[PFS] DM AM's The Night March of Kalkamedes [4-19] [Tier1-2] Table 2 (Inactive)

Game Master overfiend_87

MAP and resources


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Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"If anyone has a curing wand, I could use it to patch everyone up."

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

Question for GM:
With Kalkamedes's condition, are we able to hold up and rest for 24 hours? Make the assumption that we tie him off to a tree or solid object and post a guard to keep an eye on him.


Master of Gaming and Grognardia Current map
Thallin Quin wrote:
** spoiler omitted **

Thallin:
I'm afraid that's out of the question for this adventure. You have to solve the riddle tonight AND Kalkamedes will wake up in the morning having no idea what has happened or where he was going. I just left you guys a hint that he seems to 'know' that he is close.

Considering if they were the other pathfinders, no. They are certainly not dressed as such and you're pretty certain as they saw you walking Kalkamedes they would've recognized him and called out to you.

Plus if you loot them, you don't find any wayfinders on them. You can question the survivors before they scamper off if you want.

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

"With consideration of Kalkamedes's condition, camping for the night is not going to be an option."

Thallin pulls the rope to one of the local trees and secures the rope to the tree. (I am assuming this will restrain Kalkamedes.)

"That being said, from what I can see, we have only a couple options here."

"I am lightly injured. Tomas has taken a couple nasty blows to the head, which is enough to render him virtually useless. Cathetel is unconscious, and Cormac has taken some injuries as well. I have seen Otieno heal his pet, but I’m not sure how many more heals he has. I have a single potion of cure light wounds. At Kalkamedes’s house we found a second potion of cure light wounds in a gourd, which is currently being carried by Tomas. We still haven’t located where Kalkamedes is heading but it seems that it is close by. SO! The way I see it, we need to use what healing we have now, or turn around.”

Thallin turns to Otieno. “Do you have any more healing?”

Thallin pulls out a potion of cure light wounds and pours it down Cathetel's throat.

Potion of cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"I had only prepared one during spell for today, apologies. I suggest you use your potions, a luxury Luna does not have, which is why I used my magic on her."

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

Thallin nods to Otieno then looks down to see that his potion has had the desired effect on Cathetel. After taking a long moment to think things through, he turns to the group.

“In lieu of the lack of healing, I’m afraid that this mission is going to end poorly. I intend to take my leave and head back before this gets out of hand. For those wishing to continue, I wish you the best of luck in this endeavor. For those wishing to return, I am more than happy to travel with you back to the lodge.”

Thallin gathers his things and starts heading back to the lodge.

(If the group decides the mission is a wash. Thallin will do what he can to return Kalkamedes to his home. My apologies to everyone, I had intended to buy healing in the beginning of this scenario. Unfortunately the scenario didn’t accommodate my intentions.)

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"I'm willing to continue. We should search the immediate area for the bandits' camp. I find it odd that a group of kidnappers would just be sitting here in the woods waiting to nap random travelers. I'll wager if we have a look around, we'll find the rest of their equipment."

The Exchange

Halfling Slayer 1

THis is Cormac's first adventure - otherwise I always spend my first two presitge on a wand

Cormac will scour the grounds for hints about the bandits and such

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

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;
Thallin wrote:

"I am lightly injured. Tomas has taken a couple nasty blows to the head, which is enough to render him virtually useless. Cathetel is unconscious, and Cormac has taken some injuries as well. I have seen Otieno heal his pet, but I’m not sure how many more heals he has. I have a single potion of cure light wounds. At Kalkamedes’s house we found a second potion of cure light wounds in a gourd, which is currently being carried by Tomas. We still haven’t located where Kalkamedes is heading but it seems that it is close by. SO! The way I see it, we need to use what healing we have now, or turn around.”

Thallin turns to Otieno. “Do you have any more healing?”

Thallin pulls out a potion of cure light wounds and pours it down Cathetel's throat.

Tomas isn't virtually useless. When I have chainmail and shield on my AC is 19 (or 18, dropping the shield to wield a greatsword 2 handed). Until I get a few points over 0 I'm danger but I can still cause trouble. If the group thinks it's sensible, I'll take the potion of cure light wounds from my pack

DM - is it at all possible to make camp, rest up and heal during the day, and let Kalkamededs march on come nightfall?


Master of Gaming and Grognardia Current map

As mentioned, you can choose to interrogate the survivors before letting them go. Also I believe you heal NL damage 1HD per hour so you will be getting a few points back from those who were smacked around with NL damage so the group's alchemist can wake up soon. You still have quite a few hours of darkness left so you can wait if you'd like.

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;

It might make sense to secure Kalkamedes and interrogate the survivors for a few hours if only to pick up some natural healing. I'm happy to see the mission to its end or die trying.


Master of Gaming and Grognardia Current map
Tomas Kellner wrote:
It might make sense to secure Kalkamedes and interrogate the survivors for a few hours if only to pick up some natural healing. I'm happy to see the mission to its end or die trying.

You're all VERY close to the end. Also, make sure to register your NL damage and normal damage seporately. You're basically on full, but have a bruise or two.

Grand Lodge

Male Human Alchemist 1 HP: 9 | AC: 15 | T: 12 | FF: 13 | CMD: 15 | Fort: +3 | Ref: +4 | Will: +0 | Init: +4 | Perc: +4 | Sense Motive: +0

I should point out that I do, (if memory serves) have a CLW wand because its my second adventure. Just pointing this out if anyone is low on healing, since I don't mind taking a charge or two off.


Master of Gaming and Grognardia Current map
Cathetel Tivon wrote:
I should point out that I do, (if memory serves) have a CLW wand because its my second adventure. Just pointing this out if anyone is low on healing, since I don't mind taking a charge or two off.

fully charged I assume? That'll be about 50 charges and ther has been only one adventure where I used about 20 charges once, lol. I was a bard and the only healer :p

Grand Lodge

Male Human Alchemist 1 HP: 9 | AC: 15 | T: 12 | FF: 13 | CMD: 15 | Fort: +3 | Ref: +4 | Will: +0 | Init: +4 | Perc: +4 | Sense Motive: +0

Its fully charged, because I got it at the end of my first adventure (where you have to spend PP) and this is my second adventure. Relax everyone, healing shouldn't be an issue. Don't worry about any charges I have to spend, it all evens out in future adventures.

The Exchange

Halfling Slayer 1

In that case Cormac would gladly accept a tap.

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Luna could use a few more hit points, too, if you don't mind spending a charge on her.

Otieno smirks at one of the incapacitated brigands, making of show of being barely able to hold his snarling wolf back. "Start talking," he commands, "or I'll gladly save a day's worth of rations by letting my friend here make her evening meal out of your worthless skin."

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

My apologize Tomas if I offended you with the term virtually useless. What I meant was diminished capacity.

I am willing to move forward if we have the ability to revive the group. Originally I didn’t see an option to do this.

Generally I carry alternative healing with me at all times. In my last couple scenario, I used all but one potion of CLW, which I just now used to revive Cathetel. I had intended to resupply at the beginning of this adventure, but the scenario started without that option.

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;
Tahlinn wrote:
"My apologize Tomas if I offended you with the term virtually useless. What I meant was diminished capacity."

I understand what you mean: in that state, I'm good for one lucky strike on a mildly healthy opponent, otherwise I'm dead weight.

I did object a bit to ...

Tahlinn wrote:
"Tomas isn't looking so good. The hole side of his head is swollen and he looks a little out of it.

I've always looked this way, I'll thank you Sir.

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;

While we're waiting around I'll get into my chainmail


Master of Gaming and Grognardia Current map

been waiting for a few posts, but never mind.

After waiting around Cathetal wakes up and begins to use his wand on a few people to get them up.

I'm just going to round it up to 5 uses. Anymore?

CLW Tomas: 1d8 + 1 ⇒ (7) + 1 = 8

CLW Tomas: 1d8 + 1 ⇒ (1) + 1 = 2

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

the rest for anyone else. You guys are further than the other group and I assumed when waiting you held Kalkamedes back instead of letting him go off alone? You're also close to the end of the adventure and I'll have your certs ready for you at the end of the adventure :D

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"If we're all healthy again, we should continue." Otieno whistles at Luna and they resume their position as forward scouts.


Master of Gaming and Grognardia Current map

Positions?

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

Assuming everyone has recovered, Thallin will retrieve the rope secured around Kalkamedes. Once everyone is ready to head out, he then allows Kalkamedes to proceed.

(Allowing about 20-30 feet between Kalkamedes and the scout.)

The Exchange

Halfling Slayer 1

Cormac nods helpfully Onward and upwards Kalkamedes


Master of Gaming and Grognardia Current map

After heading Northwest for only two more hours you come to an amazing site. The light of the sinking moon fills the sub-alpine vallet ahead in a silvery light. There is a squat, stone bunker crafted of dark rock sitting among the low trees. It's domed roof barely peeking out from above the leafy canopy.

You notice this is the same as the structure in the picture back at Kalkamedes and immediately you also notice why no one had seen this before as whenever a cloud blocks the moon's light, the structure disappears only to come back once the moon shines on it again. The building is windowless with one large entrance that Kalkamedes is pulling you all towards.

Above the archway are words written in a ancient language.

Linguistics DC 20 or Thassilonian:

The marking read "Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth.

You also take note that there are filthy paw prints going to and from the entrance of the building.

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

Thallin will restrain Kalkamedes from entering the building until the path has been declared safe for passage. “Someone will need to scout the building to make sure he doesn’t walk into a trap or a nest of what ever made those tracks.”

Profession Trapper: 1d20 + 5 ⇒ (10) + 5 = 15

(I'm not sure if I can tell anything about the tracks with the trapper profession or not.)

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Otieno and Luna scout around the area.

Otieno Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Otieno Knowledge (nature): 1d20 + 6 ⇒ (17) + 6 = 23
Otieno Survival: 1d20 + 8 ⇒ (6) + 8 = 14

Luna Perception: 1d20 + 5 ⇒ (5) + 5 = 10

The Exchange

Halfling Slayer 1

Cormac will produce his steel mirror and use it to look around the corner into the building without putting himself at risk.

The Exchange

Halfling Slayer 1

perception: 1d20 + 7 ⇒ (8) + 7 = 15

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;

Tomas attempts to track the paw prints going to and coming from the entrance of the building

Survival: 1d20 + 6 ⇒ (2) + 6 = 8

Can I make more rolls in the hope of a successful result, or 'take 20'?

Grand Lodge

Male Human Alchemist 1 HP: 9 | AC: 15 | T: 12 | FF: 13 | CMD: 15 | Fort: +3 | Ref: +4 | Will: +0 | Init: +4 | Perc: +4 | Sense Motive: +0

"It reads, 'Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth'" Cathetel translates, looking at the inscription. "I imagine that this isn't really an encouraging development"

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"Only to those who have any idea what those words mean. Do you? I assume this is the Black Edifice, but who are the Thrallkeepers and who is Sloth?"

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;

Tomas takes his pack off, opens it up and examines Kalkamedes' belongings.

GM wrote:
"a mud-splattered cloak of resistance +1, an elixir of swimming, a dried gourd containing a potion of cure light wounds and an irregularly-shaped mithral flask with jigsaw-like edges containing a potion of hide from undead. The razor-sharp flask doubles as a caltrop or an improvised dagger. At the bottom you find a Mithral +1 Allying longsword with a nasty crack in the centre of the blade, effectively making it have the broken condition."


Master of Gaming and Grognardia Current map

You can do a knowledge history or arcana for knowledge of the Thallkeepers and Thassilon's Rune Lords.

Otieno notes that the most fresh tracks lead out and it appears that they belong to a giant skunk.

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Returning to where the party is gathered, Otieno gives them an update. "Giant skunks, I think. They live here, but they're out at the moment, so we should expect them back anytime."

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

Thallin rains back Kalkamedes, but allows him enough leeway to approach the entrance to the Black Edifice. "Kalkamedes is wanting to enter. Is it safe for us proceed?"

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"My expertise is in all things outdoors. I would suggest someone else take the lead if we head in."

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;

Otieno,yes ... perhaps if we put Kalkamedes the in the cloak of indifference, give him the swimming potion and arm him with the mithral dagger he will find his way to whatever he's looking for?

My chainmail will weight me down swimming. If anyone else has has other suggestions I'd be glad to hear them. I'm not really sure what to do here. I can go with him and try use my skills in Dungeoneering to guide him past any dangers. Also, it would he a help to have someone handy with a blade.

Grand Lodge

Male Human Alchemist 1 HP: 9 | AC: 15 | T: 12 | FF: 13 | CMD: 15 | Fort: +3 | Ref: +4 | Will: +0 | Init: +4 | Perc: +4 | Sense Motive: +0

Knowledge Arcana on Thallkeepers / Runelords: 1d20 + 7 ⇒ (19) + 7 = 26


Master of Gaming and Grognardia Current map
Tomas Kellner wrote:

Otieno,yes ... perhaps if we put Kalkamedes the in the cloak of indifference, give him the swimming potion and arm him with the mithral dagger he will find his way to whatever he's looking for?

My chainmail will weight me down swimming. If anyone else has has other suggestions I'd be glad to hear them. I'm not really sure what to do here. I can go with him and try use my skills in Dungeoneering to guide him past any dangers. Also, it would he a help to have someone handy with a blade.

swimming? what swimming? No water as far as you can see

Cathetel Tivon wrote:
[dice=Knowledge Arcana on Thallkeepers / Runelords]1d20+7

Cathetel notices that this is a ancient building built during the downfall of the Runelords. Origonally the Runelords were supposed to represent the different aspects of Rune Magic that Azlanti culture used when following their deity, the long forgotten Lissala.

Each Runelord was in charge of each virtue, but at the end of their culture they have been turned to vices with Procreation becoming Lust, Wealth becoming Greed and so on. Same has happened here with the Runelord of Sloth.

The Thrallkeepers were a group of powerful wizards at the time who summoned powerful outsiders and store them from all different planes both known and unknown. As the civilization fell so did the Thrallkeepers leaving behind both these ancient buildings and unknown horrors. Being pathfinders you would've heard tales where some higher ranking members may have ran into weird tentacled monstrosities from other worlds in places like this, but there is also a wealth of knowledge to be learnt here too.

I'm sure it's totally safe. Alah Cthulhu Fatang!

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"I suggest whoever is the most armored lead the way inside. We'll be right behind you."

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;
Otiento wrote:
"I suggest whoever is the most armored lead the way inside. We'll be right behind you."

I might be the most armed but if I have to drop my shield or use my longsword I'm potentially down to AC 18, which isn't the lowest.

I think Kalkamedes might know exactly where he's to go and what he's looking for. On the other hand, Kalkamedes isn't really much use to anyone. Whatever treasure he's after it's probably behind something large and nasty which shouldn't be too hard to find - if we're after its precious.

If no one else volunteers, I'll don the cloak of indifference, take the mithral vial, the broken sword and head in.

Alternatively, someone with comparable AC and considerably more hit points might be better suited for the job.

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;

Tomas walks over to one of the bound brigands and speaks:

Intimidate: 1d20 + 4 ⇒ (8) + 4 = 12

"Gave us a bit of a run for our money back there! Was that all you were after? Maybe you're out here for something else? I might not stamp on your balls if you tell me nicely what you know about that ancient building over there, what it contains and what sort of creature makes in and out of it! Is there are treasure in there you were after?"

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

Unfortunately Kalkamedes is not dispensable. Part of our mission is to keep him safe. That being said, the reason to scout ahead of him is to try and prevent him from stumbling blindly into any hazards, like a pit or a hungry skunk.

If it gets to dark for Tomas, Thallin will cast a light spell on any item Tomas would like to use as a light source and maintain it.

As Tomas gathers his belonging and heads into the Edifice, Thallin and Kalkamedes quickly fall in behind him.

"Keep your eye's open for the skunks."

Liberty's Edge

Human Male (Fighter/1 | HP 10/10 | HP(NL) 10/10 | AC:19 | T:12 | FF:14 | CMB:6 | CMD:15 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2) Survival +6, Perception +3, Sense-Motive +3. Intimidate +4, Knowledge(Dungeoneering) +6;

Tomas has a quick look through his belongings, turns facing the direction of the edifice then back and waits for the Brigand's answer.

In a hushed whisper, he calls out to the rest "Where are you going, I'm back here?"

Grand Lodge

Magus (Myrmidarch) 2, Rogue (Unchained-Sniper) 1 / HP23/23 /AC 18/T14/FF14/ F+4 / R+6 / W+4 / Init+6 / Perc+7/ CMB+3/ CMD17 / Move 30 (+1) Composite longbow +6 (1d8+3/+3 PB /×3) Rapier +5 (1d6+2 /18-20 x2)

I believe the brigands took their leave some time ago. We have since moved a long distance away from where we originally encountered them.

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"We're wasting time out here. Every minute we spend wondering how to proceed is a minute closer to the giant skunks returning. Let's move quickly and maybe we can be gone before they ambush us."


Master of Gaming and Grognardia Current map

Updated the map. Move your tokens where you'd like in the new room I'm about to describe.

After travelling through the ten-foot wide stone archway with a seven-pointed star wreathed in the ancient markings you find the hallway unlit and can see the stone bricks that build this corridor.

As you enter this other chamber you notice the steep stairs decending into this room. To the far end you see the only other entrance sealed by a massive set of iron double doors that block passage to the east and rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone pointing a slender, golden wand towards the door. Ancient script winds around the statue's round base accompanied by dried leaves, dirt and small animal bones all over the place.

Kalkamedes marches straight up the Dias and continue to march straight into the door.

Luna feels uncomfortable near the Dias and refuses to go up on to it if at all possible.

Anyone standing on the Dias notice that their strengths are altered and those who are strong feel weak and those who are weak, feel strong.

Linquistics DC 20 or Thassilonian:

“Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths.”

Under detect magic both the Dias and the wand glow magical.

Wand Spellcraft DC 16:
The wand appears to be a wand of Ray of enfeeblement. It only has 16 charges left.

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"Shh, it's okay, girl. We'll be quick about it and I'll be with you the whole time," Otieno says, patting his wolf on the back of her neck.

Handle Animal: 1d20 + 3 ⇒ (13) + 3 = 16

Does having Otieno's "strengths altered" mean he gets a bonus on this roll because his Charisma is usually so awful? :)

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