(PFS) The Veteran's Vault #4–18: (Inactive)

Game Master Nightfiend

Korvosan Sewers Map 1

Korvosan Sewers Map 2


1 to 50 of 255 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

After receiving a summons from Venture-Captain Sir Canayven Heidmarch, you set out to a designated location in Karvosa, where a meeting is supposed to take place. The exact nature of the meeting is vague, but mentions something about a treasure horde.

As you approach your destination, the rain that has been taxing your entire trip, finally lightens up. A small brake in the overhead clouds allows just enough light through, to dimly light your path. In the distance, two figures stand conversing about something obviously important. One of the figures you recognize, as Venture-Captain Canayven, and the other appears to be an older woman, who seems familiar with the Venture-Captain.

Observing the area you count at least five other pathfinders approaching. Each looking uneak in their own way. Each looking formidable.

You can take this time to describe your approach, appearance, and introduce yourselves.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

A heavily-armored half-elf of Minkai descent stands rigidly upright, face stoic, as he approaches the tall tiefling among all of the others.

He speaks quietly: This seems a better prospect than searching for an interdimensional portal in the sewers, huh?

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Mounted on a riding horse loaded down with saddle bags stuffed with what looks like Alchemical gear, a hideously scarred tiefling woman approaches. She is dressed in leather armor that looks more like a particularly protective workman's apron and has a crossbow slung across her back. A line of flasks and other alchemical gimcracks grace the bandolier across her chest.

She chats back to Zuriel, Absolutely, much less stink factor at the moment. Let's see if it stays that way.

Venture Captain? Pathfinder Yakima Thule reporting as requested.

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

A petite chelish woman who couldn't be more than 18 ties her raven hair back and allows it to cascade over her shoulder past the revealing red and black garb. Though her ancestry is clearly Chelish, she adorns many varisian tattooes. She speaks delicately, That must be our contact.


Venture-Captain Canayven watches as individuals approach. You two must be Zuriel and Yakima. I figured you would arrive together, seeing you both left Augustana about the same time. The veteran Venture-Captain places an arm around the older lady standing next to him. I have recently received word, from fellow Venture-Captain Caudron Wallace. You two must have made a good impression. In the letter I received, he boosts of your success in the Augustana sewers. It seems you both come highly recommended. Thank you for responding to my summons.

The Venture-Captain turns his attention to another approaching adventurer, then says something under his breath. Hhhhmm.


As Harlynne approaches, Venture-Captain Canayven smiles, then waves for the young wizard to join everyone. I am glad you could make it Harlynne. I sent a request days ago to the Grand Lodge requesting a proven wizard.

The caption adjusts his chain armor so it rests a little more comfortable. Although they didn't go into much detail, they did refer to you as a prodigy. New in regards to being a field agent, but proven, and formidable. Welcome and thank you for coming.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

A tall, lean human male dressed in scale armor carries a bardiche, his long black cloak trailing behind him. In fact, all his clothing is black. He squints as if in bright sunlight despite the overcast skies.

His eyes appear to mask a much older soul than his forty or so years might suggest.

He nods as he approaches the group.


As the tall, lean human approaches, the Venture-Captain goes unusually quiet. His comfortable smile turns into a strong look of discomfort. Telos? The Venture–Captain says, in a strong voice. Even though the Venture-Captain’s posture hasn't changed, it is apparent he seems a little uncomfortable with this man's arrival.

Although I have reservations, about the Grand Lodge's choice to send you. I can’t dispute the fact, that your presence almost insures my mission’s success. I have done more than a little research on your history, and have come to the inevitable conclusion, that we will never truly understand your past. That being said, I thank you for agreeing to help. This mission will take you underground, where the lighting should be more comfortable for you.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Now that Telos is closer to the group, it is evident that he wears several chains that tie his arms, chest, and head. Despite this, they do not seem to impede his movement, nor do they seem to make much noise.

"I am glad to come, and am sure this mission will be mutually beneficial. I am glad to hear we will be underground...the sunlight makes me...uncomfortable," he says.

It may be a trick of the sunlight filtered through the clouds, but shadow seems to cling to his form.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

" uh.. H-hello?" A tall skinny man (he looks like his avatar) approaches, dressed in dusty leather armor with 2 short swords strapped to the small of his back. He has a warhammer hanging from his belt and a spell component pouch opposite. If it wasn't for his gear, he would look like a farmer.
" Miss Janira said I was to meet Sir Heidmarch here?"


Welcome Kinri, It is good to see you have come of age, and have chosen to serve as a pathfinder agent.

I have good news for you. Two day after my request to have you assigned to this mission, I received word from Jeknar. He is currently pursuing a special interest for the society in the Mwangi Expanse. Although this is not unusual for Jeknar, for him to send his support this fare north, speaks volumes about his loyalty to you. The old Eldritch Knight seems to think you have a lot of potential.

The Venture-Captain takes a moment observing others coming up the road then returns his attention to Kinri. Because you have spent a lifetime growing up as one of our own, I have no doubt you will give this mission your undivided best effort.


I am expecting one more to help round out the group. I’m sure he will arrive soon, so I will begin the briefing and you can fill him in on anything he has missed.

The ramshackle tenement outside of Korvosa softly echoes with the sound of light rain as Venture-Captain Sir Canayven Heidmarch begins his briefing.

“For this mission you will have to venture into the sewers beneath Korvosa. Sascha Antif-Arah,” he announces, gesturing to a haggard human woman who is past her prime but whose posture expresses confidence and experience, “requires access to a particular vault. The society is going to help her.”

Sascha eyes each Pathfinder in turn then nods to herself with some satisfaction and steps forward gracefully. “Some years ago my friends and I had made quite a name for ourselves around Korvosa, and our adventures earned us a considerable amount of gold. We stashed most of it in one of the Vaults after evicting the cult that had already claimed it.”

Sascha pauses for a moment, smiles, and shakes her head as if recalling particularly amusing details of the raid. “Anyway, I retired from the business after that, started up a shop, and lived peacefully until I got into trouble with the Hellknights. I can’t show my face in Korvosa because I don’t fancy spending my retirement in shackles, but I’m willing to cede my share of the loot in that Vault to you. It’s no dragon’s hoard, but it should be more than worth your time. The only thing I want from there is an old locket—nothing magical or worth fencing, but it means a lot to me. Once I have it, I’m getting out of this place and off to somewhere the Order of the Nail has no sway.”

“The entrance shouldn’t be too hard to find, assuming you know what to look for,” she remarks as she fishes several folded papers from her haversack. “There’s an old service entrance into the sewers about a quarter mile north of my old shop in Midland; I wrote down directions that should lead you to the vault. There’s a big room inside, and I stashed my share under the flagstones in one of the small chambers nearby.”

She extracts a few more items from her bag and holds them out. “I hope you don’t need these, but you never know. I certainly won’t be using them in my retirement. Good luck to you, Pathfinders. If you have any questions I’ll do my best to answer them.”

Items

+1 aberration bane arrows x3:
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe.

Antitoxin x2:
If you drink a vial of antitoxin, you get a +5 alchemical bonus on fortitude saving throws against poison for 1 hour.

Vial of Antiplague:
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

Alkali Flask:
This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

After a pause for consideration, many of the more educated pathfinders start recalling information related to the quest at hand.

Knowledge (dungeoneering)

DC 10:
Korvosa’s sewers shelter an immense number of rats—dire and mundane. In addition, goblins, wererats, and otyughs all exploit the immense amount of refuse discarded by the city’s citizens.

DC 15:
The garbage also provides nutrition for a wide variety of fungi and shade-tolerant plants. Most are not dangerous, but a rare few supplement their diets by capturing live prey.

DC 20:
Several types of oozes are known to prowl the Korvosan sewers, particularly oozes that use cunning camouflage to get close to prey.

Knowledge (engineering or history)

DC 10:
The Vaults employ a hodgepodge of architectural elements both due to staggered phases of construction and the inclusion of natural cave features.

DC 15:
Not all of the tunnels leading from the sewers to the sea have grates, and sometimes marine creatures work their way into the tunnels.

DC 20:
Early Korvosan engineers incorporated pre-existing construction into the sewer system, including Shoanti burial mounds and unidentifiable, worked passageways.

Harlynne:
Chelish background knowledge: When the first Chelish colonists in Korvosa began building the city’s sewer system, they discovered many large stones leftover from Shoanti burial mounds and integrated them into the construction, carelessly discarding the Shoanti remains interred within and finishing the tunnels in brick. The result is an irregular construction style with tunnels that turn abruptly to exploit other former burial mounds.

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Ah my friend, Zuriel, it seems we are fated to explore every sewer around the Inner Sea for the Society. Aren't we lucky!

I'll take care of the alchemical flasks and vials, if someone else has use for the arrows?

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

Untrained dungeoneering 1d20 + 4 ⇒ (19) + 4 = 23
Untrained engineering 1d20 + 4 ⇒ (17) + 4 = 21

Harlynne thinks for a moment and then sits, Indian style, and begins studying her spell book.

Memorizing
Cantrips: haunted fey aspect, detect magic, disrupt undead
First level: summon monster I x 2, infernal healing.


Untrained Knowledge Checks:
You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.

Taking this into consideration, Harlynne would have access to the DC 10 knowledge in both categories, and the specific knowledge listed under her name.

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Yakima takes out one of her flasks and spends a minute or so preparing it.
I'll ready a shield flask for now and save the other one for a later decision.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

knowledge(Dungeoneering): 1d20 + 6 ⇒ (17) + 6 = 23
" Wow. Rats, Dire and normal, Wererats, Otyughs, Fungi, Carnivorous plants, goblins and oozes. Particularly oozes that 'hunt' using camouflage. That's what we can expect down there. Sounds like it's gonna be fun...."
Kenri doesn't use arrows, and only the antitoxin would interest him at this point. But you can carry them. XD

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Will also try for the dc10 untrained checks.

Telos knows little of this strange place, but tries to think whether he has ever heard anything about it.

Perhaps when some bard or herald brought news to me...long ago.

knowledge dungeoneering: 1d20 - 1 ⇒ (10) - 1 = 9
knowledge engineering: 1d20 - 1 ⇒ (12) - 1 = 11
knowledge history: 1d20 - 1 ⇒ (14) - 1 = 13

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

It's the undead I fear. The vaults are interwoven with burial tombs.


So far I have Yakima holding the Antitoxin, Antiplague, and the Alkali flask. No takers on the three +1 aberration bane arrows?

I'm going to give it a little time, to allow Zuriel to respond, and to see if Torsk still wants to go.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Dungeoneering untrained: 1d20 ⇒ 7

History untrained: 1d20 ⇒ 2

Zuriel is clueless about what lies ahead, but he shrugs and tucks one of the arrows into his belt.


Taking your leave, you head into Korvosa, Navigating through the city, you pass three different groups of Hellknights patrolling the streets. Following Sascha’s instructions, you find yourselves in the Midlands district. Local markets bustle with commercial activity, despite the drizzling rain. With little effort you are able to locate Sascha’s old shop, and the concealed sewer entrance, hidden in a nearby secluded ally.

After removing the protective cover, to the sewer belches a rancid smell that curdles everyone’s stomach.

A rusty, slime-encrusted, steel ladder descends into the Korvosan sewers, whose tunnels stretch to the north, east, and south like roads in an underground city. Curtains of fungus and mold hang from the ceilings, which rise roughly ten feet above the tunnels’ walkways, which run along either side of the sewage channels. Occasional dim patches of light filter in from the streets above providing minimal illumination. Despite the sickening smell of decay, the tunnels are free of garbage, waste, and the other byproducts of Korvosan life.

Knowledge Local DC 15:
Even though the smell of the sewers is almost unbearable. It seems that there is an unusual lacking of rubbish, for this area.

Korvosan Sewers Map

The center channel is full of rain water draining from the streets, and is moving swiftly. To each side of the channel there is a five foot ledge that can be navigated. Crossing the stream of sewage requires a Swim Check DC 10. If you are not in combat, and not at a negative for swim, you may take 10 to cross the ebon flow of sewage. Please arrange yourselves in a marching order, next to the ladder, heading north.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

It's labeled on the map as view only, can you set permission for us to move our tokens, or would you prefer us to describe it and you move them? Take all 3 arrows. Its useless to leave them behind, plus if someone else wants one you can give it to them.
"Ahhh. What a pleasant smell we've discovered!"
With a grimace Kenri climbs down and draws his warhammer. He then casts light on it and holds it aloft for the others to see as they climb down.


Still getting a handle on Google. OK see if that is better.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

Not yet. But your doing better than I am, haven't learned how to post maps yet at all...

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

Just great it's going to take weeks to get the smell out.

swim if needed: 1d20 - 1 ⇒ (15) - 1 = 14

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

knowledge local: 1d20 + 5 ⇒ (11) + 5 = 16

Though Zuriel wrinkles his nose at the smell, he perks up as realization dawns on him.

There should be far more refuse around here than there is--we should be on guard.

I'll always take 10 on swim checks when the need arises.

I recommend this single file formation--gives us the two reach users as front and rearguard and squishier members in the middle.


Telos
Kenri
Harlynne
Yakima
Torsk
Zuriel

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Hmmm, Zuriel seems pretty formidable to have at the rear. We won't usually be attacked from the back that often. Perhaps someone squishier that has a good AC at the rear and move Zuriel closer to the front?

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

I don't mind mixing it up with some baddies, I just suggested that because I was the rear guard in the sewers in the last scenario so I figured why mess with what works. I can move up if everyone prefers, but another thing I was taking into account was our vision as well. With Kenri with the light at the front, you and he can see. Yakima and Torsk have darkvision and I have low-light vision so I figured that could help as well. But you're right especially if the corridor widens out and we can stand side by side with our reach.


OK new map is posted at top as well as this link. As soon as I get some conformation that tokens can be moved by players then i'll move things along.

Korvosan Sewers Map

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Okay, good points. As long as you don't mind, let's keep your proposed order.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Telos enters the sewers first, grateful for the darkness despite the horrible stench.

"It is good I don't have a keen sense of smell," he says flatly, "though I'm hopeful we won't need to wade or swim in this filth."

He takes point and waits for his companions to enter.

Though I'm not accustomed to this, I'll need to do whatever it takes...for the sake of my people.

Once they are inside, he points at the options going forward.

"Did we receive instructions on exactly where to go, or do we just look around?"


Telos where you able to move your token? Yes you have specific instructions from Sascha.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

yes, I could move!


As you begin to head north, down the filth covered, slippery ledge, you see a large three legged creature standing half in and half out of the channel. The thing is about 40 foot down the passage, and is announcing its presence by gnashing its huge teeth, and slamming its long, powerful tentacles into the walls. The creature has a large globular head with an enormous tooth filled maw, that virtually stretches its entirety. Protruding from the sides of its head, it has three long tentacles. Two are tipped with barbs and the third seems to have eyes embedded in it. In a deep guttural voice the creature says in common, Togg needs to eat! Togg hungry!

Knowledge (Dungeoneering) DC 14 to ID

Init:
Initiative Herlynne: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Kenri: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Telos: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Yakima: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Zuriel: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Creature: 1d20 ⇒ 5

Initiative
Yakima
Herlynne
Telos
Kenri
Zuriel
Creature

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

Know Dungeoneering: 1d20 + 6 ⇒ (4) + 6 = 10
" Hmm. Well I'm not sure what that is. Hungry tho. Anybody got any food?"

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

I think that is some sort of Otugh thing, doesn't look friendly, I am lighting it up. Yakima advances to range and tosses a bomb at the creature.

ranged attack bomb: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9

bomb damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

I probably missed with that roll. Splash damage is 6 points fire though. Ref DC15 to avoid.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

"It certainly won't be friendly now!" Telos says as he rushes past Yakima to the front. "Though anything that's forced to live in a river of raw sewage should probably be put down out of mercy," he adds as he brings his bardiche into an attack position.

He is able to reach the hideous creature from across the tunnel, and swings in an elegant but powerful arc.

Bardiche power attack: 1d20 + 4 ⇒ (13) + 4 = 17 for bardiche power atack dmg: 1d10 + 8 ⇒ (5) + 8 = 13

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Zuriel frowns at Yakima's first strike on the creature.

Have you learned nothing from our time in Andoran? Some creatures will listen to reason--this one is hungry and perhaps could have been convinced to find food elsewhere. Now we have little choice...

Zuriel runs forward and leaps across the flow of sewage.

Move action running start 20 ft up and then attempt a 10ft jump, draw chakram as I go (I think it's legal to hold the naginata in one hand and draw the chakram in the other, right? If not I'll drop it in the square above Kenri and use it as a pole to help me jump, gaining an additional +2 to the roll below.)

acro to jump: 1d20 + 2 - 5 ⇒ (17) + 2 - 5 = 14

He throws a bladed disc of metal at the hideous sewer-thing before holding his weapon in front of him defensively.

Standard action: chakram throw: 1d20 + 3 ⇒ (16) + 3 = 19

damage: 1d8 + 3 ⇒ (1) + 3 = 4

Free action: Grip naginata with both hands again

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Zuriel, I am perfectly happy to negotiate with people when that achieves our goal. However, three legged huge mawed monstrosities don't fit my broad definition of people!

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

At the site of the creature Harlynne draws her crossbow but her quick think allies cut off all avenues of attack with the limited skill she has on the contraption.

Harlynne will draw and load her light crossbow.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

Holding his lit hammer up for all to see, Kenri frowns at the attacks.
" Sure wouldn't want people to attack me if I was looking for My breakfast..."
With a sigh he moves up 5' and unleashes a ball of acid at the creature.
Ranged touch attack: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d3 ⇒ 1

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Ok, I'll hold off attacking the next horrible monster we see until it starts chewing on someone.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

" Might be wise..."
He replies with a nod to Yakima.


Yakima believes she sees the true nature of the large vial looking creature. Seeing no point in discussing which group member, the creature will eat first, she retrieves a red vial from her inventory. Setting the pace for the rest of the group, she moves within twenty feet of the creature then lobs her vial at the thing.

The throw was way off the mark. Still it manages to strike the creature, and erupts into an inferno of flame.

The creature truly screams in anguish, as you watch it burn. Togg hert, Togg hert a lot, Togg burn! The creature cries as it thrashes around trying to regain its composure. Stooped meat sack burn Togg! The creature brandishes its teeth at Yakima showing large amounts of decay woven throughout its maw.

Creature takes 10 fire damage. Total 10

Harlynne draws her crossbow, knocks it, and loads it with a bolt. The crossbow feels awkward, but strangely powerful.

Knowing their will be no reprieve for Yakima, Telos quickly moves into position to strike. While moving along the ledge Telos notices a shift in the shadows. A shift indicating the absence of substance. Out of the corner of his eye he catches an alcove of unworked stone on the opposite side of the channel. Not wanting to divert his attention from the fight he brings his weapon to bear. With a mighty swing he strikes the creature, driving the axe like blade of his bardiche into the creature’s flesh.

Dark blood begins to stream from the creatures gaping wound. Why you try to kill Togg! Togg only hungry! Togg only want to eat one meat sacks!

Creature takes 13 physical damage. Total 23

Kenri calls upon the arcane, then launches a ball of acid at the large creature. Avoiding his allies, Kenri successfully hits the putrid beast. The glob of acid bursts covering part of the creature’s head. The acid sizzles letting off a sour smell. The creature thrashes its tentacles into the sewer water, trying to splash water onto its head, where the acid left its mark. It burns, it burns, make it stop! The creature cries out in a deep guttural voice.

Creature takes 1 acid damage. Total 24

Zuriel makes a running leap across the river of filth, then lands successfully on the opposite ledge. He manages to draw a chakram and launch it at the creature while keeping his footing. He then brings his Naginata to bear. The whirling blade whizzes through the air, then embeds itself deep into the creature face. Shortly after the impact, a small trail of blood trickles into the sewer channel.

Creature takes 4 Physical damage. Total 28


The defiled creature moves forward five foot, keeping its eye like tentacle fixed on the Yakima. You burned Togg first! The creature thrusts its large, fifteen toot, hook filled tentacles at Yakima.

Tentacle attack (Yakima): 1d20 + 3 ⇒ (6) + 3 = 9 Tentacle damage Yakima: 1d6 + 2 ⇒ (3) + 2 = 5 Miss!

Tentacle attack (Yakima): 1d20 + 3 ⇒ (2) + 3 = 5 Tentacle damage Yakima: 1d6 + 2 ⇒ (2) + 2 = 4 Miss!

Realizing the Tiefling is too quick to grab, Togg brings her tooth filled maw to bear on Telos.

Bite attack (Telos): 1d20 + 7 ⇒ (5) + 7 = 12 Bite Damage (Telos): 1d8 + 4 ⇒ (2) + 4 = 6 Miss!

After failing to eat anyone, the creature flails around knocking light debris and stone from the walls. It almost looks like the creature is having a tantrum.

Initiative (Round 2)
Yakima
Herlynne
Telos
Kenri
Zuriel
Creature

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

"We're sending you to a better place, Togg. Just close your eyes and you will be there soon," Telos says solemnly as he brings his polearm swinging around in another powerful arc.

Bardiche power attack: 1d20 + 4 ⇒ (8) + 4 = 12 for bardiche power atack dmg: 1d10 + 8 ⇒ (10) + 8 = 18

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

Harlynn looses the bolt from her crossbow almost knocking her back, but not before she yells Watch Out!

1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 151d8 ⇒ 5

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

Papht!
Kenri fires off another ball of acid.
ranged touch attack: 1d20 + 2 ⇒ (20) + 2 = 22
acid damage: 1d3 ⇒ 2
ranged touch attack threat confirm: 1d20 + 2 ⇒ (2) + 2 = 4
crit damage: 1d3 ⇒ 3
Bummer
" Just so ya'll know... I can't swim vera well..."

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

I am sorry it has come to this.

Zuriel says softly, advancing on the monster and swinging his blade toward the thing's face.

naginata attack with reach: 1d20 + 5 ⇒ (12) + 5 = 17

slashing damage: 1d8 + 4 ⇒ (4) + 4 = 8

1 to 50 of 255 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Introduction to the Veteran’s Vault #4-18 All Messageboards

Want to post a reply? Sign in.