In Search of Adventure in Karmeikos B1-B9 -- Pathfinder Core--Group 2 (Inactive)

Game Master Chainmail

Adventurers must save the frontier land of Karameikos from deadly peril.
Threshold Map
Current tactical map


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Male Dwarven Fighter 1 HP 12/12 | AC 20 | F+4; R +3; W+0 | Perc +1 | Init +3 |

Raising a bushy eyebrow Broldun mutters, "I'd be guessin' that it'd be easier to separate a Bumbleroot's hand from his wrist than be stealin' a gem from the Forgemaster."


Okay-- no fountain or treasure robbing.

The group moves into the temple through the doors after climbing the stairs.

Beyond the double doors is a 10-foot-long entryway. A large, ornate compass rose is caved into the center of the floor. The entryway leads to an arched hallway running east and west. The hallway is 10 feet wide and a total of IO feet long. At each end, the hallway opens into a large chamber. On the north wall. immediately across from the entryway. is the faint drawing of a hand pointing east. Two curtained-off doorways lead from the south wall of the hallway. One doorway is just west of the entryway; the other is cast of the entryway.

Map is updated and Gelumniq is on it


Male Elf Illusionist 1

Caelmah raises his hand, chants a few words, and begins turning around in place.

casting detect magic and panning around to eventually cover all directions.


Male Human Monk 1 HP 9/9 | Init + 6 | AC 15, FF 11, T 15 | CMD 14 | Fort +3, Ref +5, Will +5 | Perc +6, SM +6| Deflect Arrows 1/rd, Stunning Fist 2/day

Ederet soon follows the gnome inside and goes to examine the drawing of the hand. His first instinct is to not trust the drawing, and he turns to face the west doorway.


Male Dwarven Fighter 1 HP 12/12 | AC 20 | F+4; R +3; W+0 | Perc +1 | Init +3 |

Broldun stalks across the room and peeks through the curtained doors to make sure the area is as secure as is reasonable. First the western, then the eastern.


Male Elf Druid 1 || HP 11/11 (11/11 nonlethal) || AC 14/12 Tch/12 FF || F+2 R+2 W+5 (+2 vs. enchantments) || CMB -1 CMD 11/9 FF || Init +2 || Perception +9, low light vision

Ceweldyn follows the others into the room, keeping eyes and ears open for sounds of an ambush.


Mungo leads with his crossbow, taking up a position to fire at the first sign of threats.


Male Gnome Cleric 1 | AC 19, Touch 13, FF 18 | HP 9/9 | Fort +3, Ref +1, Will +5 (+2 vs. illusions) | Init +1 | Perception +5/+7 underground
Misc:
Channel Heal 1d6 (3/6), Agile Feet (6/6), Bit of Luck (5/6)

The gnome sees the hand pointing east and nods. He was about to speak up and declare the party go east when he notices the wary Ederet opting for the opposite direction. Hmm. He must have something in mind! The gnome lamented to himself that others always seemed to grasp the situation more swiftly than he did.

"This way folks, stay close!", Gellumniq whispers to his friends, following Ederet down the western hallway. The anticipation and caution is evident in his tone and demeanor.

Gell has his battle axe and shield armed and ready.


Male Elf Druid 1 || HP 11/11 (11/11 nonlethal) || AC 14/12 Tch/12 FF || F+2 R+2 W+5 (+2 vs. enchantments) || CMB -1 CMD 11/9 FF || Init +2 || Perception +9, low light vision

Ceweldyn follows in the footsteps of the gnome, quarterstaff in a readied position.


This is a roughly diamond-shaped cavern, covered with dust. Archways in the north and east corners lead to 10-foot-wide arched hallways. Footprints in the dust lead from the north archway out through the east archway. Overhead, the ceiling opens into a great dome filled with stalactites. The cavern's walls are covered with fresco paintings of the natural beauties of the world. The frescoes are somewhat faded and look long uncared for. A broad platform juts from the southwest wall into the cmter of the room. A 11-foot-tall statue of a strong man with a long beard sits on the platform with his legs crossed. There is some sort of altar in front of the statue's knees.
The east way leads back to the entrance.

The north archway leads off into the darkness. Through the tattered curtains to the south seems to be cloak roam with pegs and clothes.


Male Elf Druid 1 || HP 11/11 (11/11 nonlethal) || AC 14/12 Tch/12 FF || F+2 R+2 W+5 (+2 vs. enchantments) || CMB -1 CMD 11/9 FF || Init +2 || Perception +9, low light vision

Looking about the room, Ceweldyn nods approvingly at the frescoes.


Male Human Monk 1 HP 9/9 | Init + 6 | AC 15, FF 11, T 15 | CMD 14 | Fort +3, Ref +5, Will +5 | Perc +6, SM +6| Deflect Arrows 1/rd, Stunning Fist 2/day

Ederet moves to examine the the statue and its altar to see if he can identify it.

Knowledge(Religion): 1d20 + 5 ⇒ (13) + 5 = 18

He is fairly confident he knows all about the statue, though his particulars may be a bit off.


Male Elf Illusionist 1

Caelmah casts detect magic on the statue and the frescoes.


Male Dwarven Fighter 1 HP 12/12 | AC 20 | F+4; R +3; W+0 | Perc +1 | Init +3 |

The dwarf heads to the east archway and peeks through in an attempt to secure the area.


The east archway is the way you came. The cloak room to the south is unexplored. Not trusting the finger pointing east, you went west.


Mungo peeks into the cloak room to see if there are any cloaks, magical or otherwise.


Male Gnome Cleric 1 | AC 19, Touch 13, FF 18 | HP 9/9 | Fort +3, Ref +1, Will +5 (+2 vs. illusions) | Init +1 | Perception +5/+7 underground
Misc:
Channel Heal 1d6 (3/6), Agile Feet (6/6), Bit of Luck (5/6)

Gell will follow Mungo and help search the cloak room. Afterwards he takes a closer inspection of the altar at the foot of the statue.

Perception in cloak room: 1d20 + 7 ⇒ (11) + 7 = 18 I'm assuming I get the +2 from my goggles for being underground. The stalactites here are my clue.
Perception on Altar: 1d20 + 7 ⇒ (7) + 7 = 14
Casts Detect Magic in and around the cloak room, and then on the altar and statue area.


The dwarf and gnome move into the room and confront an elf well hidden who leaps out with a nasty curved blade and fear in his eyes!!!!

He swings at Mungo and incapacitates the hearty ranger.!!!
curved blade: 1d20 + 4 ⇒ (15) + 4 = 191d10 + 4 ⇒ (8) + 4 = 12

The elf wears a blue tunic with gold braid. His pants are cinched with a belt of vines with a silver buckle with a small forest leaf on it.


Male Dwarven Fighter 1 HP 12/12 | AC 20 | F+4; R +3; W+0 | Perc +1 | Init +3 |

Healer!!! the dwarf shouts, stepping defensively over the body of his companion. He then swings at the elf with his shield and axe trying to keep him at bay.

Shield: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Axe: 1d20 + 1 ⇒ (2) + 1 = 3
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Gnome Cleric 1 | AC 19, Touch 13, FF 18 | HP 9/9 | Fort +3, Ref +1, Will +5 (+2 vs. illusions) | Init +1 | Perception +5/+7 underground
Misc:
Channel Heal 1d6 (3/6), Agile Feet (6/6), Bit of Luck (5/6)

Are we acting right away? Initiative? Do I get a surprise round action?


Male Elf Druid 1 || HP 11/11 (11/11 nonlethal) || AC 14/12 Tch/12 FF || F+2 R+2 W+5 (+2 vs. enchantments) || CMB -1 CMD 11/9 FF || Init +2 || Perception +9, low light vision

Ceweldyn, having followed the others into the room, drops to one knee and seeks to stabilize the ranger.

Heal (untrained): 1d20 + 3 ⇒ (20) + 3 = 23


Actually, 12 damage puts me at 0, so I'm just disabled, not unconscious.

Mungo goes pale as the deranged elf leaps at him, and a cold pain shoots through his midsection. He looks down, his shirt slashed and a crimson stain spreading across his chest. "But the adventure only just started..." he mutters to himself, backing up into Ceweldyn.

5' step back.


Gellumniq 1d20 + 1 ⇒ (10) + 1 = 11
Broldun 1d20 + 3 ⇒ (7) + 3 = 10
Caelmuh 1d20 + 1 ⇒ (4) + 1 = 5
Ceweldyn 1d20 + 2 ⇒ (2) + 2 = 4
Ederet 1d20 + 6 ⇒ (3) + 6 = 9
Mungo 1d20 + 1 ⇒ (7) + 1 = 8
Talon 1d20 + 1 ⇒ (7) + 1 = 8
Elf1d20 + 3 ⇒ (8) + 3 = 11
The elf strikes with the stealth of one highly trained in hiding. He does not follow up his strike, but when Broldun swings, the elf retaliates quickly missing wildly.
hit/damage vs Broldun: 1d20 + 4 ⇒ (10) + 4 = 141d10 + 4 ⇒ (3) + 4 = 7
Order of action
Elf
Broldun
REST OF PARTY but Broldun


Male Elf Illusionist 1

Hearing the sounds of commotion, Caelmah runs to where he has a clear shot at the elf. Once he can see what he's doing, a ray of bright light jumps from his fingertip as he yells, "Take him alive! We need information!"

blinding ray, ranged touch: 1d20 + 3 ⇒ (14) + 3 = 17

If he is hit, he is blinded for 2 rounds, unless he has more HD than me, in which case he is dazzled for 2 rounds.


Male Gnome Cleric 1 | AC 19, Touch 13, FF 18 | HP 9/9 | Fort +3, Ref +1, Will +5 (+2 vs. illusions) | Init +1 | Perception +5/+7 underground
Misc:
Channel Heal 1d6 (3/6), Agile Feet (6/6), Bit of Luck (5/6)

Gellumniq moves to a position of safety away from the elf, 5' step away and holds forth his holy golden nugget! A shock wave of soft light washes over everyone nearby, bringing health to the injured. Hoping that Mungo is the only one hurt so far. This one's for you buddy.

Channel Heal: 1d6 ⇒ 3


Some of the color returns to Mungo's cheeks as Gellumniq channels the power of his god, staunching the blood loss and clearing the halfling's vision. "Thanks, friend!", Mungo replies cheerfully. "Now, let's give him as good as he's given!" He shoulders his crossbow and moves to a position to let someone else have the front line.


The blinding ray fails to hit the agile elf in close quarters and Mungo has shown recovery from the blow as healing energy fills the room.

Broldun is keeping the elf engaged.

Anyone else can post--but I am thinking of combining parties soon as posting is definitely dropping off.


Male Dwarven Fighter 1 HP 12/12 | AC 20 | F+4; R +3; W+0 | Perc +1 | Init +3 |

Engaging is what I do... heh.


Male Gnome Cleric 1 | AC 19, Touch 13, FF 18 | HP 9/9 | Fort +3, Ref +1, Will +5 (+2 vs. illusions) | Init +1 | Perception +5/+7 underground
Misc:
Channel Heal 1d6 (3/6), Agile Feet (6/6), Bit of Luck (5/6)

Combining sounds cool to me.

Settle down now, we're here to help!... might have'ta knock you out first if yur gonna act this way..."

Move action to engage, standard to attack with battle axe!
Battle Axe: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 ⇒ 4


Male Elf Illusionist 1

Caelmah again tries to blind the elf.

blinding ray, ranged touch: 1d20 + 3 ⇒ (4) + 3 = 7


Male Elf Druid 1 || HP 11/11 (11/11 nonlethal) || AC 14/12 Tch/12 FF || F+2 R+2 W+5 (+2 vs. enchantments) || CMB -1 CMD 11/9 FF || Init +2 || Perception +9, low light vision

Ceweldyn casts entangle at the elf's feet.

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.


Sorry, been a little engaged, and the Karameikos games have suffered as their posting rate is the least.

The blinding ray and entangle fail to snag the wily elf as he shouts in elven.
elven: 1d1d20 + 3 ⇒ (14) + 3 = 17
The wicked shot of the curved blade cannot penetrate the armor of Broldun.


Male Dwarven Fighter 1 HP 12/12 | AC 20 | F+4; R +3; W+0 | Perc +1 | Init +3 |

Broldun continues to keep the elf occupied with shield and axe.

Shield: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Axe: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

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