CORE PFS #5–12: Destiny of the Sands—Part 1: A Bitter Bargain (PFS PbP Gameday VII) 13 Aug 18 (Inactive)

Game Master Paladin of Baha-who?

Maps and handouts


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Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

To avoid any trouble when you leave the city, you make a detour to the appraiser recommended, and the man takes about an hour and determines that the geode is not an ancient Osiriani artifact.

While that is taking place, those who'd like to can listen to rumors in the marketplace.

DC 10 Diplomacy or Knowledge (local):
Madame Zelekhati recently began hiring more workers at the Dancing Dunes, though she sends away most who don’t have at least some elven blood. Also, most merchants recommend avoiding Beggar’s Alley, which is home to a gang of pickpockets known as the Hundredfingers.

DC 15 Diplomacy or Knowledge (local):
The Osirionologist Ionacu Lozar is in a terrible rush to get his expedition underway, but he is exceedingly stingy and has no patience for haggling. As a result, the few merchants who are willing to do business with him are taking their time delivering supplies to his caravan’s marshaling area.

DC 20 Diplomacy or Knowledge (local):
Something has the Hundredfingers gang spooked. The normally ubiquitous thieves have been avoiding the bazaar for a few days.

DC 25 Diplomacy or Knowledge (local):
Mistress Zelekhati of the Dancing Dunes is a collector of magical dusts and always accepts them as payment for her house’s services or her artwork. Some say that’s the secret of her magnificent tranquility garden. It may even have given the sand life as one customer claims he saw the patterns shift of their own accord.

An upcoming holy day of Sarenrae has people remembering how a cleric of the goddess tried to purge the land of evil over a hundred years ago; however, the ruins of the old city beyond the cliff walls still hide shrines to the old faiths, especially the serpent cult of Apep. The serpent god’s slithering children are blessed with the ability to go unnoticed by eyes accustomed to the Dawnflower’s light.

After this, you return to the city gates and exit, heading for the well in question. It is thoroughly abandoned, wild grasses hugging the low, crumbling walls surrounding the wide mouth of the well. The opening is 15 feet wide at the top.

Map updated. We're not in initiative, but please move your icons on the map to indicate where you are.

The Exchange

male halfling sorcerer (elemental air) 10 | ♥️42 | ⛨23 t17 ff20 | Resist electricity 20 | CMB +3, CMD 19 | F +4, R +7, W +9; +2 vs fear | Init +9 | Perception +3 | Speed 20ft | Spells ☐☐☐☐☐☐☐☐1st ☐☐☐☐☐☐☐2nd ☐☐☐☐☐☐☐3rd ☐☐☐☐☐☐4th ☐☐☐☐5th | Extend (rod; up to 6th) ☐☐☐ | elemental ray ☐☐☐☐☐☐☐☐ | elemental blast ☐ | Active conditions: none

While the appraiser inspects the party's "geode", Telos wanders the crowds in the immediate vicinity.

Diplomacy, gather info: 1d20 + 4 ⇒ (6) + 4 = 10

He reports back to the group.

It seems Madame Zelekhati is hiring at the Dancing Dune, but you have to be full or partial elf blood. Also, the merchants are saying to avoid Beggar's Alley because of some Hundredfingers gang.

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka also spends some time asking around.

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11

But has no more luck than Telos.

Liberty's Edge

F Human Fighter-1 | HP 13/13 | AC 18 (20w/shield) T 13 FF 15/17 | F+5 R+3 W+1 CMD 16 | Init+3 Perception +1

diplomacy: 1d20 - 1 ⇒ (16) - 1 = 15 not her strong suit but hey!

since they're swapping gossip, Arin adds, "I also heard something about the Osirionologist, Lozar. It seems that he's in a real hurry to leave town and being stingy. The locals are angry with him. Perhaps we can use that to our advantage."

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Diplomacy 1d20 - 1 ⇒ (5) - 1 = 4

Pa does his best to butter up some local sources for information, but unfortunately struck out, not hearing anything at all.

Liberty's Edge

male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12

diplomacy aid: 1d20 - 2 ⇒ (4) - 2 = 2

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The appraisal wraps up easily and you all head to the well.

Perception DC 10:
The opening is 15 feet wide at the top but narrows to a width of about 5 feet at the bottom. There is some sediment-laden water at the bottom of the well. How deep it is cannot be determined from above.

Climbing down will require a DC 15 climb check. The usual methods, such as securing and lowering a rope, would decrease this DC.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau pulls out his coil of rope, looks for a sturdy place to tie it off, and once secured climbs down into the well.

Climb 1d20 + 9 ⇒ (9) + 9 = 18 plus rope bonus.

The Exchange

male halfling sorcerer (elemental air) 10 | ♥️42 | ⛨23 t17 ff20 | Resist electricity 20 | CMB +3, CMD 19 | F +4, R +7, W +9; +2 vs fear | Init +9 | Perception +3 | Speed 20ft | Spells ☐☐☐☐☐☐☐☐1st ☐☐☐☐☐☐☐2nd ☐☐☐☐☐☐☐3rd ☐☐☐☐☐☐4th ☐☐☐☐5th | Extend (rod; up to 6th) ☐☐☐ | elemental ray ☐☐☐☐☐☐☐☐ | elemental blast ☐ | Active conditions: none

Ah! Good, glad to see one of us came prepared with rope.

Climb: 1d20 + 1 ⇒ (1) + 1 = 2

He then proceeds to slip and lose his hold on the rope...

Uh oh. Guess we're finding out how deep it is.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Pau, you can make a reflex save followed by a climb check if you want to try to catch Telos while hanging from the rope. Otherwise, you can let him fall.

If Telos falls:
3d6 ⇒ (3, 3, 5) = 11 points of damage as he scrapes against rough, rocky walls and lands in a 2-foot-deep pool of water.

Liberty's Edge

male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12

vultruk carefully observes the terrain and decides to remove his rope from his backpack while securing it to a stable surface and preparing to rappel
perception: 1d20 + 5 ⇒ (9) + 5 = 14
climb: 1d20 + 4 ⇒ (20) + 4 = 24

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka peers ddown the hole. Do we all really need to go clambering down there? Surely one of us is enough to recover whatever is there?

Just in case he pulls out a potion from his pocket.

If Telos does fall Telka will channel soo he doesnt die in the water.

Channel: 1d6 ⇒ 4

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Refl3x 1d20 + 8 ⇒ (7) + 8 = 15

Climb 1d20 + 9 ⇒ (10) + 9 = 19

Pau tries to help sturdy the halfling, while keeping his grasp on the rope.

Silver Crusade

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ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I didn't recall the falling rules and it's actually a meelee touch attack against Telos to catch him, but you got it regardless. The climb check was DC 17 (Normal DC of a rope with a wall to brace is 5, slippery conditions mean +2, and 10 higher to catch a falling person), so you made that too. Well done, no pun intended.

Telos is overconfident, and his foot slips on a moss-covered rock as he begins to climb down. He falls 10 feet before Pau catches him in one hand, the halfling dangling from the monk's grip as he pants for breath.

Meanwhile, Vuldruk sees that these two are safe, and climbs down past them to the bottom.

Examining the silty water, it is only a few feet deep, but Vuldruk easily discovers a passageway hidden by the water level that could be crawled through. There are no signs of the treasures you were sent here to find, so if they are here, they must be through here.

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Looking at the descent Telka sighs a little and looks at the heavy armour he is wearing. He downs the potion, steps over the lip of the well and walks down.

Uses a potion of spider climb. It allows him to climb without making climb checks. It lasts for 30 minutes.

The Exchange

male halfling sorcerer (elemental air) 10 | ♥️42 | ⛨23 t17 ff20 | Resist electricity 20 | CMB +3, CMD 19 | F +4, R +7, W +9; +2 vs fear | Init +9 | Perception +3 | Speed 20ft | Spells ☐☐☐☐☐☐☐☐1st ☐☐☐☐☐☐☐2nd ☐☐☐☐☐☐☐3rd ☐☐☐☐☐☐4th ☐☐☐☐5th | Extend (rod; up to 6th) ☐☐☐ | elemental ray ☐☐☐☐☐☐☐☐ | elemental blast ☐ | Active conditions: none

Telos looks at Pau and then downward in disbelief. My thanks Pau. I'm not sure why I couldn't keep my grip there, but it happened so fast.

He grabs ahold of the rope again but stays in position to hear more from the others.

So... how deep is it? Perhaps Telka is right and I should wait at the top.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

It is easy to see now that the well is 30 feet deep, and the water at the bottom is very shallow.

Liberty's Edge

male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12

hurry up here is a passage through which we can continue the path

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau will lead the others to the door, see if anything looks abnormal, and open it.

Perception 1d20 + 9 ⇒ (3) + 9 = 12

After the door is opened, he pulls his wand of Mage Armor, and asks Telos to use a charge on him.

Mage Armor for an hour.

The Exchange

male halfling sorcerer (elemental air) 10 | ♥️42 | ⛨23 t17 ff20 | Resist electricity 20 | CMB +3, CMD 19 | F +4, R +7, W +9; +2 vs fear | Init +9 | Perception +3 | Speed 20ft | Spells ☐☐☐☐☐☐☐☐1st ☐☐☐☐☐☐☐2nd ☐☐☐☐☐☐☐3rd ☐☐☐☐☐☐4th ☐☐☐☐5th | Extend (rod; up to 6th) ☐☐☐ | elemental ray ☐☐☐☐☐☐☐☐ | elemental blast ☐ | Active conditions: none

Hold on, I'm trying! Not the strongest halfling here...

Climb: 1d20 + 1 ⇒ (12) + 1 = 13
Climb: 1d20 + 1 ⇒ (11) + 1 = 12

He struggles for several moments, in-place.

Climb: 1d20 + 1 ⇒ (9) + 1 = 10

Again he slips...

Climb, catch self, DC35: 1d20 + 1 ⇒ (7) + 1 = 8

He tries to grab the rope again but doesn't even come close.

So much for halfling strength, how about halfling reflexes...

Acrobatics, ignore first 10' and NL damage, DC15: 1d20 + 5 ⇒ (10) + 5 = 15

He just twists his body around to make a passable rolling landing in the shallow water below.

Let's see, you stated he was caught after falling 10 feet, which means the remaining fall should be 20 feet.

Fall non-lethal damage: 1d6 ⇒ 4

Telos grimaces and groans as he collects himself and finally takes Pau's wand and applies it for him. There you go. I've got some of the same to do...

After handing it back he gets out a wand and a scroll of his own.

Wand of Mage Armor, Mage Armor for 1 hour.
Cast Read Magic to decipher scroll of Cure Light Wounds.
Use Magic Item, Scroll of Cure Light Wounds, DC21: 1d20 + 9 ⇒ (9) + 9 = 18

He squints, frustrated at the magic scroll, rereading a couple of the lines that he may have gotten wrong...

Use Magic Item retry, Scroll of Cure Light Wounds, DC21: 1d20 + 9 ⇒ (16) + 9 = 25
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

He then gets out his spear and imbues it with an arcane light.

Draw weapon
Cast Light on shortspear.

Okay, sorry for the delay. Climbing is not my thing... I'm all set! Would anybody else like a bit of arcane protection before we proceed?

Feel free to claim a charge of mage armor if your character would benefit from a non-stacking +4 armor bonus to AC

Phew! That was a lot of d20 rolls, casting, skillchecks, and finally reasonable success just to travel 30 feet and prepare to go through a door :P.

Telos eyes the door closely in his arcane light for traps...

Perception, look for traps: 1d20 + 3 ⇒ (10) + 3 = 13

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka looks at Telos as he stands on the side of the wall. You realise I could have just carried you down while I am spider climbing? Its a very interesting new experience for me. Walking on the walls and ceiling gives you a very unusual perspective on the world, it's quite lliberating.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Hold up, hold up. There's no door. I'm not sure where you got that idea. .

Under the water level, there is a narrow passage that one could crawl through. No light is visible though the passage, and you're not sure how far it goes.

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka peers down the passage looking to see if he can see the end of it with his darkvision.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Telka uses his dwarven eyesight and knowledge of stonework, and is able to determine that the passage opens up after about 15 feet. There should be room to stand and air to breathe.

GM dice:
Telka perception, using stonecunning because when the f*+& else do you actually get to use that bonus?: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Looks like there is plenty of space down there a bit says Telka as he pushes his way down the passage. He is always keen to explore new places. When it opens up he will walk up the side of the wall to make sapce, assuming something doesnt try to murder him of course.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau follows the dwarf down the passage.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Telka takes a deep breath and plunges into the narrow passage. The dwarf's broad shoulders make a tight squeeze in some places, but he makes it through, finding himself in a vast underground chamber. The room is pitch dark, and even Telka's darkvision seems to have trouble penetrating the gloom. (Flavor only, Darkvision works normally.)

A dark pool fills the center of this vast chamber spilling out of its cracked basin. The trickle of water flows west through a short tunnel of rough-hewn stone and pools at the bottom of a collapsed well. Alcoves set in the walls give the illusion of staring at the flared hood of a cobra. Two altars face each other across the pool in the chamber’s northwest and southeast corners. A statue of a robed human male stands in the northeast corner, and what must have been its twin lies toppled in the southwest corner.

Perception (hearing) DC 19:
You hear a soft susurrus, as if a smooth surface was being dragged over a rough one, from opposite corners of the room, near the two altars.

When Pau feels the rocky ceiling disappear above him, he rises up out of the water into pitch darkness. He can hear Telka's breathing beside him, and smells musty earth, foul water, and dry dust, but sees nothing at all.

Botting Arin:

Now that the Dwarf and the Monk have moved, giving more room to climb down, Arin takes the rope and works her way down. 1d20 + 2 ⇒ (16) + 2 = 18

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

”I can’t see a damned thing in here. Does anyone have any magical light? Or else I’m as worthless as a fish out of water.”

The Exchange

male halfling sorcerer (elemental air) 10 | ♥️42 | ⛨23 t17 ff20 | Resist electricity 20 | CMB +3, CMD 19 | F +4, R +7, W +9; +2 vs fear | Init +9 | Perception +3 | Speed 20ft | Spells ☐☐☐☐☐☐☐☐1st ☐☐☐☐☐☐☐2nd ☐☐☐☐☐☐☐3rd ☐☐☐☐☐☐4th ☐☐☐☐5th | Extend (rod; up to 6th) ☐☐☐ | elemental ray ☐☐☐☐☐☐☐☐ | elemental blast ☐ | Active conditions: none
Telka Ibn Jad wrote:
Telka looks at Telos as he stands on the side of the wall. You realise I could have just carried you down while I am spider climbing? Its a very interesting new experience for me. Walking on the walls and ceiling gives you a very unusual perspective on the world, it's quite lliberating.

I had no idea. Let's remember it on the way back up.

Pau wrote:
”I can’t see a damned thing in here. Does anyone have any magical light? Or else I’m as worthless as a fish out of water.”

Yes, recall that Telos cast light on his spear, so wherever it points there is light.

Light coming up! Telos follows Telka and Pau through the passage, trying to determine the shape of the new chamber with his light.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Telos's spear illuminates the room sufficiently that all can see all relevant features of it, though the further corners are in dim shadow.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Perception 1d20 + 9 ⇒ (15) + 9 = 24

Pau heard the dragging noise, and pointed it out to the others.

Stupid board ate my longer post.

Liberty's Edge

F Human Fighter-1 | HP 13/13 | AC 18 (20w/shield) T 13 FF 15/17 | F+5 R+3 W+1 CMD 16 | Init+3 Perception +1

I'm back
perception: 1d20 + 1 ⇒ (8) + 1 = 9
Arin doesn't hear whatever Pau did, but she nocks an arrow to her bow nevertheless. "Is it a trap or a creature?" she asks no one in particular.
if we want, Telos could cast light on a couple of arrows and she can shoot them around to provide more light coverage

The Exchange

male halfling sorcerer (elemental air) 10 | ♥️42 | ⛨23 t17 ff20 | Resist electricity 20 | CMB +3, CMD 19 | F +4, R +7, W +9; +2 vs fear | Init +9 | Perception +3 | Speed 20ft | Spells ☐☐☐☐☐☐☐☐1st ☐☐☐☐☐☐☐2nd ☐☐☐☐☐☐☐3rd ☐☐☐☐☐☐4th ☐☐☐☐5th | Extend (rod; up to 6th) ☐☐☐ | elemental ray ☐☐☐☐☐☐☐☐ | elemental blast ☐ | Active conditions: none

Telos moves down the corridor to the opening of the chamber, looking for traps before he moves in completely.

Perception, traps: 1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Im afraid I dont have a light with me. I meant to pick up a wayfinder before leaving the Grand Lodge last time I was there but funds are...a little low.

With that he mutters a quick spell (detect magic) and heads around the room towards the nearest statue, walking about ten feet up the wall. He takes his time, alert for dangers on the way.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25
+2 if it relates to the stonework

And examines the statue to see if it has any significance.

History or Religion if relevant: 1d20 + 6 ⇒ (9) + 6 = 15

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I moved the icons for Arin and Vuldruk into the room.

Telos is looking around for traps and doesn't notice in the gloom that what appeared to be a coil of ancient rope is actually moving, until the massive cobra rears up, hood flaring wide to threaten him!

I wanted to roll for Vuldruk to see if he perceived the cobra but I couldn't find his perception modifier, so I'll assume he didn't. In any case, the surprise round action of the snake is to move forward adjacent to Telos.

Having heard the sound a moment earlier, Telka and Pau are alert to the change and able to react to the snake's appearance.

Surprise round! Telka and Pau can act now, after the snake's action, then we're in normal rounds.

Pau (surprise round)
Telka (surprise round)
Vuldruk (round 1)

Cobra
Arin
Telos
Pau
Telka

GM dice:

Arin: 1d20 + 3 ⇒ (16) + 3 = 19
Telos: 1d20 + 5 ⇒ (13) + 5 = 18
Pau: 1d20 + 2 ⇒ (13) + 2 = 15
Telka: 1d20 + 1 ⇒ (11) + 1 = 12
Vuldruk: 1d20 + 3 ⇒ (20) + 3 = 23
Red Cobra: 1d20 + 5 ⇒ (15) + 5 = 20
Black Cobra: 1d20 + 5 ⇒ (7) + 5 = 12

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka jogs down the wall and across to the little halfling to protect him from the snake. Don't worry, I'm coming!

As he does so he draws a wand from his belt.

Moving 30', if any of it is difficult terrain Telka activates Agile Feet to ignore it. He draws a wand of bless on the way.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau quickly moves just south of Telka, hoping to aid the others next round.

Could someone move me, please?

Liberty's Edge

male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12

perception and survial +5,intimidate +3

Liberty's Edge

male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12

vuldruk when noticing the snake goes as fast as possible and hits the ophidian with his falchion as strong as he can.
falchion attack+power: 1d20 + 4 ⇒ (20) + 4 = 24
crit conf.: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Vuldruk carves a wicked wound in the side of the snake. It weakens the serpent enough that it snaps ineffectually at the halfling, then tries to back away. Vuldruk takes the opportunity to backswing with his falchion and cuts the snake's head clean off. It lands on the muddy floor, where it still snaps and writhes as if trying to bite one more time even after dying.

Still in initative for... reasons, Pau, Telos, and Arin may take an action as well. Those who heard the sound earlier recall hearing it from more than one location.

bite vs. Telos: 1d20 + 2 ⇒ (1) + 2 = 3
Vuldruk AoO: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12

Liberty's Edge

male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12

vultruk made a fast check to locate more enemies.
perception check: 1d20 + 5 ⇒ (1) + 5 = 6

Liberty's Edge

F Human Fighter-1 | HP 13/13 | AC 18 (20w/shield) T 13 FF 15/17 | F+5 R+3 W+1 CMD 16 | Init+3 Perception +1

perception: 1d20 + 1 ⇒ (11) + 1 = 12
Arin cautiously moves up to join the others, bow still drawn.
"Are there more?" she asks.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau points to where he heard the other sound. ”I bet it’s over there. Someone want to pepper it with arrows, rather than us getting poisoned?”

The Exchange

male halfling sorcerer (elemental air) 10 | ♥️42 | ⛨23 t17 ff20 | Resist electricity 20 | CMB +3, CMD 19 | F +4, R +7, W +9; +2 vs fear | Init +9 | Perception +3 | Speed 20ft | Spells ☐☐☐☐☐☐☐☐1st ☐☐☐☐☐☐☐2nd ☐☐☐☐☐☐☐3rd ☐☐☐☐☐☐4th ☐☐☐☐5th | Extend (rod; up to 6th) ☐☐☐ | elemental ray ☐☐☐☐☐☐☐☐ | elemental blast ☐ | Active conditions: none

Telos watches his teammates slice up the cobra almost as soon as it reveals itself to him. Don't I know how to pick friends.

Telos ventures out again, taking a few steps to see if another snake is enticed to reveal itself.

15', move action

Perception: 1d20 + 3 ⇒ (5) + 3 = 8

If one does pop out...

Readied action:
elemental ray vs ??: 1d20 + 6 ⇒ (10) + 6 = 16 Range 30'
electricity damage: 1d6 + 1 ⇒ (3) + 1 = 4

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Another snake rears its head out of the pool as it extends its hood and moves to bite at Pau. Telos manages to blast it with a jolt of electricity. This throws off its strike enough that Pau can dodge.

All PCs are up.

attack: 1d20 + 2 ⇒ (11) + 2 = 13

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka reaches out and taps Pau on the shoulder, Blessings of Desna be upon you after which he clicks his heels together and jogs around the snake to provide a flank.

Using Bit of Luck on Pau, you get to roll twice on all d20 rolls until the start of my next turn. He then activates agile feet as a free action to ignore difficult terrain and moves to flank. This provokes, his AC is 20

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The snake bites Telka as he moves effortlessly through the dark water.

3 damage to Telka, and you need to make a fortitude save against poison, DC 13, or take 2 Con damage.

GM dice:

Snake AoO: 1d20 + 2 ⇒ (20) + 2 = 22
confirm: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d4 - 1 ⇒ (4) - 1 = 3
Con damage: 1d2 ⇒ 2

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Fort, dwarf bonus: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

Tellka shudders as the snakes fangs sink into him, I'm OK...I think.

Liberty's Edge

male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12

Seeing Vultruk another snake again approaches and brutally hits with his falchion
falchion attack+power attack: 1d20 + 4 ⇒ (19) + 4 = 23
crit.conf: 1d20 + 4 ⇒ (4) + 4 = 8
dmg: 2d4 + 7 ⇒ (4, 1) + 7 = 12

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau kicks out twice at the snake.

Attack, Flurry 1d20 + 7 ⇒ (8) + 7 = 15
Bit of luck 1d20 + 7 ⇒ (9) + 7 = 16
Damage 1d8 + 5 ⇒ (1) + 5 = 6

Attack, Flurry, I1d20 + 7 ⇒ (1) + 7 = 8
Damage 1d8 + 5 ⇒ (5) + 5 = 10

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