#4-19: The Night March of Kalkamedes [Tier 1-2] (Gameday 3) - GM Rutseg (Inactive)

Game Master Balacertar

Encounter map

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Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Lets just make sure we're far enough away before he wakes up, but he was probably just grumpy that we interrupted his meal. I can get that way myself. Argus shrugs and smiles.

Argus offers up his wand to use for the party to heal up.

So anyone know what's around this area?

Argus has no k. nature or geography. So unless local will work he really doesn't know what's in the area.


Iron Gods: Iron maps;

Please, provide rolls for whatever heal you finally make ;)

Argus tries to locate himself without much success while the others heal themselves and try to follow Kalkamedes in his way to the north.

Over the course of another two hours, the rough, mountainous scrubland gradually fattens and gives way to thicker copses of trees sustained by a series of chilly, narrow streams.

Kalkamedes’s trail meanders northward.

Kalkamedes: 5 damage


Iron Gods: Iron maps;

Kalkamedes continues walking tirelessly. The landscape becomes a bit kinder, going into a temperate forest. The sleepwalking paladin guides the party through a trial.

Initiative:

Dailung: 1d20 + 4 ⇒ (3) + 4 = 7
Shagruk: 1d20 + 4 ⇒ (20) + 4 = 24
Silas: 1d20 + 3 ⇒ (15) + 3 = 18
Argus: 1d20 + 2 ⇒ (2) + 2 = 4
Ardain: 1d20 + 2 ⇒ (13) + 2 = 15
Kalkamedes: 1d20 + 1 ⇒ (20) + 1 = 21 Delays to act with the humans
Human: 1d20 + 1 ⇒ (15) + 1 = 16 Delaying

Perception:

Dailung: 1d20 + 0 ⇒ (16) + 0 = 16
Shagruk: 1d20 + 8 ⇒ (10) + 8 = 18
Silas: 1d20 + 1 ⇒ (8) + 1 = 9
Argus: 1d20 + 8 ⇒ (12) + 8 = 20
Ardain: 1d20 + 6 ⇒ (14) + 6 = 20
Humans stealth + 40' distance: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20

Suddenly, Argus and Ardain notice something moving in the left trees. It seems some kind of skinny human with his face painted with vegetation colors. The figure seems to have seen you, but he stands in place, still, covered behind one of the trees.


Surprise round:
Shagruk, Silas, Kalkamedes, Ardain, Dailung, Argus, Human
Remember, only 1 standard action on surprise rounds.
Any square in the map covered by a tree is considered difficult terrain and grants cover.
Map updated!

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

We got company.

Moving out in front of Kalkamedes, Argus watches the figure. Seeing if he's heard any rumors that would match up to them.

Hoping K. Local might identify the people.
K. Local: 1d20 + 4 ⇒ (16) + 4 = 20

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"If there's one, there's probably more. Get ready."

Ardain moves forward slowly, trying to spot any other people.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Iron Gods: Iron maps;

Argus and Ardain advance protecting Kalkamedes. As they do so, 6 bandits ge out of the bushes with a clear intention to ambush them.
Argus recognizes them as typical human thugs, but they seem well trained into ambushes and might be dangerous if a flank is let to them. He also observes how they charge unhampered by the difficult terrain of the bushes and trees.

The bandits starts to shout "At last someone to get nice money from! Oh! Those guys have seen us! Ambush! Now!"
As the bandits charge over the party, Argus positions himself in front of Kalkamedes bravely protecting the party from the bandits ambush.

Ambush charge sap Red Bandit: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Bludgeoning damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ambush charge sap Yellow Bandit: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Bludgeoning damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ambush charge sap Blue Bandit: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Bludgeoning damage: 1d6 + 2 ⇒ (6) + 2 = 8
Ambush charge sap Green Bandit+flanking: 1d20 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14
Bludgeoning damage+Precise strike: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (5) = 11
The bandits trying to flank Argus doesn't reach him comfortably failing their attacks, but the ones attacking from the front catch the dwarf overwhelmed and succeed to strike a couple of blunt hits with their saps.

Meanwhile, two other bandits run from the center of the pathway to reach the party.


Red bandit: -2 AC
Yellow bandit: -2 AC
Blue bandit: -2 AC
Green bandit: -2 AC
Argus: 12 non-lethal damage
Round 1:
Shagruk, Silas, Ardain, Dailung, Argus, Kalkamedes, Human
Party is up!
Remember any square in the map covered by a tree is considered difficult terrain and grants cover.

Liberty's Edge

F Picture of Dailung Kitsune
Spoiler:
AC 25/T19/FF17 HP 68/68 F+8 R+15 W+8 Init +8 Perception +13
Swasbuckler (Whirling Dervish) 9

Moving forward to engage the enemy Dailung cannot help to taunt him.Green enemy
attack: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 4 ⇒ (2) + 4 = 6
"You try to rob us.... us. I will let you taste my steel!"

Silver Crusade

Male Nagaji Paladin 8 | AC: 25/11/24 (22/11/21 without shield) | HP: 86/86 | CMB: +12, CMD: 23 | F +13, R +7, W +12 | Perc +4 | Init +1
Attack:
Gamin +13/+7 (1d8+12/19-20), +4 (+8) smite evil

He pulls his longsword from its sheath and runs for the closest bandit. "Scum! How dare you try to rob us!"
Going after the red bandit.

Longsword swing: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Iron Gods: Iron maps;

Silas and Dailung slash at two of the bandits causing them considerable wounds.


Red bandit: -2 AC, 9 damage
Yellow bandit: -2 AC
Blue bandit: -2 AC
Green bandit: -2 AC, 6 damage
Argus: 12 non-lethal damage
Round 1:
Silas, Dailung, Shagruk, Ardain, Argus, Kalkamedes, Human
Party is up!
Remember any square in the map covered by a tree is considered difficult terrain and grants cover.

Scarab Sages

Male Half-orc Druid 2

Shagruk removes his hood and looks as pronounce mystic words pointing behind the bandits.

Pronounce Entangle

I put the focus so that don't affect allies.

Argus how many rolls do you need to heal up? Someone else?


Iron Gods: Iron maps;

Oh! That hurted my poor bucaneers! :D
I placed the area in a way to not affect any ally, but that means 1 bandit (the red) is not affected. If you prefer other position, please feel free to move it.

Hundreds of small grass stems start growing getting stronger and mobile, wrapping around the bandits legs.
Yellow Bandit Ref CD 15: 1d20 + 1 ⇒ (18) + 1 = 19
Blue Bandit Ref CD 15: 1d20 + 1 ⇒ (18) + 1 = 19
Green Bandit Ref CD 15: 1d20 + 1 ⇒ (1) + 1 = 2
White Bandit Ref CD 15: 1d20 + 1 ⇒ (9) + 1 = 10
Black Bandit Ref CD 15: 1d20 + 1 ⇒ (9) + 1 = 10
Three of the bandits get stuck on place strongly hold by the weeds!


Red bandit: -2 AC, 9 damage
Yellow bandit: -2 AC
Blue bandit: -2 AC
Green bandit: -2 AC, 6 damage, entangled
White bandit: entangled
Black bandit: entangled
Argus: 12 non-lethal damage
Round 1:
Silas, Dailung, Shagruk, Ardain, Argus, Kalkamedes, Human
Ardain and Argus are up!
Remember any square in the map covered by a tree is considered difficult terrain and grants cover.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain moves behind Dialung and into the foliage, to gain a better shot at the bandit that she is fighting.

Acid splash: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0

Nice. Diagonal move (3 squares) difficult terrain (2 squares). I'm assuming that the tree gives me cover and not them?

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Argus was down 4 hp, so he would have taken a single charge. But he was mainly offering for the rest of the party.
CLW: 1d20 + 1 ⇒ (7) + 1 = 8

Broken steel! You bloody bandits will pay for that.

Argus growls as he winces from the blows before returning with his own.

Brawler's Furry w/ Power Attack

Attack 1 vs Yellow: 1d20 + 3 - 1 ⇒ (12) + 3 - 1 = 14
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 Lethal
Attack 2 vs Yellow: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Lethal


Iron Gods: Iron maps;

Ardain hides between the trees, shooting a blast of acid into the air.

Meanwhile Argus hits with all his fury upon one of the bandits dropping him unconscious!

Kalkamedes moves into the weeds area, and the bandits profits the moment to strike over him with their saps. The already unconscious Paladin seems immune to the non-lethal damage because he continues moving without any kind of protest.
Ref CD 15: 1d20 + 5 ⇒ (14) + 5 = 19
He seems to move with dexterity within the entangling weeds!

The rightmost bandit tries to free from the entanglement.
Strength CD 15: 1d20 + 2 ⇒ (15) + 2 = 17
With all his strength he breaks the weeds and attacks Argus hitting him with his sap in the head!
Sap Green Bandit+Flanking: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Bludgeoning non-lethal damage+Precise strike: 2d6 + 2 ⇒ (4, 5) + 2 = 11
"You! Don't kill my co-worker!"
Argus fells prone and unconscious due to the damage.

Similarly, the red and blue bandits try to hit him!
Sap Red Bandit: 1d20 + 4 ⇒ (10) + 4 = 14
Bludgeoning non-lethal damage+Precise strike: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Sap Blue Bandit: 1d20 + 4 ⇒ (3) + 4 = 7
But the dwarf dodges both hits.
The red bandit retreats 5 feet into the trees. While the blue and green move 5' impeded within the weeds thanks to their Nimble Move feat.

Strength White CD 15: 1d20 + 2 ⇒ (4) + 2 = 6
Strength Black CD 15: 1d20 + 2 ⇒ (19) + 2 = 21
The far away bandits try to break the entangle, only the black one succeeding. He moves towards Kalkamedes, ignoring the first 5' of weed, but being slowed for the rest of his movement.
Meanwhile, the other bandit continues fighting with the grass, but gets out a sling from his belt.


Anyone at the weeds at Shagruk's turn, will have to pass another Ref check or become entangled again.
Red bandit: 9 damage
Yellow bandit: dying
Blue bandit:
Green bandit: 6 damage, cover
White bandit: entangled
Black bandit:
Argus: 23 non-lethal damage / 20 hp, unconcious, prone
Round 2:
Silas, Dailung, Shagruk, Ardain, Argus, Kalkamedes, Human
Party is up!
Remember any square in the map covered by a tree is considered difficult terrain and grants cover.

Liberty's Edge

F Picture of Dailung Kitsune
Spoiler:
AC 25/T19/FF17 HP 68/68 F+8 R+15 W+8 Init +8 Perception +13
Swasbuckler (Whirling Dervish) 9

Moving forward to support the mage Dailungs thrusts at the nearest greenBandit. attack: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 4 ⇒ (6) + 4 = 10
Does the sword cast guidance on me? If so, add one to the attack


Iron Gods: Iron maps;

The green faced bandit drops unconcious when Dailung stabs him in the stomach with Gamin the Missforged guidance.

You can count with a guidance per turn as long as you don't use it against Kalkamedes interests

Liberty's Edge

F Picture of Dailung Kitsune
Spoiler:
AC 25/T19/FF17 HP 68/68 F+8 R+15 W+8 Init +8 Perception +13
Swasbuckler (Whirling Dervish) 9

So most likely always

Silver Crusade

Male Nagaji Paladin 8 | AC: 25/11/24 (22/11/21 without shield) | HP: 86/86 | CMB: +12, CMD: 23 | F +13, R +7, W +12 | Perc +4 | Init +1
Attack:
Gamin +13/+7 (1d8+12/19-20), +4 (+8) smite evil

Having dealt a serious cut to the one bandit, and seeing another fall, he turns to the third, hoping enough damage will demoralize the lot of them enough to flee.

Longsword slash (against blue): 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Iron Gods: Iron maps;

Silas slash though is pretty week and only cuts some grass, without the bandit even trying to dodge it.


Red bandit: 9 damage
Yellow bandit: dying
Blue bandit:
Green bandit: dying
White bandit: entangled
Black bandit:
Argus: 23 non-lethal damage / 20 hp, unconcious, prone
Round 2:
Silas, Dailung, Shagruk, Ardain, Argus, Kalkamedes, Human
Shagruk and Ardain are up!
Remember any square in the map covered by a tree is considered difficult terrain and grants cover.

Scarab Sages

Male Half-orc Druid 2

Shagruk approaches closer to Argus to heal up their injuries.

Light wounds: 1d8 + 2 ⇒ (2) + 2 = 4

I hope that in the next round, I'll cure more hp than this hahaha.


Iron Gods: Iron maps;

Argus recovers his conciousness but he is still prone and badly damaged.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain leaves his cozy hideout to gain a better fighting position. Reaching into his component pouch, Ardain brings out a packet of multicolored sand. With a few Draconic words of power and a gesture he flings the sand out in a spray. There is a flash of clashing colored lights which bathes the two nearby bandits.

Moves, casts color spray. DC 15 Range 15'.
Should be able to catch both Red and Blue in the cone.


Iron Gods: Iron maps;

The weeds start growing again around the bandits legs, entangling them and stopping them on place!
Ref DC 15 (Blue): 1d20 + 1 ⇒ (19) + 1 = 20
Ref DC 15 (Black): 1d20 + 1 ⇒ (13) + 1 = 14
Ref DC 15 (White): 1d20 + 1 ⇒ (5) + 1 = 6
Kalkamedes is also entangled!
Ref DC 15 (Kalkamedes): 1d20 + 5 ⇒ (4) + 5 = 9

A pattern of colors strikes two of the bandits. Both get fixed looking at it, then their minds are stunned and finally collapse to the floor unconscious letting their weapons to fall over the forest floor.
Will DC 15 (Blue): 1d20 - 1 ⇒ (5) - 1 = 4
Will DC 15 (Red): 1d20 - 1 ⇒ (13) - 1 = 12

Kalkamedes fight with the weeds trying to free himself.
Strength DC 15: 1d20 + 2 ⇒ (16) + 2 = 18
He succeeds and moves towards the north, forcing and attack from the bandit just in front.

Sap Black Bandit: 1d20 + 4 ⇒ (10) + 4 = 14
Bludgeoning non-lethal damage: 2d6 + 2 ⇒ (3, 1) + 2 = 6
The bandit hits him, but being already unconscious he totally ignores the damage.
Seeing so, the white bandit hits Kalkamedes in his legs but he do not suceed to trip him.
Trip White Bandit: 1d20 + 4 ⇒ (9) + 4 = 13
Kalkamedes responds trying to hit him unarmed.
Unarmed strike to White: 1d20 + 6 ⇒ (10) + 6 = 16
Bludgeoing non-lethal damage: 1d3 + 2 ⇒ (2) + 2 = 4
The strike is true and the bandit is terribly hutted in his face.

Both bandits try to free up from the entanglement, without any success.
Strength Black DC 15: 1d20 + 2 ⇒ (8) + 2 = 10
Strength White DC 15: 1d20 + 2 ⇒ (10) + 2 = 12
So they try again.
Strength Black DC 15: 1d20 + 2 ⇒ (12) + 2 = 14
Strength White DC 15: 1d20 + 2 ⇒ (17) + 2 = 19
The one with his face painted in white finally succeeds and starts moving as fast as he can trying to retreat from the fierce defence.
"Oh my! This is not worthed!"


Red bandit: 9 damage, unconncious, blinded, stunned, prone
Yellow bandit: dying
Blue bandit: unconncious, blinded, stunned, prone
Green bandit: dying
White bandit:
Black bandit: entangled
Argus: 19 non-lethal damage / 20 hp, prone
Round 3:
Silas, Dailung, Shagruk, Ardain, Argus (x2), Kalkamedes, Human
Party is up! Argus has one action pending from last turn.
Remember any square in the map covered by a tree is considered difficult terrain and grants cover.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Argus comes too, a bit groggy but alive. Glaring at the boots of the bandit, he hears the strange chanting from Ardain. He has no clue what's coming, but he knows enough to keep his head down.

If Blue goes down from the spell, Argus will do an unarmed Coup de Grace for non-lethal. If you can't non-lethal the Coup he'll stand and just smack him.

Coup: 2d6 + 6 ⇒ (3, 5) + 6 = 14 non-lethal
or
Attack: 1d20 + 5 + 4 - 1 ⇒ (9) + 5 + 4 - 1 = 17 for Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9 non-lethal

If Blue doesn't go gone, Argus will swing from the ground.
Attack: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Damage: 1d6 + 3 ⇒ (2) + 3 = 5 non-lethal


Iron Gods: Iron maps;

Argus beats the blue eyed bandit, leaving him totally and permanently unconscious, at least for some hours.

Silver Crusade

Male Nagaji Paladin 8 | AC: 25/11/24 (22/11/21 without shield) | HP: 86/86 | CMB: +12, CMD: 23 | F +13, R +7, W +12 | Perc +4 | Init +1
Attack:
Gamin +13/+7 (1d8+12/19-20), +4 (+8) smite evil

As the two bandits closest to him drop like so many stones, and one of the others turns tail and runs, Silas points his sword at the remaining bandit. "Surrender in the name of the merciful Iomedae!"


Iron Gods: Iron maps;

"Oh! Yah! I am also follower of Iomedae! Of course I surrender in place of such prowerness! Just dismiss these weeds of hell!" yells the bandit, hands up, in the middle of the curling grass.

Scarab Sages

Male Half-orc Druid 2

Cures Argus:
Light wounds: 1d8 + 2 ⇒ (8) + 2 = 10

The last charge was yours, this is mine.

Scarab Sages

Male Half-orc Druid 2

Shagruk says: "You don't underestimate the power of nature!! I hope this battle refreshes your mind and you don't cause more disturbances."

Shagruk pronounces a foreign words while puts their hood. (remove entangle)


Iron Gods: Iron maps;

As the entangle disappears, the remaining bandit starts running after his fellow. Those ones will take a time before trying to assault any traveller in the region.

You take some of the money and tools from the fallen bandits.

I will try to speed up a little bit here.

As you see Kalkamedes walking North, you understand you have little time to lose. Kalkamedes continues his trek, largely oblivious to the combat and your attempts to question or search the bandits.

Thus you pack together and follow him hastily without much entertainment.

He journeys north and then gradually gravitates to the northwest for two more hours.

The light of the sinking moon washes the sub-alpine valley ahead in silvery light. A squat, stone bunker crafted of dark rock sits nestled among the low trees, its domed roof barely peeking out from above the leafy canopy. As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon’s light again illuminates it. Only a single entryway mars the smooth, windowless facade of the lone building.

The structure is the Black Edifice. Given Kalkamedes notes from the region, you picked up at the beginning of the night, it seems to be an ancient waystation used by the Thrallkeepers thousands of years ago to summon and store dangerous creatures from the beyond. Most of the flat defensive tower’s levels are deep underground. In order to conceal their dangerous summoning activity from inquisitive minds and curious neighbors, the keep’s designers enchanted the structure’s exterior to be invisible by day and visible only by the direct light of the moon. Fortunately for you, Kalkamedes’s subconscious knows the way to the entrance, and he is not deceived by the illusory defense.

A ten-foot wide stone archway, its keystone inscribed with a seven-pointed star wreathed in ancient markings, offers ingress into an unlit corridor built of cut stone blocks. Weathered script snakes its way up and down each side of the entrance.

The words on the entrance are written in Thassilonian.

Thasilonian language or DC 20 Linguistics:

“Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth.”

Paw prints of dried mud left by resident animals show regular ingress and egress.

You follow the corridor until it turns into a new room.
Steep stairs descend into the room, whose only other entrance is sealed by a massive set of iron double doors that block passage to the east and rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue’s round base, and dried leaves, dirt, and small animal bones are scattered about the room.

The statue depicts the High Gorelock Ahm’Jugarian, a mid-ranking Thrallkeeper who was once the custodian of the Black Edifice.
There is another Thassilonian inscription on it.

Thassilonian or DC 20 Linguistics check:

“Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths.”

Wand on statue's hand: Detect magic + Spellcraft DC 16:

It is a wand of ray of enfeeblement (16 charges).

Kalkamedes repeatedly attempts to walk through the closed doors, and he fails once and again to trespass them. It seems he will not go any further without help. This might have been the end of his night travels during his last weeks.

Wow! That was some work!

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Following Kalkamedes along, Argus lets out a low whistle as he sees the strange structure.

That's quiet the work there, impressive.

Anyone figure out what those say?

Standing in the room watching Kalkamedes try to move through the doors.

Looks like this is where he could get.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"Like follows like." Ardain casts detect magic and examines the area. He quickly see that the golden wand is magical in nature. He focuses his study to read the magic aura, if he can.
Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10

"That gold wand in the statue's hand is magic. I can't tell what it does though."

Liberty's Edge

F Picture of Dailung Kitsune
Spoiler:
AC 25/T19/FF17 HP 68/68 F+8 R+15 W+8 Init +8 Perception +13
Swasbuckler (Whirling Dervish) 9

Looking around the little swashbuckler shrugs. "Well it seems he is drawn to this place. And this seems like a place of power. Just unfortunatly not a place of good."


Iron Gods: Iron maps;

Ardain tries to investigate the wand without much success. It is certainly something familiar, but he doesn't really get it at the moment.

The party a bit startled reminds in the entrance of the room seeing Kalkamedes stomping against the iron door without knowing or deciding what to do next.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain gives up on the wand for now, and goes to have a look at Kalkamedes' door.

Does it just need a pull, instead of a push? ;P


Iron Gods: Iron maps;

Ardain tries to operate the door.
strength check please

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Strength check: 1d20 + 1 ⇒ (15) + 1 = 16

Ardain grunts with effort as he tries to open the door.

Silver Crusade

Male Nagaji Paladin 8 | AC: 25/11/24 (22/11/21 without shield) | HP: 86/86 | CMB: +12, CMD: 23 | F +13, R +7, W +12 | Perc +4 | Init +1
Attack:
Gamin +13/+7 (1d8+12/19-20), +4 (+8) smite evil

"This building keeps trying to hide," he says uncertainly. "Hiding is for demons."

Using detect evil.


Iron Gods: Iron maps;

Tour pushing efforts seem not enough to open the door.

Siglas casts detect evil in few targets without getting any evil aura.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Is the wand something that can be taken, or is it secured to the statue?

Argus moves up to the door, rolling his neck before trying to open the door.

Strength: 1d20 + 3 ⇒ (18) + 3 = 21


Iron Gods: Iron maps;

I cannot tell you what will happen if you try to take the wand :)
It is definitely not made of stone.

Argus pushes the doors but as he climbs to the dais his great strentgh seems to fade away making impossible for him to push the doors not even a millimetre.

Scarab Sages

Male Half-orc Druid 2

Shagruk stays front to statue trying to discover something interesting about whatever usefull.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


Iron Gods: Iron maps;

Having no one with Linguistics or Thassilonian in the group, and no more spellcraft chances, you will have start trying different things and a lot in order to keep advancing

Shagruk sees nothing hidden in the room, but he perceives an awkward situation. Ardain the wizard seemed to move the iron door more than Argus the brutal dwarf brawler. Strange.

Silver Crusade

Male Nagaji Paladin 8 | AC: 25/11/24 (22/11/21 without shield) | HP: 86/86 | CMB: +12, CMD: 23 | F +13, R +7, W +12 | Perc +4 | Init +1
Attack:
Gamin +13/+7 (1d8+12/19-20), +4 (+8) smite evil

"Iomedae, hear me and grant strength to my arms." He tries with the others to push the door open.

Strength: 1d20 + 4 ⇒ (3) + 4 = 7

Just like him to try pushing on the hinges...

Scarab Sages

Male Half-orc Druid 2

Shagruk also try to push the door with his ridiculous strenght.

Strenght: 1d20 - 2 ⇒ (4) - 2 = 2


Iron Gods: Iron maps;

When Shagruk climbs to the dais, he suddenly feels invigorated. His theoretical weakness unexpectedly transforms in brute force.
His push is enough to open wide the iron doors to surprise of everybody.

Kalkamedes starts walking along the corridor behind the doors until he arrives to a new chamber.

Map updated!

Suspended by thick chains, a massive metal cage shaped like a demon’s head hangs over a dark shaf with no bottom in sight. The cage’s door—by all appearances a menacing maw, filled with incisor-like fangs—hangs open to the west. There, a narrow bridge spans the short distance between the ledge and the cage. A small console on the north edge of the bridge bears a single lever.

When Kalkamedes reaches the room, he walks straight into the cage through the open mouth and silently waits inside as if waiting for it to descend in order to continue his travel.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Ardain takes a moment to scratch his head. That door... The golden wand... It is most puzzling.
"Kalkamedes is obviously waiting for us to pull the lever. Once we do so, the cage will descend down into the pit." Ardain gazes at the golden wand. "I think we should take that with us. Trouble is... I'm a little scared of booby-traps."


Iron Gods: Iron maps;

Let me know if you take the wand with you. A Use Magic Device DC 25 can activate it blindly.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Argus struggles against the door, staring at it as Shagruk opens it easily.

Seems you have a few tricks yourself.

Argus then moves up to peer at the wand, seeing if there's anything that looks out of place.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Liberty's Edge

F Picture of Dailung Kitsune
Spoiler:
AC 25/T19/FF17 HP 68/68 F+8 R+15 W+8 Init +8 Perception +13
Swasbuckler (Whirling Dervish) 9

Walking carefully in the room Dailung looks around.
Perc: 1d20 + 4 ⇒ (11) + 4 = 15
"I do not.. like this arengement. Lowering him down....

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