The Halffinder Society (Inactive)

Game Master Kobash

==COMBAT MAP==


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Thomas and Kryspi detect a magic object down in the pool. Whatever it is though is so far down that your light sources cannot reach it from the surface.

Culsar finds nothing worth noting about the statue.

Picklebrew checks the other door and believes it to be trap free.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

"There is a magic object down in the pool. It's really, really far down." Kryspi points in the direction of the object to give other others a reference.

The Exchange

Thug 1

"This door is safe" Pickle thumbs at it then joins the others "If magic is key, maybe there's a keyhole. Search around. -or one of you have that wierd mage's reach to fish it out? "

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

-Posted with Wayfinder

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

"I've never been a good swimmer but if there's magic down there someone should go check it out!"

Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16


Skip determines the magic is some sort of transmutation, and is eminating from a tiny object.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Yeah, but I'm a poor swimmer also. Culsar peeks into the water as if he might be able to see something more.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

"Culsar, you're a summoner, right? Do you think you can summon an aquatic monster that can retrieve it for us?"

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

I would have to dismiss my friend here if I were to do that. Of course, maybe the eidolon could make the swim instead.

I'm really not sure how this would work. I'm not sure I could summon something that could fetch an object or not. I guess as long as I can recall the eidolon afterwards and the summoned creature can do the task in one minute it would work.


Sending a creature into the pool is possible, but the object can't be seen from above and directing the creature would require some form of communication that can pass through water.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

I could send the eidolon then as we can communicate via eidolon link.


Culsar, you're thinking of the bond senses summoner ability, which you don't get until 2nd level. You can't communicate at range without that.

The Exchange

Thug 1

”So who's going swimming? Or are we moving on?”, Pickle checks that the eastern door leads back to the main chamber.


Picklebrew confirms the eastern door returns to the main chamber. The southeastern door, however, is sealed with lock similar to that seen on the door behind the wood golem.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

If no one else is up for the challenge, then I shall fetch this glittering object... Thomas spends the time to take off his armor and dives into the pool.

Swim: 1d20 + 2 ⇒ (8) + 2 = 10

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

No, I meant this, found under the eidolon itself:

Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.


Culsar, my bad. You've got it. No need for Thomas to get wet. Also, because of its speed it can reach the bottom and get back with little risk.

Culsar's eidolon slips into the pool and vanishes into the darkness below. Using Culsar's mental guidance, the creature is able to find the magical object, despite there being no light, and apparently many other similar objects (but nonmagical) laying at the bottom. When it returns to the surface it holds a key in its teeth.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Aha! There you go! One key of some sort of magic or something. Culsar will retrieve the key from the eidolon and let anyone who wishes to examine the key. Well? Let's go open something.

The Exchange

Thug 1

"This door here is locked", Pickle points to the southern door, "It's not trapped, give the key a try.".


The key does indeed open the southwestern door. Beyond it a small stone bench sits in the center of a dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.

A passage leads south about 20 feet before turning east.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Wow, quite the scene. Culsar admires the mural as they enter the room. No wonder he's considered a hero.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Perception: 1d20 + 1 ⇒ (19) + 1 = 20

Kryspi says, "If we know a little more about the story, maybe we'll be ready for whatever the elders have in store for us."


Culsar Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Culsar and Kryspi notice that both Kassen and the mercenary leader are wearing golden necklaces, each made up of a simple golden chain, from which hangs an oddly shaped medallion. While not identical, the amulets look similar.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar notices the necklaces and asks aloud, Now why would they have necklaces that look alike? That doesn't make sense to me at all. You think the person that created the mural made a mistake?

The Exchange

Thug 1

"Maybe they were related?", Picklebrew adds his thoughts then just shrugs and load a heavy bolt into his crossbow.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

"Was the name of the mercenaries ever given in the stories? I can't remember."

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

"No point worrying about it now. Let's move on. You guys can think about it as we explore the next few rooms."

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Thomas wordlessly leads the way to the room in the center of the complex.


The party heads down the southern passage, turns east and comes to a door.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Thomas boldly strides (TM) through the aforementioned doorway with no regard for his well being.


Thomas steps through the door into a large circular chamber. A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction. Around the pillar to the east is another small door, and double doors are along the wall to the south.

After Thomas steps through the door behind him begins to swing shut on its own.

The Exchange

Thug 1

Pickle steps forward and try to brace the door open with the entire heavy crossbow. ”HELP! The door is closing!”

raw: 1d20 ⇒ 9

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

Cade quickly moves to assist.

assist: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15

"Someone go grab one of those shields from the statue while we hold it open. We can try to wedge it in place."

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Does Midnight Lord come through with me? Would assume we move together.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar will have his eidolon grab one of the shields as requested.

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Skip helps haul the shield over. "Use another one to cover yourself, Thomas!"

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Kryspi grabs a shield and tries to help.


Thomas, Midnight Lord can be in the room. I would assume he tries to stay with his master.

Midnight Lord hops away from the closing door as Picklebrew and Cade move to hold it open, a task that turns out isn't too difficult.

Word is passed back to the other halflings and some of them begin to head for the wood golem's chamber. They don't get far before something else happens in the round chamber.

With the creaking sound of turning gears and bending wood, the pillar in the center of the room begins to turn. Then arrows begin shooting forth from it in all directions!

Everyone in the room and doorway is a target, though I'll give Picklebrew and Cade a cover bonus.

Arrow at Thomas: 1d20 + 10 ⇒ (15) + 10 = 25
Nonlethal Damage: 1d8 ⇒ 5
Arrow at Midnight Lord: 1d20 + 10 ⇒ (4) + 10 = 14
Nonlethal Damage: 1d8 ⇒ 1
Arrow at Picklebrew: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18
Nonlethal Damage: 1d8 ⇒ 7
Arrow at Cade: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
Nonlethal Damage: 1d8 ⇒ 4

Thomas and Picklebrew are struck, but discover the arrows are blunted and not quite lethal.

The pillar continues to turn!

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Thomas and Midnight Lord will dash for the alcove in the pillar.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar and the eidolon wait in the hallway. Can somebody turn that thing off?

The Exchange

Thug 1

The blunt arrow nearly knocks out Picklebrew and he decides to move back rather than get shot again.

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Skip will pass the shield up but stay back once the arrows start flying. "Thomas! Can you turn it off?"


Thomas, you are standing on the pillar. There is no alcove. The area around it is a pit.

Regarding the shields, there wasn't enough time to retrieve them. The arrows started shooting a few seconds after the door was opened. They are still shooting actually.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Retcon

Thomas sends Midnight Lord back to find the Flaxseed heir while he moves to find a switch or lever to turn off the spinning column of pain.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

If the trap is mechanical, I assume the firing mechanism is based off the gears and the rotation of the central column. Perhaps disabling device will work? Maybe toss the grappling hook and rope around the column until it binds?


Arrows continue to fly from the pillar as Thomas looks for, and fails to find a way to stop the rotating trap.

Arrow at Thomas: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 ⇒ 2
Arrow at Cade: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
Damage: 1d8 ⇒ 3

Everyone is up!

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

We could use the shields as... well, shields!

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

"Good thinking! Culsar, you are your pet get behind one and I'll get behind another with Picklebrew. Cade and Midnight can hang back. Let's see if we can save Thomas and find a way to disable it!"


You don't have the shields yet. It would take about 5 rounds to retrieve them and it has only been 2. The arrow trap is still firing, so in order to organize this, I'll break down actions into rounds.

INITIATIVE
Thomas <=UP
Skip <=UP
Culsar <=UP
Picklebrew <=UP
Kryspi <=UP
Cade <=UP
Arrows

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Could Thomas take cover in the pit?

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar and the eidolon will fetch a shield.

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