go and see where one of the other hall ways lead to after we check out the chest. I'm not great at scoping out traps though."
perception: 1d20 + 0 ⇒ (19) + 0 = 19


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared sighed. "Elijah, please don't do that again unless we are badly outmatched. The undead are valuable resources, hard to make and rare to find in the field. That one could have been quite useful to us."


male Tengu Slayer 1st

Ebonfeather looks over the chest and shrugs.

perception: 1d20 + 9 ⇒ (20) + 9 = 29

with that done he tries to open it

disable device: 1d20 + 3 ⇒ (18) + 3 = 21


The chest contains stacks of gold coins. Each is stamped with the image of a clipper ship, if full sail on one side and a man's profile on the other. There are 170 coins. (170 gp)

There is nothing else of interest in the room.

The choices are east passage, west passage, or south passage.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will walk over and close the chest before smiling. "Least the chest may be worth something as well. Not a bad little haul we have gotten so far. I think I could fund a little bit of research with my share of the funds. Before we leave to I am going to do a quick search of the places we have discovered already. I have a extract that will help me to locate any secret doors we may have missed. For now though lets go and see where the..." Zorin stops speaking as he looks at the three separate passages that lead to the other three directions. He reaches into his pocket and pulls out a cigarette, next taking out some flint to light it. After a long inhale he looks to the east. "I say we go that way. I can take point again. I'm feeling much better after my little drink. In fact, I think it's time for me to pop out my secret weapon." Zorin will take out his mutagen and be ready to swallow it the next time they reach a door or when combat seems to be approaching.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Jared nodded and followed as Zorin began to move them along.


The passage to the east is 30' long. It opens into a room filled with junk. Broken barrels, furniture, and similar refuse are heaped about the room, though a clear passage curves through to the north.

Map is updated. The explosion call-outs represent refuse. Each is considered to be a low obstacle and costs 2 squares of movement to cross. Please move your token as you explore. You can roll any dice checks you think may be appropriate.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will walk into the room and give a little shrug before he begins to go through some of the refuse of the room. He kept a look out for anything of value as he started to go through the things.
perception: 1d20 + 0 ⇒ (11) + 0 = 11


male Tengu Slayer 1st

"A few coins, skeletons and rats all seem rather unconnected.Than again these tunnels are old and ancient" Ebonfeather said as he walked across the area.

perception: 1d20 + 9 ⇒ (13) + 9 = 22


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Elijah, crossbow drawn, expecting something to come out and try and rip them from limb to limb, proceeds into the room with caution.

taking black line route, defensively if possible?

He looks around, trying to spot anything of value, or worthwhile to look at further.

perception: 1d20 + 2 ⇒ (11) + 2 = 13


dice:
stealth, red: 1d20 + 11 ⇒ (4) + 11 = 15
stealth, blue: 1d20 + 11 ⇒ (17) + 11 = 28
stealth, yellow: 1d20 + 11 ⇒ (11) + 11 = 22

Ebonfeather notices a rat lurking in the ruins of a dresser. This one is notably larger than the ones commanded by the ugly blue humanoid. It looks feral and hungry. Before the tengu can warn anyone, the rodent scampers forward, using the rubble as cover. It's beady red eyes are fixed on Elijah. As if on cue, two other rats climb out of the rubble, moving in to attack.

Initiative:
Red: 1d20 + 3 ⇒ (5) + 3 = 8
Blue: 1d20 + 3 ⇒ (16) + 3 = 19
Yellow: 1d20 + 3 ⇒ (2) + 3 = 5
Ebonfeather: 1d20 + 3 ⇒ (3) + 3 = 6
Elijah: 1d20 + 6 ⇒ (16) + 6 = 22
Jared: 1d20 ⇒ 3
Zorin: 1d20 + 1 ⇒ (1) + 1 = 2

That was the surprise round.

Round 1

Elijah go.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Elijah, will take a step backwards. He grabs his holy symbol, and say a quick prayer. As he finishes, the party is filled with vigor, and feels as if they hand and eye is guided ever so slightly by his god.

Free 5' back, tehn cast Bless. +1 attack, saves vs fear


Initiative order:
Elijah
Blue rat
Red rat
Ebonfeather
Yellow
Jared
Zorin

Two of the rats scamper past Zorin one has it's red eyes on Elijah. the other seems to think a taste of fowl might be nice.

Zorin gets an AoO against blue.

blue: 1d20 + 1 ⇒ (20) + 1 = 21
damage, blue: 1d4 ⇒ 4 Pending Zorin's AoO
Crit confirmation, blue: 1d20 + 1 ⇒ (15) + 1 = 16 Does not confirm.
red: 1d20 + 1 ⇒ (5) + 1 = 6

Ebonfeather can go.

I should clarify. Blue rat attacks Ebonfeather. Red attacked Elijah, but missed.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will try to smash his weapon down on it as it runs past.
attack: 1d20 + 1 + 3 ⇒ (5) + 1 + 3 = 9
damage: 1d20 + 3 ⇒ (8) + 3 = 11


male Tengu Slayer 1st

Ebonfeather shakes his leg as the wound is still fresh and stings. he is no stranger to it. Thus he strikes out with his sword.

attack: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 1 ⇒ (4) + 1 = 5


Ebonfeather skewers the rat neatly, disabling it. Ebonfeather needs to make a fort save.

The other rat snaps at Zorin.

Yellow: 1d20 + 1 ⇒ (13) + 1 = 14

Jared, Zorin, go.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin grins now that he has one of the rats in a vulnerable position. He had a much better shot at its vitals.
attack: 1d20 + 2 + 3 ⇒ (5) + 2 + 3 = 10
damage: 1d8 + 1d6 + 3 ⇒ (2) + (3) + 3 = 8


male Tengu Slayer 1st

Fortitude1d20 + 3 ⇒ (15) + 3 = 18


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

Daze, DC 15 will save

Jared stepped back to get clear of the swinging weapons and made a small gesture toward the rat.


will save, red: 1d20 + 1 ⇒ (14) + 1 = 15

Round 2

The badly wounded rat, victim of Ebonfeather's sword, begins to drag itself back to the cover of the rubble.

Provokes AoOs from Zorin, Ebonfeather, and Elijah.

Elijah go.

The rat continues it's slavering attack against the cleric. Or perhaps not, pending Elijah's actions.
Red: 1d20 + 1 ⇒ (8) + 1 = 9
Elijah's quick feet keep him out of harm's way.

Ebonfeather go!


male Tengu Slayer 1st

As the offending rat tries to scurry away Ebon takes his sword and thrusts!

AoO: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d8 + 1 ⇒ (5) + 1 = 6


male Tengu Slayer 1st

If that does not finish it off Ebonfeather will attack it, if it does finish it off the below shall work, use the attack for either
attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d8 + 1 ⇒ (5) + 1 = 6

As his rat lay dying he switches his slash to the rat facing Elijah.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

attack: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d20 + 3 ⇒ (3) + 3 = 6


Elijahbot: 1d20 + 3 ⇒ (9) + 3 = 12

Elijah backs up, then looses a bolt from his crossbow, but can't get a clear shot. Ebonfeather quickly skewers another rat, while Zorin finishes off the last one.

Combat is over.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will try to stabilize one of the living rats before he begins to go through the various others boxes for anything of value. "These rats are all surprisingly aggressive. Must be starving trying to find food around here for them to come at us like that." Zorin says as he rummaged through the boxes. Checking himself out after they had cleared the room he reaches up to give his screw a turn before turning back to the party. "I think I can actually go for another. I have this mutagen burning a hole in my coat to use."
heal: 1d20 + 0 ⇒ (3) + 0 = 3
perception: 1d20 + 0 ⇒ (4) + 0 = 4


male Tengu Slayer 1st

"Except for the nibble I am good"Ebon says looking at the others as he runs a bit of his scarf along the blade cleaning it.


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Lead on then." Jared says simply.


Moving past the room with the feral rats, you notice a light ahead. Following the passageway 60' reveals the source. A 30' square room is lit by a large circular lens in the ceiling. The light seems to be daylight. (Keep in mind it's stormy and overcast outside.)
Below the lens is an open pit in the floor.

Across the pit a corridor continues straight on, while to the left and right, two other corridors lead away.

This chamber seems to be unoccupied.

Perception DC 12:
The floor around the pit seems to glisten with fluid. It looks slippery.

You can take 10.

There's a new map.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will drink his mutagen. After his muscles bulge out, his stick marks seeming to grow taunt on his skin as he stretches out a bit. "ahhhh it's always such s nice rush. Elijah if you could be kind enough to cast light on this rock." if no one has light he will at that point will pull a small stone out from his coat. After he will throw the rock into hole from where he is to see if he can get a rise from anything that might be inside of it. For now he will not approach it.


Zorin's stone fails to stir up anything from the pit. There is a slight delay before the clatter of the stone's landing is heard. The pit is deep.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

perception: 1d20 + 0 ⇒ (9) + 0 = 9
Zorin does not notice anything special about the pit and proceeds to walk forward so he can get a chance to look down in it. "Can some one be ready to grab me if I fall? I'm still trying to figure out if it's possible to graft wings onto a person."


male Tengu Slayer 1st

perception: 1d20 + 9 ⇒ (6) + 9 = 15

" I can try but are you sure you want to dangle yourself over the pit like a worm on the end of a hook?"


HP 7/7, AC 12, CMD 10, Fort +1, Ref +0, Will +2, Perception +0, Channel 8/8

"Might I suggest a rope. One can't go fishing without a line." Jared said, slightly amused.


Male human alchemist (vivisectionist) | Fort +6, Ref +6, Will +2 | HP 32/32 |AC 17 Touch 12 Flatfoot 15 | Init +6 |Perception +10

Zorin will stop and walk back to the group, asking one of them to tie some rope around him just to be safe. "I'm feeling a little adventurous. Lets see what we have down their. I'm calling dibs on cleaning out what ever it is that tries to bite the line. I think the bait has the right to that at the least." He grins at the idea before tying the rope and handing it back to Ebonfeather. "Careful. I'm heavier then I look. All this metal stitching adds surprisingly amount of weight."


male Tengu Slayer 1st

" I am not strong my friend, but i am fast" he says with a smile. well as much as a Tengu smile looks like to a non tengu

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