PbP GameDay 3: PFS 01-30 Cassomir's Locker (1-7) (Inactive)

Game Master Andrew Trexler

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Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

THE END IT NEAR! THE SKULL MOON RISES AND REALITY WILL BE LOST TO OBLIVION! GROTEOUS COMES AND WE WILL ALL PERISH! DESPAIR! Grenda screams as she flees.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 1 Initiative 10
Miaka moves into the room and targets the human caster with cover ...
Lg Bow: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9 for Piercing: 1d8 ⇒ 4

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Isabella moves into the room while drawing her sword. She then attacks one of the blue goblin-like creatures

Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Drystan's extended hand sends a kaleidoscope of riotous colors into the face of the foe.
Will (Human): 1d20 + 5 ⇒ (10) + 5 = 15 SUCCESS
Will (Slave): 1d20 + 3 ⇒ (18) + 3 = 21 SUCCESS
Will (Slave): 1d20 + 3 ⇒ (17) + 3 = 20 SUCCESS

But all three resist the stunning magic! Nevertheless, Isabella cuts down one slave as Miaka's arrow goes wide against the Groteus worshiper.

The remaining blue-skin hurls another dart at Drystan. Dart@Drystan: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10 MISS The sorcerer has little to fret about with the creature's poor aim.

The cleric reaches his hands above himself and calls down the destructive power of his god. 1d6 ⇒ 5 5 negative energy damage to everyone except Grenda; DC 14 Will save for half damage.

Kazzak Will: 1d20 + 7 ⇒ (3) + 7 = 10 FAIL steps forward with his naginata and swipes the remaining blue creature, without success. Naginata: 1d20 + 3 ⇒ (5) + 3 = 8 MISS Grenda continues to flee down the hall, shouting about the apocalyptic terror that is her god.

Round I
Grenda: flees
Drystan@6/11hp: color spray
Isabella@6/11hp: hit
Miaka@4/9hp: miss
Baddies: miss, channel
Kazzak@7/12: miss
Jamamros@5/10: CURRENT

Round II
Grenda: flees
Drystan@6/11hp: on deck
Isabella@6/11hp: on deck
Miaka@4/9hp: on deck
Baddies:
Kazzak@7/12:
Jamamros@5/10:

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 2 Initiative 10 HP 4/9
Will: 1d20 + 4 ⇒ (6) + 4 = 10
Miaka will target the caster again. Assuming cover
Flurry: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1 for Piercing: 1d8 ⇒ 5
Flurry: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12 for Piercing: 1d8 ⇒ 1

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

Will Save: 1d20 + 6 ⇒ (7) + 6 = 13

Round 1 5/10 HP

Jamamros closes the distance between himself and the remaining blue creature and takes aim at it with his scythe.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Slashing Damage: 2d4 + 3 ⇒ (4, 3) + 3 = 10

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Will Save: 1d20 - 1 ⇒ (8) - 1 = 7

Round 2
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

"You will pay for that!" Isabella screams as the dark energy washes over her. She climbs over the boxes and tries to hit the robed man, but fails to hit him.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Jamamros's scythe cuts right through the remaining mite, dropping it in a wash of blood. Miaka and Isabella both aim for the caster, but can't pierce his defenses.

Drystan is up!

Round II
Grenda: flees
Drystan@6/11hp: CURRENT
Isabella@6/11hp: miss
Miaka@4/9hp: miss
Baddies:
Kazzak@7/12:
Jamamros@5/10:

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Will: 1d20 + 6 ⇒ (2) + 6 = 8 /facepalm

Dark energy washes over him and Drystan grunts in pain. He then unleashes the divine power in his blood, washing himself in holy fire, undoing some of the damage done.

Heavenly Fire, Healing: 1d4 ⇒ 2


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Seeing the effectiveness of his scream-inducing channel, the follower of Groetus repeats his call! 1d6 ⇒ 1 negative energy damage to all but Grenda, DC 14 Will negates.

Kazzak Will: 1d20 + 7 ⇒ (7) + 7 = 14 SUCCESS resists the wave of foul energy and steps deeper into the fray with his naginata. He swings again Naginata: 1d20 + 3 ⇒ (7) + 3 = 10 but the polearm gets knocked aside by the man's armor.

Grenda comes to a halt, finally able to swallow her fear!

Jamamros to finish Round II -- Grenda, Drystan, Isabella, and Miaka to start Round III!

Round II Update
Grenda: flees
Drystan@7/11hp: heal
Isabella@5/11hp: miss
Miaka@3/9hp: miss
Baddies: channel
Kazzak@6/12: miss
Jamamros@4/10: CURRENT

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Will: 1d20 + 4 ⇒ (17) + 4 = 21 Negates

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Will: 1d20 + 6 ⇒ (7) + 6 = 13

Drystan pulls out his new wand and sends a missile of pure force at the the Priest of Groetus. "How do you like that, you sack of guano?" he asks.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Will Save: 1d20 - 1 ⇒ (15) - 1 = 14

Round 3
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

Will Save: 1d20 + 6 ⇒ (19) + 6 = 25 Negates

Round 2 5/10 HP

Jamamros closes the distance to the man and aims to cut him deep with his scythe.

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 2d4 + 3 ⇒ (2, 1) + 3 = 6

-Posted with Wayfinder

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 3 Initiative 10 HP 4/9 and Perfect Strike
Miaka will move forward and continue to attack the caster ... with Precise Shot and Perfect Strike
Perfect Strike 1: 1d20 + 4 ⇒ (13) + 4 = 17
Perfect Strike 2: 1d20 + 4 ⇒ (14) + 4 = 18 <--If this hits, then
... for Piercing plus Perfect Strike: 1d8 + 2d20 ⇒ (3) + (6, 20) = 29


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Miaka, I'm a little nonplussed by your 2d20 in the damage roll. Why/how is that there? I'm gonna go ahead without it in the meantime.

Several Pathfinders manage to resist the cleric's dark magicks and close in for the kill. Jamamros's swing isn't his best, but Drystan's spell strikes true (of course) and Isabella's blade does so as well. Finally, one of Miaka's arrows also finds its mark. The man barely keeps his feet.

Grenda, I'm assuming that you're just hustling back to the sounds of fighting, but feel free to do differently.

With little recourse, the cleric calls down another wave of energy from his god. "You may kill me, but Groetus shall have the final laugh! All will the lost, and you shall despair!" 1d6 ⇒ 2 negative energy damage to all PCs. DC 14 Will save for half.

Kazzak Will: 1d20 + 7 ⇒ (14) + 7 = 21 SUCCESS continues his pole-arm attacks. Naginata: 1d20 + 3 ⇒ (5) + 3 = 8 MISS

Round III Update
Grenda: double move
Drystan@4/11hp: magic missile
Isabella@4/11hp: hit!
Miaka@2/9hp: hit!
Baddies: channel
Kazzak@6/12: miss
Jamamros@3/10: CURRENT

GM:

19

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

Will Save: 1d20 + 6 ⇒ (18) + 6 = 24 1 damage

Round 3 4/10 HP

Jamamros takes aim for another blow and swings with his scythe.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 2d4 + 3 ⇒ (2, 4) + 3 = 9

But the dwarf has difficulties hitting home after focusing so much willpower into resisting as much of the cleric's magic as possible.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The Urgathoan's blade clatters into the crates, even as he winces from the pain!

Grenda, Drystan, Isabella, Miaka!

Round IV
Grenda: CURRENT
Drystan@4/11hp:
Isabella@4/11hp:
Miaka@2/9hp:
Baddies:
Kazzak@6/12:
Jamamros@4/10:

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 4 Initiative 10 HP 3/9 with Precise Shot
Will: 1d20 + 4 ⇒ (11) + 4 = 15

My apologies; I misread the notation on the ability where it indicated 2d20 1/day on my sheet
... it was only describing two rolls of the 'to hit' dice and not additional damage. Damage should just be 3. Sorry for the confusion.

Flurry: 1d20 + 3 ⇒ (11) + 3 = 14 for Piercing: 1d8 ⇒ 3
Flurry: 1d20 + 3 ⇒ (8) + 3 = 11 for Piercing: 1d8 ⇒ 2

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

GM: I got Isabella at 6 hp (5 damage) from the first channel only, or did you include the round 3 channel damage?

Round 3
Will Save: 1d20 - 1 ⇒ (10) - 1 = 9

"Die!"

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Isabella's blade strikes true again

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Yeah Grenda will make her way back, though she'll stop before she enters the room on round 4.
@ Isabella, Pretty sure that you still take 1 point of damage from the round 2 channel even if you save. What I'm not 100% is whether its lethal or non-lethal. Weapon attacks that are result in less than 1 point of damage always do 1 non-lethal but I can't remember if save's vs. spells are the same.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Miaka: no worries!

Isabella: I added in the Round III damage already and remove it on a successful save. Concerning the Round II damage, Grenda may be right about the non-lethal but it's not going to matter as soon as you heal. Because...

Miaka's two arrows only find crates, but Isabella's sword cuts right through the man and he falls to the floor in a wash of red, red blood.

Out of initiative!

STATUS:

Grenda @ full health
Drystan @ 4/11hp (pending a Will save)
Isabella @5/11hp
Miaka @ 3/9hp
Kazzak @ 6/12hp
Jamamros @ 4/10hp

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Grenda Waits quietly in the door way waiting for the party to finish healing up.

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Will: 1d20 + 6 ⇒ (3) + 6 = 9

I healed myself earlier in the fight for 2 damage

Drystan puts away one of his wands, drawing the other Infernal Healing and using it to heal himself.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Miaka approaches Grenda with a wand in her hands ...
"Would you be kind enough to help me with this?"

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8 and 1/50 charges
HP 9/9

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

"I could use a bit of healing before we move further. Grenda's friend seemed to cause a bit more damage then expected."

-Posted with Wayfinder

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Grenda says nothing as she heals Miaka and hands back the wand. She the the walks past Jamamros purposely bumping into him as she passes. She then kneels down and starts searching the body of the cleric.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Miaka will lend her wand to Jamamros ... Roll what you need, I will track the charges

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

"Miaka and Jamamros, would you be so kind to use that wand on me?"

Assuming they do
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

"Thanks! I will make it up to you as soon as I also got such a wand and you need healing!"

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

10/10 HP

Jamamros makes a point to stand over/near Grenda as she searches the cleric. Obviously agitated from the run in with the worshipper of Groetus, and knowing Grenda worships the same deity, makes Jam a little frustrated. "Find anything on your friend there Grenda? Perhaps any others we should know about before we move forward?"

-Posted with Wayfinder


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

This was completely by accident, but I am amused that the enemy cleric of Groetus made Grenda run away, thus doing her no harm...

The body of the cleric yields little of note -- only some rusting half-plate and a well-made (MW) heavy flail. The bodies of the mites yield even less: two shoddy daggers and a number of darts. The nearby crates are filled with soon-to-be-rotting foodstuffs and other such supplies.

STATUS:

Grenda @ full health
Drystan @ full health
Isabella @ 10/11hp
Miaka @ full health
Kazzak @ 6/12hp
Jamamros @ full health

Where to, Pathfinders?

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Drystan uses his wand on Kazzak as well before returning it to his belt and says, "Best find out what's at the top of these stairs, I'd say." The dwarf moves up them slowly, searching for anything out of place.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24 - +1 vs traps, +2 vs unusual stonework, +3 if both


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

No traps on the stairs, nor on the door atop them. Opening it reveals what appears to be a closet full of block and tackle.

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

"With all this lifting equipment about, must be a way up somewhere," Drystan thinks, and begins searching about for a trapdoor above or any holes in the ceiling of the main chamber.

"Just a storage room up here," he calls down to his allies.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

No trap door in the ceiling, but there is one in the wall -- opening onto an empty, abandoned warehouse near Cassomir's long wharf. A quick search of the place turns up nothing.

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

"Drsytan, shall we continue on the path? We should be able to follow it to the south side of that crossroads we passed earlier"

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Grenda remains silent while searching but does rip the holy symbol of Groteous off the clerics neck and putts it in her belt pouch. Standing up she stands nose t nose with Jamamros, Back away Necromancer. If he doesn't move out of the way she'll push past him and make for the sewers silently heading to the crossroads.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The party once again finds itself at the self-same intersection. West or south?

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Ignoring Grenda and Jamamros once more, the ever cheery dwarf says, "Let's head south." Drystan once again takes the lead, intent on finding anything that might impede their passage or harm them.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25 - Stonecunning +2 and Trapfinding +1


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Somehow missed Drystan's post and thought I was waiting on you all. Sorry about the delay!

Drystan leads the party further into the sewers, past several dead ends and several similar intersections. Eventually, something catches his eye to the east -- a large, abnormal mass. Closer inspection reveals it to be a dam, keeping one room surprisingly clean and dry.

A massive chalk drawing of a pouncing rat inhabits the floor.

The room also holds one very surprised man, armed with a quarterstaff and armored in leather, and a trap door. At your approach, the man gasps, leaps up, jumps atop the trap door, and shouts at you to halt. "Stay back! Come no further! You shall not pass through here! Go away! Begone!"

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

"Err, excuse me? We were just exploring the sewers. Although you made me curious about who are you and what are you doing here."

Isabella tries to make the man a bit more relaxed, hoping he will give some information.

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Despite her (admittedly very charming) best efforts, Isabella is scarcely able to get a word in among the man's verbose tirade demanding the party go away. He brandishes his club menacingly and continues shouting. "Leave or die! Depart! Leave me alone! Go! May the Cataclysm descend upon your heads if you do not leave!"

You're gonna have to fight this guy, I just thought I'd let you start that on your own terms, at your leisure, given that he won't move from his spot and only has a quarterstaff.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Miaka will move (30 ft) across the board to the ledge on the other side ... bow ready to fire.

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

"I've had enough with all the crazies in here already. Grenda, you need to tell your people to calm down, because I can only guess he's another one of your friends?"

As Jamamros takes the chance to comment to Grenda again about her choice of deity, he gradually closes the distance between himself and the crazed man.

"How about we just get this over with, ideally with you laying in half on the ground covered in blood. Whaddya say?" Jamamros says to the man as he draws back his scythe. With the question, Jam's scythe comes slashing forward aiming to sever the man's torso from the lower half of his body.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d4 + 3 ⇒ (2, 3) + 3 = 8

Mwk Sycthe x4 crit

Confirm Crit: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Damage: 6d4 + 9 ⇒ (4, 4, 2, 2, 2, 1) + 9 = 24

WOW crazy rolls!

Total damage inflicted = 32


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Wow! 1/400 chance has to happen sometime, I suppose.

Jamamros strides up to the man a literally cuts him in half, leaving Jamamros with exactly his ideal situation.

Unfortunately, killing the guard doesn't disarm the trap.

Fire: 2d4 ⇒ (3, 3) = 6 A cone of flame comes gushing from the trap door and slams into the dwarf's smiling face, thoroughly singing his beard...

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Disable Device: 1d20 + 7 ⇒ (15) + 7 = 22

Drystan walks up to where Jamamros is standing, and carefully attempts to disarm the trap he triggered.

Grand Lodge

Male Dwarf Warpriest 2
Defense:
HP 17/17; AC 14; Tch 10; FF 14; CMD 13; Fort: +5; Ref: +0; Will: +7
Offense:
Init: +0; Spd: 20ft; CMB: +2; Mwk Scythe +4(2d4+3/x4); Whip -2(1d3+2)
Skills:
Intimidate: +6; Know (religion): +4; Perception: +5; Profession (scribe): +7; Sense Motive: +9; Survival: +7
Spells:
Lvl 0 - Bleed, Detect Magic, Light, Guidance; Lvl 1 - Inflict Light Wounds, Cause Fear, Stunning Barrier (DC 14)

"Well this time my eagerness for combat didn't work out perfectly. Anyone able to heal these burns? Or more importantly, restore my beard? " With that Jamamros reaches up to feel at the singed part of his beard and gives a slight grunt. Outta all the things that the fire could ruin, it had to be my beard.

"Oh and Grenda, check your friend over there. See if you can find anymore of your holy symbols on him. Really starting to not like these followers of Groetus," he says mostly to the rest of the party, but loud enough to ensure Grenda can still hear him.

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Isabella shakes her head

"Jamamros! What were you thinking! One second I am talking to this man and the next you slice in half! What is wrong with you!?"

Why did I get send on assignment with the loony dwarves? I wonder when Drystan will snap? So far he seems to be normal, but that is probably just a ruse...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Drystan fails to undo the trap completely, but it also doesn't look like it's reset. The dwarf believes the path forward is clear (if covered in blood). The body itself carries no holy symbol of any sort; only an odd trinket and some leather armor.

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

The Feeling is mutual, Necromancer. Retorts Grenda as she searches the body.

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