[PFS - PbP Game Day 2] #4-18: The Veteran's Vault (Inactive)

Game Master StephNyan


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Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

"Eh? Doomed? Quit your blubbering." The man and woman were getting on his nerves. Nothing was happening and they were acting like scared children, he was more concerned with them lashing out at his companion's in their panic.

He takes his greatsword off his shoulder and gets a firm grip as he prepares for the worst.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*
StephNyan wrote:
Behind the statue sits a small bat-eared creature with a mouth full of needle-like teeth and glowing, orange eyes.[/ooc]
Misarru wrote:
Misarru waits for a moment to see how the creature reacts before making any attempt to grab it.

Aeilín looks questioningly as the Tiefling hovers near the tiny mass of big, nasty, pointy teeth.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander keeps his focus on the tunnel behind in case Togg decides to return with or without friends.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Clearly he is distracted by all the commotion at the statue.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


Initiative rolls:
Aeilín: 1d20 + 2 ⇒ (7) + 2 = 9
Dagnobar: 1d20 + 3 ⇒ (7) + 3 = 10
Misarru: 1d20 + 4 ⇒ (17) + 4 = 21
Muchiko: 1d20 + 3 ⇒ (15) + 3 = 18
Rabbai: 1d20 + 4 ⇒ (3) + 4 = 7
Vitarri: 1d20 + 3 ⇒ (19) + 3 = 22
Xander: 1d20 + 8 ⇒ (15) + 8 = 23

Marixite: 1d20 + 1 ⇒ (16) + 1 = 17
Pellius: 1d20 + 1 ⇒ (13) + 1 = 14

Bat-eared creature: 1d20 + 4 ⇒ (20) + 4 = 24

Bolt: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d4 ⇒ 3
Sneak attack: 1d20 + 6 ⇒ (18) + 6 = 24 Damage: 1d6 ⇒ 3

"He's going to attack us!" Marixite screams when Vitarri draws his greatsword.

A bolt is shot from behind the statue and hits Misarru in his guts. "Wegbleiben!"

Undercommon:
"Stay away!"

"Run!" Pellius yells, "We have to run away!"

Turn progression:
Bat-eared creature
Xander
Vitarri
Misarru
Muchiko 3/9 HP

Marixite
Pellius
Dagnobar
Aeilín
Rabbai

Those in bold are up, in any order.

Updated Map

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

GM...you're mixing up HP with the characters ;)

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Hmm, should have moved my character when I last posted, thought I'd move to see behind the statue. From my former standpoint I don't think I could have seen the creature. Oh well wouldn't be the first time I made that mistake.

Misarru cringes as the bolt hits true and he yells to the creature. "Oww. Why you little... Come here!"

Misarru steps towards the creature, his tail lifting his dagger back so he could grab it with a free hand.

Misarru lashes out at the little creature with tooth and sting.
5-foot step, Swift action to grab a dagger, Full-attack with Rapier and Bite attack

Attacks, Dagger, Bite, Dagger: 1d20 ⇒ 51d20 ⇒ 171d20 ⇒ 13
Damage: 1d4 + 1 ⇒ (3) + 1 = 41d6 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (1) + 2 = 3

Map

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander brings his crossbow to his shoulder but is unable to get a clean shot around the statue. Lowering his bow he reaches for his spell component pouch instead and begins casting summon monster I.


@Muchiko: Then the bolt hit you! :P (Nah, it didn't.)

Dagnobar:
You sensed the creature was doing what it did just for fun, and probably likes to scare people.

The tiny creature dodges all of Misarru's attacks. "Bwahaha!"

Xander starts casting a summon spell after he realizes he won't be able to hit the creature with a bolt from his crossbow.

Turn progression:
Bat-eared creature
Xander
Vitarri
Misarru 3/9 HP
Muchiko
Marixite
Pellius
Dagnobar
Aeilín
Rabbai

Those in bold are up.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

"You've got to be sh**in me." Vitarri grumbles nastily as he readies his sword to defend Aeilin. Especially since he can;t reach his would be opponents.

Aid Another AC +2 for Aeilin if DC 10 is beat: 1d20 ⇒ 12


"If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10."

Sorry Vitarri, but your action isn't valid :( You may retcon if you wish.
And by the way, for next time you use Aid Another in combat: your attack roll's higher than 1d20 ;)

Turn progression:
Bat-eared creature
Xander
Vitarri
Misarru 3/9 HP
Muchiko
Marixite
Pellius
Dagnobar
Aeilín
Rabbai

Muchiko and Vitarri are up.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Oops my bad :( I will do a full defense action as there isn't really anything else I can do.

Scarab Sages

Male Half-Elf Ranger/1 (HP 10/10 | AC:16 | T:14 | FF:21 | CMB: +2 | CMD: 16 | Fort +3 | Ref +6 | Will +2 | Init: +4 | Perc: +8 | Speed: 30) Ranger 1

What happens to me since I failed my swim check in the channel?

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

I can't edit the map for some reason.

Muchiko will move to the square facing the statue. (3 right, 1 down.)

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Map

Moved you Muchiko, though it was 2 right 1 down. Your intial placement brought you atop the statue.


@Rabbai: Usually if you fail by 4 you simply make no progress. If you fail by 5 or more you go underwater. You failed the check by 4, but rolled a natural 1.

You can hold your breath a number of round equal to twice your Constitution score. Meaning you're now underwater, that's all :)

"Let us pass!" Pellius yells at Aeilín, and swings his quarterstaff at her. The attack misses, but Pellius continues to yell. "Let us go! It will kill us!"

Attack: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Marixite screams when Muchiko appears next to her, and tries to hit Muchiko with her quarterstaff. Muchiko easily dodges the attack. "Don't hurt us! We want to leave!"

Attack: 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Turn progression:
Bat-eared creature
Xander
Vitarri
Misarru 3/9 HP
Muchiko
Marixite
Pellius
Dagnobar
Aeilín
Rabbai

Dagnobar, Aeilín and Rabbai are up.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Dagnobar moves (20') in closer to the creature. "Step closer Misarru or back away so I can kick this foul creature's teeth out."

MAP

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Even if there weren't plenty of room to go around, Aeilín is not hostile to the travelers (though she is quite annoyed, now.) She won't try to impede their escape, if they try to move through or around her square. Based on their recent actions, I think it's safe to assume they are hostile, and I can't move through them?

Aeilín brings her blade into a guard position, as the quarterstaff flails around her. "I told you - GO, THEN!" Giving the panicked man a stern look, she calls out to her comrades. "Misarru - back off! We can't get past these goat-brained lunatics, to get to you!"

Using Total Defense for +4 AC


@Aeilín: Moving through them is, indeed, not an option.

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

This is an interesting situation. For the record, I'm not (currently) hostile toward them, so if they try to move past/through my square, I have not/will not try to stop them.

Scarab Sages

Male Half-Elf Ranger/1 (HP 10/10 | AC:16 | T:14 | FF:21 | CMB: +2 | CMD: 16 | Fort +3 | Ref +6 | Will +2 | Init: +4 | Perc: +8 | Speed: 30) Ranger 1

Swim check to surface: 1d20 + 5 ⇒ (14) + 5 = 19

Rabbai manages to gain his footing on the slippery stones and comes up gasping. He's not sure what he missed but witnesses some commotion and shouting as he wipes his eyes.

::cough cough:: What's going on over there?!"


Bolt: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d4 ⇒ 1

The tiny creature fires another bolt at Misarru, but misses. "Bah!" it says, clearly disappointed.

"Run away!" Marixite continues to scream, "Ahhh!"

Turn progression:
Bat-eared creature
Xander
Vitarri
Misarru 3/9 HP
Muchiko

Marixite
Pellius
Dagnobar
Aeilín
Rabbai

Those in bold are up.

Map

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

An eagle appears opposite Missaru and tries to hover high enough to let others come below him to attack.
fly to hover: 1d20 + 8 ⇒ (12) + 8 = 20
Claw: 1d20 + 3 ⇒ (3) + 3 = 61d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 2 ⇒ (1) + 2 = 3
Bite: 1d20 + 3 ⇒ (15) + 3 = 181d4 + 2 ⇒ (4) + 2 = 6
Edit: I take that back hover is DC 15 not 20. He can hover! Edit 2: if I had just used the right modifier that would have been obvious.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

DM if he takes that shot I get an AoO on him right? Firing a (cross)bow provokes AoO's unless you have a feat for it if I'm not mistaken.

Misarru seems agitated by the little bugger in front of him and steps to the side to allow Dagnobar excess to attack it.

5-foot step, full-attack, flanking with the eagle and sneak attack.

Attacks, Rapier, Bite and Dagger, Flanking, Group Fighter : 1d20 + 4 - 4 + 2 + 1 ⇒ (16) + 4 - 4 + 2 + 1 = 191d20 + 4 - 4 + 2 + 1 ⇒ (2) + 4 - 4 + 2 + 1 = 51d20 + 4 - 4 + 2 + 1 ⇒ (15) + 4 - 4 + 2 + 1 = 18

Damage, Sneak Attack, Blade of the Society: 1d6 + 2 + 1d6 + 1 ⇒ (2) + 2 + (2) + 1 = 71d6 + 2 + 1d6 + 1 ⇒ (5) + 2 + (5) + 1 = 131d4 + 1 + 1d6 + 1 ⇒ (4) + 1 + (2) + 1 = 8

"Ugly little critters like you should stay clear of men like me."

Map

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander himself will return his attention to the hallway behind and ready an attack if any thing comes along.
Readied Attack with Crossbow: 1d20 + 3 ⇒ (12) + 3 = 151d8 ⇒ 8

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

don't forget shooting into melee and/or cover modifiers, unless you have the feats to overcome. Its sleepytime at dm location so i figured i'd mentuon that since he may not post for a while.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

That is why he is looking down the empty passage way.


@Misarru: It does, but seems like you won't need it anymore :P

Xander's eagle and Misarru tear and cut apart the bat-eared creature. Vitarri and Muchiko don't move.

Swim, Marixite: 1d20 + 3 ⇒ (18) + 3 = 21 Swim, Pellius: 1d20 + 3 ⇒ (14) + 3 = 17

Marixite and Pellius move into the water and swim to the other side of the tunnel. Once on the other side they run off, screaming. "It's coming after us! Ahhh!!"

Combat's over!

The map's updated (below my name).

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Dagnobar takes a closer look at the bat statue that was shooting crossbow bolts, wondering if there is some other mechanism as well hidden inside it.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 +2 for unusual stonework?

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander will see if he can identify the creature.
knowledge(local) if a humanoid: 1d20 + 9 ⇒ (6) + 9 = 15
knowledge(nature) if fey or monsterous humanoid : 1d20 + 9 ⇒ (13) + 9 = 22


While Dagnobar inspect the statue its eyes slowly lose their red hue, turning back to normal stone eyes. Dagnobar isn't able to discover anything special about the statue.

Xander:
You identify the creature as a jinkin. Sneaky and sadistic, jinkins are hideous gremlins that inhabit the dark places underground. Well acclimated to the shadows, they hide in cramped quarters and attack larger creatures when they're strategically positioned. Jinkins commonly work with or near larger or more powerful creatures; these larger creatures provide cover for the jinkins' trickery. They use dimension door to exit any battle that goes badly, taking any stolen goods with them. Though it seems this particular jinkin wasn't able to use dimension door in time.

Jinkins delight in leading larger creatures into dangerous caves or pits, usually by lunging out of the shadows to make a single sneak attack against a creature and then running away, taking care while “fleeing” to remain visible to their target so that they can lure the victim into a trap.

Jinkins also hold dangerous grudges, and one might follow a creature that supposedly slighted it for weeks, looking for an opportunity to take revenge. This revenge can take many forms, from leading horses astray to contaminating food supplies to directing larger monsters toward the begrudged creature.

One of the most direct and unwelcome revenges of the jinkins is the destruction or cursing of magical items. Many times they'll observe camped enemies from a distance and either steal an item to tinker with it or just use their tinkering magic at a distance to annoy the item's owner. Once a jinkin has worked its sabotage on a stolen item, the jinkin either grows bored with the item or may attempt to return it to its owner. Jinkin lairs are often cluttered with stolen items that bear curses the jinkins themselves have forgotten all about.

Dwarves in particular hate jinkins, with numerous tales in their folklore telling of tragedy at the hands of the gremlins. The loathing is largely mutual.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

This appears to have been a kind of gremlin known as a Jinkin. Horrible things in general but an important note is that they do not usually work alone. We appear to have overwhelmed it before it could flee but if it had likely it would have lead us to a trap.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

"Good to hear. Though i must say i wouldn't be surprised if we found those two hysterical smugglers dead on our way back."

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander will move his attention from the gremlin to the stature and cast detect magic looking for any auras before looking over the writing to see if any meaning is salvageable.
Linguistics: 1d20 + 9 ⇒ (20) + 9 = 29


Xander:
When studying the marks you can barely make words out of them. With a lot of effort you are able to find fresh marks that represent "pipe" and "plant growth."

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Where does the map point, next?


Just posted a new map. I'd like to know in which order you'll end up on the other side of the sewer pipe, so please move yourself.

The Exchange

Status:
HP: 9/9; AC: 17, T: 14, FF: 13; CMB: +2; CMD: 16; Fort: 0, Ref: 6, Will: 2; Init: +4; Perception: +6; Speed: 30 feet
Tiefling Rogue/1

Map

Misarru stays behind two of the tougher folk and sticks to the left side of the sewer pipes. He sheaths his dagger and rapier, but draws his bow from his back, preferring for the moment ranged attacks instead of close combat.

"Say any of you got a bandage or something, I need to get this bolt wound dressed before it gets infected or something."

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

"Ohh, I can't wait to crawl through. I love tunnels, they're fun. That's why us dwarfs are shorter, so we get to have more fun."

Dagnobar crawls through the sewer pipe quickly and emerges on the right hand side. He continues to move forward a bit, giving the others a place to stand behind him when they come out.

MAP

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Muchiko squeezes herself through, after which she stands in front of Misarru.
Map

Scarab Sages

Male Half-Elf Ranger/1 (HP 10/10 | AC:16 | T:14 | FF:21 | CMB: +2 | CMD: 16 | Fort +3 | Ref +6 | Will +2 | Init: +4 | Perc: +8 | Speed: 30) Ranger 1

Rabbai crawls through the filthy tunnel and is happy to be out of the water when he emerges behind the dwarf on the left side

MAP MAP MAP

Liberty's Edge

Steelblood 3 | HP:12/16 | Rage: 7/7 | AC:18/20 | T:11 | FF:17/19 | Fort:+3* | Ref:+3* | Will:+2* | CMB:+6* | CMD:17* | Init:+2 | Perc:+7 | Speed: 30/25 +2 VS Enchantments | +2 VS ally spells | +1 VS Trample | w/ shield +2AC | /w Light Armor -3AC, +5 speed
Raging:
HP:+4 | AC:-2 | Fort:+5* | Ref:+3* | Will:+4*

Aeilín shrugs, and follows the others through the pipe.

-~= MAP =~-

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri sheathes his sword and follows after Ailin in the pipe.

MAP

He draws Oathkeeper once on the otherside.

Grand Lodge

Male Human Wizard 1 (HP 9/9 | AC:12 | T:12 | FF:10 | CMB: -2 | CMD:10 | Fort:+2 | Ref:+2 | Will:+2 | Init:+8 | Perc: +7| Speed 20)

Xander looks up from the symbols to discover the others have moved on. He scribbles a few notes into his journal before putting it away and following after.
Updated Map

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

Assuming nothing happens on the other side of the pipe, I will post. Steph, if you have something for us at the end of the pipe, ignore my post. This is sort of an if nothing happens, then kind of thing.

Now that everyone has made it through the pipe, Dagnobar says, "Did ya bump your head tall fellah? Let's look around." Dagnobar will move forward and explore the area and the walls.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20 +2 for unusual stonework for wall

MAP


Everyone moves through the pipe without any trouble, and Dagnobar scouts ahead once on the other side. He sees the party can't go west, because the sewer doesn't continue in that direction. The party follows after Dagnobar as he goes west, takes another turn, and arrives at a place filled with fungi.

The Sewer Garden

Fallen rubble from an earlier excavation clogs the channel, slowing the water flow and accumulating a mass of sewage on one side. A thick carpet of moss and fungus—clearly representing a wide variety of green, blue, and ochre-colored specimens—sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.

This roughly 15-foot stretch of sewer tunnel provides an excellent habitat for decomposers of all kinds, and the vibrant collection of fungi is extraordinary even for such a location.

The map's updated.

Grand Lodge

Male Dwarf Flowing Qinggong Monk/1 (HP 11/11 | AC:17(21) | T:17 | FF:14(18) | CMB: 0 | CMD:17 | Fort:+4 (+7 Poison) | Ref:+6 | Will:+7 | Init:+3 | Perc: +8 (+9 doors & +10 stonework) | Speed 20)

"Any of you big fellas with swords want to poke a hole in this here vermin funhouse and see what comes out? Might be a good idea to try to clear some of this out so those overzealous archers have a good line of sight too."

Dagnobar will try to carefully part the thin plant matter curtain without being noticed, and then peer inside with his darkvision.

Parting the curtain all stealth like: 1d20 + 3 ⇒ (19) + 3 = 22
Sticking his head through the hole he just made and looking around: 1d20 + 8 ⇒ (11) + 8 = 19

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri smiles as he brings Oathkeeper to bare. "Sounds good, the lord of iron has frowned on my actions all day!"

He uses his greatsword to clear the plant matter.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


Both Dagnobar and Vitarri, as soon as they touch the fungi, receive a shock of electricity.

Electricity damage Dagnobar: 3d6 ⇒ (6, 5, 3) = 14 Fort DC 14 for half: 1d20 + 4 ⇒ (2) + 4 = 6
Electricty damage Vitarri: 3d6 ⇒ (4, 5, 4) = 13 Fort DC 14 for half: 1d20 + 4 ⇒ (6) + 4 = 10

Dagnobar takes a large amount of damage, and falls down unconscious. Vitarri is disabled, and thus stunned.

Con Dc 10 for Dagnobar to stabilize: 1d20 + 2 - 3 ⇒ (12) + 2 - 3 = 11

Luckily Dagnobar directly stabilizes, though he's still unconscious and on the ground. Vitarri will notice that even though he's still touching the fungi, he doesn't get anotehr shock.

Map updated. I placed both Dagnobar a bit forward on the map, as they both tried to clear the fungi.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

"Hellfire... What was that?" Vitarri could hardly focus as he was seeing double the metallic taste in his mouth and the rigidness of his muscles was aggravating.

He pulled forth his holy symbol and released a healing wave over him and Dagnobar.

Channel 2/3 remaining: 1d6 ⇒ 1

Once he was able to stay on his feet he pressed through the fungi, pushing through the curtain quickly to the otherside, not wishing to linger long. From the other side his gruff voice sounds through. "Someone get old Dag out of the way." His gruffness is more from pain then actual anger. He is barely on his feet but not allowing himself to fall out of sheer willpower.

MAP

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