PFS PbP Thornkeep (The others) (Inactive)

Game Master Revvy Bitterleaf

Thornkeep level 1

Thornkeep level 1 - part B

Thornkeep the next part

The door of Seven Stars


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Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Will: 1d20 + 4 ⇒ (4) + 4 = 8
Fort: 1d20 + 1 ⇒ (10) + 1 = 11

Cold dmg: 2d6 ⇒ (2, 3) = 5
After seeing a darker and twisted version of himself in the mists Sam is deeply disturbad. He uses a wand to heal himself.
Infernal healing 1/10 rounds.

Scarab Sages

Marcel is unable to tumble past the crawler To hit Marcel's AC with a bite attack: 1d20 + 6 ⇒ (12) + 6 = 18 Damage for Marcel: 1d6 + 2 ⇒ (5) + 2 = 7 and a DC 14 Fort save vs poison or loose 1d2 ⇒ 2 str and 1d2 ⇒ 1 con for the next 4 rounds or until you make the save

He then is able to stick his sword into a crack in the creatures though other shell (even without the flank)

Aviendha hit the same creature pretty hard

Calistan then heals Aviendha a bit

Sam heals himself a bit at a time, very slowly his wounds start to close

init
Samuel (all though I think he might be at Paizocon UK, going to wait a bit before I NPC him in to give him a change to do something himself
Crawlers
You guys again

Damage +: 19
Damage other one: 0

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|

Fort Save: 1d20 + 2 ⇒ (10) + 2 = 12 Crud

Scarab Sages

NPC-ing Samuel in

Samuel takes a step to the side to slowly work his way into a flanking position while he takes a swing at the creepy crawler in front of him

to hit crawler: 1d20 + 4 ⇒ (4) + 4 = 8 but his sword bounces of the creatures carapace.

In return the crawlers rise up on their back legs and start slashing with their front claws and bite what ever they can reach

crawler 11S2A: 3d2 ⇒ (1, 2, 2) = 5 One claw goes for Samuel, while his other claw and it's bite for for Aviendha
crawler 21A2C3M: 3d3 ⇒ (2, 3, 3) = 8 One claw goes for Calistan, while his other claw and it's bite for for Marcel

Claw vs Samuel AC: 1d20 + 6 ⇒ (11) + 6 = 17
Claw vs Aviendha AC: 1d20 + 6 ⇒ (3) + 6 = 9
Bite vs Aviendha AC: 1d20 + 6 ⇒ (10) + 6 = 16
Claw vs Calistan AC: 1d20 + 6 ⇒ (6) + 6 = 12
Claw vs Marcel AC: 1d20 + 6 ⇒ (20) + 6 = 26
Bite vs Marcel AC: 1d20 + 6 ⇒ (20) + 6 = 26

to confirm vs Marcel claw: 1d20 + 6 ⇒ (11) + 6 = 17
to confirm vs Marcel bite: 1d20 + 6 ⇒ (10) + 6 = 16

Samuel get's missed by the creatures claw, as does Aviendha by both a claw and it's bite.
Calistan is also lucky and get's missed by a claw....but then the odds change and Marcel is in big trouble, not only get's he hit hard by a claw..the bite also hits..although not as hard as it could have been

Damage Marcel claw: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Damage Marcel bite: 1d6 + 2 ⇒ (6) + 2 = 8 and a fort save DC 14 vs poison or the DC for the poison you already have goes up by +2 to a DC 16 and it will last for 6 rounds (or until you save)

I think I just dropped Marcel to -9 ..so if someone can heal him..I think he'd like that

init
You guys
Crawlers

Damage +: 19
Damage other one: 0

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

"You creatures will not live past this day. Desna, help me strike them down quickly!"
Aviendha yells as she tries to slice the bug between her and Samuel.

attack: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
dmg: 2d6 + 6 ⇒ (6, 6) + 6 = 18

Desna is not at home ¬¬

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|

Fort Save: 1d20 + 1 ⇒ (1) + 1 = 2 DC increased
Fort Save: 1d20 + 1 ⇒ (13) + 1 = 14 Failed vs increased save, that's more stat damage.

Need to know how much con I take before I attempt my stabilize check.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam steps behind Marcel and casts infernal healing on him. Lord of Darkness bless this one so he may live to serve you.

Marcel heals 1hp, fast healing 1/10 rounds.
Heals 1 hp on self, fast healing 2/10 rounds.

Is Aviendha's place in the map correct? How did she got there?

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|

Infernal healing is probably just about the best thing right now since it will continue to stabilize me if I take more con damage, thanks.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

5 ft stepped

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

I am trying to figure out a way to burning hands the enemies but I am not finding it.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Wait one round and I will step back, sorry :)

Scarab Sages

Aviendha fails to damage her target

While more poison courses through Marcel's veins
str damage Marcel: 1d2 ⇒ 2
con damage Marcel: 1d2 ⇒ 1

Sam gives Marcel fast healing for 10 rounds

init
Calistan, Samuel (I'll NPC him in if he hasn't responded by the time Calistan has acted)
Crawlers

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]
Aviendha-RK wrote:
Wait one round and I will step back, sorry :)

Np, thx. Srry for the trouble.

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 5' steps, draws his wand of CLW and heals his fallen comrade.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Calistan silently cheers as he awakens from unconsciousness!

Scarab Sages

Calistan heals Marcel

Samuel (having heard something about a burning hands) doesn't go for the wounded one but decides to use the flanking provide by Aviendha while he still can

To hit AC other one: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 hitting his target Damage other crawler: 1d8 + 2 ⇒ (2) + 2 = 4

The crawlers in return rise on their back legs again and go into a flurry of attacks, one focussing on Samuel and the other one on Aviendha

to hit Samuel claw: 1d20 + 6 ⇒ (17) + 6 = 23
to hit Samuel claw: 1d20 + 6 ⇒ (7) + 6 = 13
to hit Samuel bite: 1d20 + 6 ⇒ (10) + 6 = 16

to hit Aviendha claw: 1d20 + 6 ⇒ (14) + 6 = 20
to hit Aviendha claw: 1d20 + 6 ⇒ (17) + 6 = 23
to hit Aviendha bite: 1d20 + 6 ⇒ (19) + 6 = 25

Out of all the attacks..Samuel only get's hit once Damage Samuel: 1d4 + 2 ⇒ (1) + 2 = 3 and Aviendha get's both clawed and bitten Claw damage Aviendha: 1d4 + 2 ⇒ (3) + 2 = 5 Bite damage Aviendha: 1d6 + 2 ⇒ (1) + 2 = 3 and a DC 14 fort save vs poison or loose 1d2 ⇒ 1 str and 1d2 ⇒ 1 con.

Init
You guys
Crawlers

Damage +: 19
Damage other one: 4
Damage Samuel: 3

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 heals the Swashbuckler once more!

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Back at 5 hp, you are rolling high man!

With a mighty swing, Aviendha slams the weakened insect with her greatsword.
attack: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
dmg: 2d6 + 6 ⇒ (6, 1) + 6 = 13

fort save: 1d20 + 7 ⇒ (4) + 7 = 11
The poison unfortunately takes its effect on her, but she braces through it. After her hit she moves away from the other one to give Sam a chance to burn it properly.

Scarab Sages

Calistan heals Marcel again while

@Aveindha..weakened insect? I assume you are hitting the one between you and Samuel since you seem to be including a flanking bonus..which you don't get with Marcel..he went unconscious and dropped his weapon.Also you can't 5 ft step past the edge of the stairs, there's a wall there. (so I've moved you back for now - you can 5ft step down stairs btw, but not up..so you could 5ft step away this turn..and next turn move back up

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Nasty critters.

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|

Fort Save: 1d20 + 1 ⇒ (17) + 1 = 18 Saved!

As the infernal energies continue to course through Marcel's body, he takes care to cover his head. Total Defense While protecting his head, he crawls away from the creature Provoking AC 17+4 for total defense -4 for prone.

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

Hey guys I'm back. I was indeed at PaizoCon UK so apologises for my absence. I'm literally just back in so I'll catch up tomorrow and post then. Thanks for NPCing me Revvy.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Stepped up so Sam can burn them. Sorry for the confusion.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam steps forward and casts burning hands.
BH: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14

Hadouken

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 would have to cast defensively, Merck.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Marcel already gave them an AoO this round, going to hope it doesnt have combat reflexes. My concentration check is not that great.

Scarab Sages

As Marcel starts to crawl away the crawler slams down a claw to try to stop him I guess I could use a bite attack..but the poison is rather nasty..and a claw makes just as much sense
Claw attack vs Marcel: 1d20 + 6 ⇒ (4) + 6 = 10 but Marcel manages to avoid the blow

Sam steps up and unleashes a sheet of flame that washes over the crawlers
Reflex save +: 1d20 + 6 ⇒ (17) + 6 = 23
Reflex save other one: 1d20 + 6 ⇒ (18) + 6 = 24
(going to assume that both make the DC)
Both crawlers are able to avoid most of the flames all though one of them seems to be staggered by the heat.

NPC-ing Samuel in one more time

Samuel step into flanking and swings his word at one of the crawlers again To hit Crawler's AC: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 Damage: 1d8 + 2 ⇒ (4) + 2 = 6 dropping his target

The remaining crawler tries to bite 1A2S: 1d2 ⇒ 1 Aviendha To hit Aviendha AC: 1d20 + 6 ⇒ (1) + 6 = 7 but he fails to connect to her exposed midsection as he plummets to the ground...unconscious.

Out of combat

Damage Samuel: 3

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 heals the party!

CLW @ Marcel: 2d8 + 2 ⇒ (4, 8) + 2 = 14

CLW @ Samuel: 1d8 + 1 ⇒ (2) + 1 = 3

CLW @ Aviendha: 3d8 + 3 ⇒ (2, 2, 4) + 3 = 11

I wonder if the poison will kill Aviendha... I don't have anything for it... However, it looks like we have explored Thornkeep fully except for behind that giant stone door. I doubt we will be able to get through it and our orders were to investigate to the best of our abilities. Perhaps we should head back and report on our findings. Maybe a more experienced group of Pathfinders will be able to deal with the door as we have no idea on how to open it.

Calistan signals to the group that we should head back to town now that we have cleared the dungeon.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

fort: 1d20 + 7 ⇒ (7) + 7 = 14

The poison no longer affects Aviendha.

-Posted with Wayfinder

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam searches the room.
Perc: 1d20 + 3 ⇒ (20) + 3 = 23

Scarab Sages

It also might be worth nothing that the last crawler went unconscious..and isn't dead at the moment..you might want to do something about that at some point

Hidden in the center of the statue's chest, a good 15 feet above the ground, is a secret compartment.
The compartment's door was melted by the same fire that slagged the statue's head, but it can still be broken open with brute force (hardness 8, 20 hp, break DC 22)
Going to assume that with enough trying and effort you eventually get it open
Inside you find an cold iron short sword (which radiates magic) There is also a silk pouch containing three fiery red rubies. The red stones in the statue's eyes are also rubies.

You actually have to open the big magic door to be able to continue to the next level of this dungeon ..It's fine to leave (and even to come back later).
But if you don't open it and leave as to end this scenario it means that some other party will be send here to open the door..and that means that you'll might miss out on some reward(s)

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

Never one to shy away from an adventure, Samuel approaches the large door.

"Are we able to open this? I would like to know what is behind it, it may pose a threat to the innocents who dwell in this area?"

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|

Restoration, Lesser Con: 1d4 ⇒ 4

Marcel will drink the potion that they found earlier before examining the magical door.

Perception T20: 20 + 5 = 25

Unless I am incorrect, a magic lock can be unlocked by mundane means, i.e. without the ability to disarm magical traps, so if needed, here's a disable, regardless of weather the door may or may not be locked in a magical or non-magical way.

Disable T10: 10 + 9 = 19

Scarab Sages

You have to pick if you restore strength or constitution btw, it only heals one

To repeat the door's description;
At the south corner of this hall stands a large stone door. Seven thumb-sized sockets are embedded in the door, arranged in a ring around a starburst design. The sockets are about 1 inch in diameter. (I've added the picture to the map..just for a visual - at level 1)

Marcel does not detect a trap on the door.

Marcel is also unable to open the door with a disable attempt
This door is specifically mentioned as only being able to be opened in 2 ways ..and 1 of those is a password now long forgotten, all though it also lists some stats in case you get ..."creative". Your disable attempt doesn't come close to what you need though. and it's locked by a unique and powerful abjuration magical effect.

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|

I know, that's why I said Restoration, Lesser Con

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam coup de grace the fallen crawler and picks up the loot, specially the stones. Five from this room. He will put together all found ones and exam the door, if there is still some missing he will search the other rooms. Taking 20.

We did found others during our exploration right? I remember the ghost gave us one.

Scarab Sages

Marcèl Lebeda wrote:
I know, that's why I said Restoration, Lesser Con

sorry, somehow completely missed the con part when I saw it

Scarab Sages

The shadow turned into a small lapis lazuli (which has an indigo color), the room with the mists gave you a purple gem and fighting the last goblins you found some green peridots. Sam also still has a piece of cracked blue tile from the pool in the room with the skeletons and 2 fiery orange gems taken from the demonic statue in the silenced room

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

So we have 7 slots at the door and found 5 red rubies, 2 orange gems, 1 blue tile, some green peridots, 1 purple gem and 1 indigo lapis lazuli. The number of gems found seems to matter less than their color.

Does searching the dungeon carefully (taking 20) gets us anymore gems?

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|

You said you added a picture of the door, but I cannot see it, also did any of the gems detect as magical?

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

I have yellow gems from the room with the Stirges. Calistan likes shiny objects and took some off the walls.

Calistan arranges the colors like a rainbow on the ground.

Red, then orange, then yellow, then green, then blue, then indigo, then violet.

After what you said Revvy, the puzzle clearly is to put the gems into the slots like the rainbow, but Calistan wouldn't know this or that the gems have any relevance to the door at all.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam tries to insert the stones in the door's sockets following the order suggested by the mute oracle.

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 hoards the rest of the gems and bits of tile, watching them sparkle in his hands, sad that he is missing the end of the rainbow spectrum.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Puzzles are not her thing so Aviendha just lets her companions try the puzzle.

"Sould we take this time to rest up. I'm sure Sam and Calistan could use the rest to recover some spells?"

Scarab Sages

No idea what went wrong with the picture...I've added it as a separate link at the top of the page now.

None of the gems - other then blue shard from the pool, we has a lingering magical aura, which is fading detect as magic.

After Sam inserts the first gem it sticks inside the socket. Sam then continues to put all gems in in rainbow order as suggested bu Calistan and sparks appear along the edges of the door as he inserts the last gem and the door slowly opens.

A long hallway slopes down to a room housing a pool of glowing blue water. Shining gold leaf in exotic designs decorates the walls, ceiling, and pillars. A stone archway to the south leads downstairs.

Since we are pretty much done with the first level of Thornkeep, please provide me with Dayjob rolls if you have any and your Society and character number in the discussion thread so I can start getting the chronicles ready. Also please include if you are still up with going to level 2 of Thornkeep

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

No Day Job and I'm up for Thornkeep Pt. 2

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

Do you get Day Job rolls on Modules? If so, Profession (soldier) is mine.

Profession (soldier): 1d20 + 4 ⇒ (4) + 4 = 8

I'm up for the next part, I'll need to level once we get the Chronicle.

Scarab Sages

You do since the last update of the guide, before that no..same as you didn't used to get prestige for Master of the Fallen Fortress...they changed that to 1 as well around the same time. And everyone should need to lvl up since you'll get 3 xp ;)

Is someone going to take a look at the glowing blue water inside the pool?

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

ow yay. I will update tomorrow

-Posted with Wayfinder

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 steps into the chamber ahead of the others, leading towards the pool and examining the room for any potential clues it might have to the purpose of this place.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam takes a look at the glowing blue water inside the pool.

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