PFS No Response from Deepmar (Inactive)

Game Master Nefreet

Island Overview Map


51 to 100 of 532 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Undeterred by the knowledge of a magical presence, Samuel pushes forward to the building, testing the door to see if it's unlocked.

Lantern Lodge

As Samuel steps forward to try the door, a foul green cloud billows out from the stone building, enveloping Samuel and Grim. Cal, Marcel and Dr. Blote soon lose sight of the three of them within the noxious green vapors.

Samuel DC 19 Fort save or:

Nauseated within the cloud plus 1d4 + 1 ⇒ (3) + 1 = 4 rounds afterward.
This is a spell or spell-like effect.

Grim DC 19 Fort save or:

Nauseated within the cloud plus 1d4 + 1 ⇒ (4) + 1 = 5 rounds afterward.
This is a spell or spell-like effect.

Spellcraft DC 23:

This is a heightened stinking cloud.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

fort, heroism, hardy, shakeitoff: 1d20 + 12 + 2 + 2 + 1 ⇒ (6) + 12 + 2 + 2 + 1 = 23

Grimdoc tries to avoid the stench of the green cloud.

"Bah! What foul business is this?"

He will try to move out of the cloud area so he can see.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Fort: 1d20 + 7 ⇒ (20) + 7 = 27

Samuel quickly holds his breath as the cloud envelops him, holding down his morning rations with ease.

Lantern Lodge

Grim has no trouble moving out of the cloud. He moves back toward the opening in the fence and can see that the cloud covers about a 20 foot radius around the door (which can no longer be seen). He sees no sign of Samuel.
No problem for you to move out of the cloud too if you choose Samuel.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Noticing Grim disappear Samuel also retreats out of the cloud, hoping it will soon disappear.

The Exchange

[retired]

Spellcraft: 1d20 + 19 ⇒ (9) + 19 = 28

"Brmbrbrm, the foulest of traps: a Stinking Cloud. We should back up and let it clear out, but on its own there is little danger."

Narsius backs up 20 feet.

"Whoever placed it here was of significant magical skill. We should be on the lookout for other similar wards."

Lantern Lodge

Samuel leaves the cloud without incident, soon finding himself back beside Grim. After everyone waits about a minutes the cloud slowly dissipates.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan picks up a pebble and chucks it at the solid stone door, seeing if the door's trap has reset and if it is touch-based.

Lantern Lodge

Cal's pebble strikes the door, makes a thud like stone hitting stone. And falls to the earth with no effect.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Well, let's try that again, whatta you say guys?"

Grimdoc will brush himself off and make another trip to the front door.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan shrugs and lets Grimdoc do his thing.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel nods in agreement and approaches again.

"Keep your eyes open Grim, we don't want any more nasty surprises."

Grand Lodge

1 person marked this as a favorite.
Male DEAD Dwarf Inquisitor 8 / Fighter 1

If nothing stops him, Grim will tap lightly (at first) on the door with his adamantine nodachi.

"Um, hello? Anyone in there?"

If it does not open with a push(or pull if a knob), he will cast 'knock' on the door.

Lantern Lodge

Grim taps on the door with his nodachi. It sounds just like metal rapping against stone. There is no response within from his tapping or his call to anyone inside.
Grim, go ahead and make a caster level check for your knock spell.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

CL knock, bonus: 1d20 + 7 + 10 ⇒ (2) + 7 + 10 = 19

Hmm not good

assuming heroism doen't help. Cal, are thos rerolls available or only in combat?

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

You can use yours now if you want.

-Posted with Wayfinder

Lantern Lodge

Grim tries to dispel whatever arcane hold is upon the door. He is concerned that whatever is holding the door, it is very powerful.

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Disable Device: 1d20 + 20 ⇒ (6) + 20 = 26 I don't know if it's applicable, since Marcel can only pick locks through mundane means - and cannot disarm magical traps, but I might as well roll.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will use the divine assistance from Cal

CL knock reroll: 1d20 + 7 + 10 ⇒ (16) + 7 + 10 = 33

Lantern Lodge

Marcèl looks all around the stone very carefully, but for the life of him, cannot find any mechanism to pick. With inspiration from Cal, Grim makes another attempt at using magic to open the door. In spite of drawing upon deep wells of his power, he still finds himself unable to break whatever holds the door.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan pokes Grimdoc and illustrates with his hand the other buildings in the area and gives the man a shrug.

The Exchange

[retired]

"What an odd curiosity. Hrpaprr. I could attempt my own "knock" as well. Or perhaps..."

The doctor shifts and waddles to scan the surrounding buildings.

"...the answer lies elsewhere."

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

"Save your energy for now doctor, we might have use of such talents later in the day. We've still plenty of avenues of investigation to follow up on, I suggest for now we continue on with them."

Samuel moves away from the door and gestures at the other buildings.

Lantern Lodge

Which one do you all want to head to next? You can either just me know here or move your token on the map.

The Exchange

[retired]

I shouldn't make decisions about which buildings to visit. Just move me 20ft behind the front line wherever the group decides to go.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will shrug back at Cal and nod.

"Well, I gave her my best. We can try to chopper down or head over to the building across the way. I ain't never been one to shy away from the fun of hacking down a stone door...but sounds like alot of work."

Will head over to the little buildings at A11, then A8, finally A7 unless something happens first

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan follows Samuel and Grimdoc to the building to the north, whistling as the chickens scatter as they walk by.

Grand Lodge

1 person marked this as a favorite.
Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc sees the others heading north and turns to follow them.

"Wait up for me, guys!"

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc catches up to the others and will help with the door.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan follow the group to the door and readies his shield. He peeks his eyes around the edge of the steel shield as he holds it up while Grimdoc and Samuel try to open this building.

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Marcel follows along with the others, taking up the rear in case something happens to ambush them.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc checks door then opens.

Perception : 1d20 + 15 ⇒ (19) + 15 = 34

"Here goes nothing...probably a whole lot of nothing...or more chickens ."

Lantern Lodge

The building on the right is constructed of wood and stone. Though simple in design, it seems opulent compared to the other buildings to the west. A sign over the porch depicts a pair of white swords on a field of red and black.

Grim checks the door and finds neither a lock nor trap to be concerned about so he goes ahead and opens the door. Inside is a large front chamber with a couch, a dining table that seats eight, a stone fireplace, bookshelves full of military curios and a few books, and paintings of pastoral settings.

Not seeing or hearing any immediate dangers, you explore the house further and find most of the rest to be spartanly furnished. An armoire contains several changes of clothing, but little more than that. The back of the building serves as a sleeping chambers, with an adjacent washroom. Next to the bed, on a small table, is a half-finished letter to someone named Temara describing rather routine events at the prison. There is nothing in the note that indicates any sort of trouble, although it ends in the middle of a sentence talking about the poor weather.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc checks the room to see if any evidence shows people packed and left and took items for travel.

"seems like they were interupted if this note is any indicator. Doesn't say by what or who though ."

do we know anything of the weather - like bad storms or tornado activity?.

Lantern Lodge

Your ship passed through some pretty stormy weather on the way to the island, but according to the Captain, that isn't unusual for this area. It is quite exposed to bad weather blowing off the ocean to the west and apparently bad storms are quite common (though not tornado bad).

The Exchange

1 person marked this as a favorite.
Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan taps Grimdoc on the shoulder and waves his hands at the various accoutrements in the room as well as the stout door, jiggling the lock for effect. He moves leads the dwarf to the back room and pulls blankets from his aide's pack, before he starts to make the bed. He also sets to hang spare clothes on the racks in the armoire.

Then he looks at Grimdoc expectantly as if the dwarf is to understand what he is trying to convey. He also grabs a charcoal writing utensil and scrawls 'Dibs -Calistan' on the wall over the bed.

Grand Lodge

1 person marked this as a favorite.
Male DEAD Dwarf Inquisitor 8 / Fighter 1

Cal, you may have yer eye on this room and bed. I am still wanting to see if anyone shows up to claim it. You know, beyond a few chickens. Which reminds me, before we sleep tonight, we are going to get some dinner....right guys?"

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Once they get situated in the building, Calistan will 'encourage' the group to move towards the building across the way.

Encourage - to push and pull people in the direction you want to go.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Once he is satisfied with the contents of the room...and the fact there is nothing good to eat, Grim will head over to the next building.

"I am coming Cal. Just taking a breather...did you not see me sprint go get here? These bones ain't gettin any younger you know."

Lantern Lodge

1 person marked this as a favorite.

Cal "encourages" you to head out of the dwelling to explore the building across the way. You emerge to an unexpected sight. A large ape-like creature with four arms and matted white fur is starting to beat on the door of the building you intended to explore. From the other side of the door you hear muffled shrieks of terror. Hearing the door open, the ape creature turns glowing blue eyes to you and rears up to its full eight foot height as it roars a challenge!
Marcel and Grim are up.

Quote:

Round 1 (No surprise round)

Initiative Order Marcel, Grim, Ape Creature, Samuel, Dr. Blote, Cal
Bold have not yet acted.
Special conditions
• None, daylight and no unusual conditions.

Knowledge (arcana) DC 18:

The creature is a girallon, but looks like an unusually strong and healthy specimen.

Knowledge (arcana) DC 23:

Girallons can be deadly combantants. They are faster than most men, attack viciously with their teeth and claws and can reach men from a distance. Their claws are particularly deadly and you have heard tales of them tearing people limb from limb once they have a hold of them.

Knowledge (arcana) DC 28:

They have good senses, able to see in the dark and low-light and they can even locate you by scent.

Knowledge (arcana) DC 33:

You have never heard of a girallon with glowing blue eyes. There may be more than meets the eye to this specimen.

Secret GM Things:

G 1d20 + 7 ⇒ (9) + 7 = 16
Cal 1d20 - 5 ⇒ (1) - 5 = -4
Dr. Blote 1d20 + 3 ⇒ (1) + 3 = 4
Grim 1d20 + 6 ⇒ (11) + 6 = 17
Marcel 1d20 + 10 ⇒ (16) + 10 = 26
Samuel 1d20 + 2 ⇒ (14) + 2 = 16

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Is the creature really 150 feet away from us?

Lantern Lodge

Well, I eyeballed the grid a bit when originally setting it up, but that is probably about right. You could run across this terrain. It is quite clear.

The Exchange

[retired]

For when my turn comes up.

Knowledge (Arcana): 1d20 + 21 ⇒ (2) + 21 = 23

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Hearing the noise from outside, Marcel quickly leaves the building, however he does not rush to confront the creature, instead holding his sword ready for it to approach him.

Ready:
If the creature becomes adjacent to Marcel, Marcel will attack with his sword.
+1 Answering Aldori Dueling Sword: 1d20 + 17 ⇒ (20) + 17 = 371d8 + 10 + 8 ⇒ (7) + 10 + 8 = 25
Confirm: 1d20 + 17 ⇒ (13) + 17 = 301d8 + 10 ⇒ (4) + 10 = 14

Parry/Riposte if attacked in Melee:
Parry: 1d20 + 21 - 2 ⇒ (13) + 21 - 2 = 32 Riposte: 1d20 + 21 ⇒ (1) + 21 = 221d8 + 14 + 8 ⇒ (8) + 14 + 8 = 30

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will cast divine favor and move 20' closer and swiftly grows to large size.

"That is one big monkey!."

he will take Aoo if it moves within 20' of his threatend range .

Lantern Lodge

The girallon moves quickly toward Grim and Marcel, though not at a full run.

Quote:

Round 1 (No surprise round)

Initiative Order Marcel, Grim, Ape Creature, Samuel, Dr. Blote, Cal, Marcel (R2), Grim (R2)
Bold have not yet acted. Marcel and Grim can take Round 2 actions at any time.
Special conditions
• None, daylight and no unusual conditions.

The Exchange

[retired]

"Not just a monkey! Some sort of Girallon! Simple brutes, but deadly combatants. They are faster than most men. Their teeth and claws are their primary weapons, but this one's... different. Use caution! I've read tales of them tearing people limb from limb once they have a hold of them."

"Let's see how it responds to this..."

Scroll of Magic Missile: 5d4 + 5 ⇒ (4, 2, 4, 3, 2) + 5 = 20

Roll20 looks horrible on my phone. I can't see the map or interact with it at all. I'll move Narsius in a few hours when I get home (if he's even in danger).

Lantern Lodge

Several glowing balls fly from Blote's scroll and slam into the girallon. The creature shudders with the force of the missiles. They have obviously had an effect.
You're ok Blote. You're still in the house. You can see it from where you are, but you're in no danger of getting hit unless it gets through Grim and Marcel.

Quote:

Round 1 (No surprise round)

Initiative Order Marcel, Grim, Ape Creature, Samuel, Dr. Blote, Cal, Marcel (R2), Grim (R2)
Bold have not yet acted. Marcel and Grim can take Round 2 actions at any time.
Special conditions
• None, daylight and no unusual conditions.

The Exchange

1 person marked this as a favorite.
Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan steps out of the way for the kind Doctor to cast his spell as the Trade Prince dons his steel shield of Pharasma and weaves his hands to form a few divine runes in the air. The shield's crest burns brightly as the Girallon feels his ears pop and his hands burn.

Oracle's Burden: Will Save DC 18 or the Girallon becomes deafened and burned (-4 to attack rolls).

51 to 100 of 532 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PFS No Response from Deepmar Gameplay All Messageboards

Want to post a reply? Sign in.