CORE The Confirmation T1 (Inactive)

Game Master Baerlie

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Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

If this is the case, Galton did not hit so the skeleton is still there :)

Tessara moves up close to Galton waiting for her chance to strike while Auriferous readies her weapon to hit the first skeleton which comes into her range.

To everybody who readied an action: do you want to keep your readied action or act normally? Or declare a new one?

Round 2
Hadanka readied action
Galton
Dolgrym readied action
Nemrok

-------------
Skelly blue
Skelly red
Skelly pink
Skelly green
-------------
Auriferous readied action
Tessara

Grand Lodge

M Dwarf Druid 1 | HP(12/12) | AC 17 / T 12 / FF 15 | F +5 / R +2 / W +5 | Perc +8 / Init +2 | BAB +0 / CMB +2 / CMD 14

With the group moving up the bottleneck and facing off the the skeletons near the entrance, the stout dwarf situates himself into a nook and waits for an opportunity to enter the fray.

Seeing his companion in no danger, Gogar lets out a mild "Squaw" and goes about pecking at the floor while waiting the for group to do something interesting.

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

Nemrod look in Janira's backpack to find the holy water.

Liberty's Edge

Male Human Monk 1/Fighter 1, Init +2, Perc +6, HP 18, AC 19 T 13 FF 16, Saves +6/+4/+4

Attack and damage: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 11d6 + 4 ⇒ (5) + 4 = 9

"It seems I cannot hit them. Let's see if I can go through them."

Acrobatics check vs Skeleton CMD: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2

"Nope, I can't do that either."

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

You could 5' step to the south to make some more room...


M American Nerd 3/Cleric 1
Auriferous wrote:
You could 5' step to the south to make some more room...

That looks like I'd have to squeeze. Meanwhile, it is difficult for them to hit me, and if anyone has blunt arrows, they can shoot through me. Maybe next round, I'll retreat into the hallway.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

"Everyone pull back to where it gets wider.." suggests Auriferous, taking her own advice.

"Then we can go three on one."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Galton tries to move past the skeleton in front of him but the skeleton blocks the way. Dolgrym waits patiently for a chance to swing his weapon against a moving pile of bones. Nemrocks takes one of Janiras' holy water bottles out of her backpack.

AoO against Galton
The skeleton swings it's claws against the monk.
Claws: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Round 2
Hadanka readied action
Galton
Dolgrym delay
Nemrok
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Skelly blue
Skelly red
Skelly pink
Skelly green
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Auriferous readied action
Tessara

Liberty's Edge

Male Human Monk 1/Fighter 1, Init +2, Perc +6, HP 18, AC 19 T 13 FF 16, Saves +6/+4/+4

"Oww! That hurt."

HP 5/10

Galton makes a full withdrawal to the back.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Tessara, pull back behind the line.
.
If we hold the line it will be 3 of us attacking 1 of them. If someone of us does get injured it will be easier to switch out 1 of 3 with a fresh combatant.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Galton withdraws back into the cave, making space for the rest of the group to attack the skeletons. Hadanka keeps ready for an attack as soon as the skeletons get through the tunnel.

The skeletons start to follow Galton, one after the other. The first skeleton attacks Tessara but misses.
Claws: 1d20 + 2 ⇒ (4) + 2 = 6

Round 2
Hadanka readied action
Galton
Dolgrym delay
Nemrok
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Skelly blue
Skelly red
Skelly pink
Skelly green
-------------
Auriferous readied action
Tessara

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Still ready an action for the skeletons to come within range.

The Exchange

Female Elf Fighter 1, hp 13/13, AC 20 (T 13, FF 17), Fort +3, Ref +3, Will +0, Perc. +3, Init. +3

Tessara bashes at the skeleton in front of her with her shield before moving back behind the line.

Atk heavy shield: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Possible AoO from the skeleton...

Grand Lodge

M Dwarf Druid 1 | HP(12/12) | AC 17 / T 12 / FF 15 | F +5 / R +2 / W +5 | Perc +8 / Init +2 | BAB +0 / CMB +2 / CMD 14

As the group retreats and the path begins to clear, the dwarven druid tightens his grip about the quarterstaff as he prepares for the oncoming skeletons.

Quarterstaff at the ready, for a readied attack

Readied Attack: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d6 + 3 ⇒ (4) + 3 = 7

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Tactically we are great now, but PBP this will take an age, one skeleton a round.

Readied attack (15) and damage(13 blunt)

Although if that hits the first skeli, then the second may be able to advance into the empty spot to be attacked by another person.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Yeah, I'd actually expect to be able to destroy at least 2 a round like this.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Aoo skeleton
The skeleton tries to hit Tessara with it's claws but Tessara moves away too fast and dodges the skeleton's hand.
Claws: 1d20 + 2 ⇒ (16) + 2 = 18

Round 3
Hadanka readied action
Galton
Dolgrym readied action
Nemrok

-------------
Skelly blue
Skelly red
Skelly pink
Skelly green
-------------
Auriferous readied action
Tessara

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

Nemroc throw the holy bottle on the red skeleton.

RTA: 1d20 + 0 - 4 ⇒ (14) + 0 - 4 = 10

Liberty's Edge

Male Human Monk 1/Fighter 1, Init +2, Perc +6, HP 18, AC 19 T 13 FF 16, Saves +6/+4/+4

Sling and damage: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 41d4 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Galton and Nemrok attack the skeleton blocking the tunnel. Galton's stone passes the skeleton between the rips while the bottle hits the cave's wall.

The skeleton in front moves closer to you and tries to hit 1d3 ⇒ 1 Hádanka. But before the skeleton can rise it's claws against the elven ranger Hádanka, Dolgrym and Auriferous swing their weapons against the skeleton party. They are able to defeat three of the four skeletons. Ini order updated

The remaining skeleton raises its claws against 1d3 ⇒ 2 Auriferous but misses.
Claws: 1d20 + 2 ⇒ (10) + 2 = 12

Round 3
Galton
Nemrok
Skelly blue defeated
Hadanka
Skelly red defeated
Dolgrym
Skelly pink defeated
Auriferous
Skelly green
Tessara

Hopefully I resolved the readied attacks correctly.

The Exchange

Female Elf Fighter 1, hp 13/13, AC 20 (T 13, FF 17), Fort +3, Ref +3, Will +0, Perc. +3, Init. +3

Tessara can't do much, stuck behind the front line. "Kill it or make room!" she yells.

Delay action

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hadanka swings his club at the last skeleton.
greatclub attack: 1d20 + 3 ⇒ (19) + 3 = 22, if hits greatclub damage: 1d10 + 3 ⇒ (4) + 3 = 7
if it isn't destroyed Hadanka backs up to give Tessara a chance to destroy it.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

With a mighty swing Hádanka destroys the last skeleton.

combat over

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Auriferous advances on the inanimate skeletons and proceeds to smash them into small pices that even a master necromancer would have a hard time animating. Her anger sated she stalks into the room beyond to see what it holds.

"Janira didn't say anything about the unliving."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Among the fallen bodies, Auriferous finds a note written by the dhampir that details plans to start an army of undead made from the “fish people” who have been frequenting this cave. In addition the rubble on the floor contains a ring and an amulet.

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

Well done comrades ! said Nemrok who cast detect magic in the room.

if the ring and amulet are magical
Spellcraft (ring): 1d20 + 7 ⇒ (17) + 7 = 24
Spellcraft (amulet): 1d20 + 7 ⇒ (20) + 7 = 27

Reading at the note, he added This dhampir was a necromancer, he seems to have been killed by his own creations.
We could tell Uori, that his people will not be killed by this necromancer and that these caves are safer than before.

That's a shame he don't have a spellbook...

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The ring and the amulet are magical. It's a ring of protection +1 and an amulet of natural armor +1.

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

Nemrok tell his comrades what the ring and amulet do

I think they must go to the the one at the front line

The Exchange

Female Elf Fighter 1, hp 13/13, AC 20 (T 13, FF 17), Fort +3, Ref +3, Will +0, Perc. +3, Init. +3

"So, they were animated gillmen skeletons?" the elf says while mechanically crushing what is left of a tibia. "Strange place."

She then turns to the newly found magic items. "If it can improve my protection, I am not opposed to take one. Let's see if there are any other frontliners interested."

@Baerlie: to be clear, after the completion of the miniature city ritual, we are all granted a +1 insight bonus to AC, is that right?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, that's right

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Thanks for the reminder. I had actually forgotten about that.
.
You guys can take the 2 protection items. While I am scouting ahead, I will normally strike then fade back if possible. I held the line this time because it was a situation in which 3 of us could pound on each one of them. We don't usually get setups like that.

Liberty's Edge

Male Human Monk 1/Fighter 1, Init +2, Perc +6, HP 18, AC 19 T 13 FF 16, Saves +6/+4/+4

HP 5/10

"I wouldn't mind having the added protection, but right now I could use some healing, if possible."

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Auri hands the second protective item to Galton.

"My faith is not yet as strong as those whose very touch can heal. I am sorry."

The Exchange

Female Elf Fighter 1, hp 13/13, AC 20 (T 13, FF 17), Fort +3, Ref +3, Will +0, Perc. +3, Init. +3

"We found a magic wand of healing in Janira's bag," Tessara says. "I can't use it but perhaps one of us is able to do something with it."

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

"I can help with that."

Auriferous takes the wand and taps the wounded monk.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

After a short discussion about the protection items and healing Auriferous takes Janira's wand and heals some of Galton's wounds.

Where do you want to go next? This room is a dead end.

GM:

1d6 ⇒ 1

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Let's head for the last exit from the main cavern. I've got point. Give me about 30' of space.
.
stealth: 1d20 + 7 ⇒ (15) + 7 = 22
perception: 1d20 + 7 ⇒ (3) + 7 = 10

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

@Auriferous : the wand is CL3, so +2 to the amount of healing you already gave to Galton :)

Nemrok followed behind.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Auri quietly kneels and prays over the bodies and shards of bone.

Her duty to the bodies of the dead completed, she stands and joins the rest of the group heading back to the main chamber and the other exit.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You return to the gillmen's holy site, Uori has already left this place. The passage leading from the gillmen’s holy site to the west varies from 3 to 6 feet wide and is coated with the omnipresent bioluminescent fungi.

Though you encounter several points where the tunnel branches off in different directions, all of those paths either narrow beyond your abilities to traverse, lead back to this main trail, or are blocked by a cave-ins. Trekking through the twisting passages to this large cavern takes approximately 20 minutes by foot.

The persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline.

Within the cavern, the dim light fades into darkness to the north and the south. The cavern stretches nearly 100 feet in each direction, but is otherwise unremarkable save for the inlet and outlet of the ancient river responsible for creating this chamber and most of the surrounding tunnels over the centuries. The river through this part of the cavern ranges from 10 to 15 feet wide but is only 1 foot deep, and it flows languidly at an almost imperceptibly slow speed. shallow bog

On the other side of the river two kobolds argue with each other.

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

Nemrok moved to be able to be seen by the two arguing kobolds.

in Draconic Hi Friends, I'm Nemork a member of the great tribe of the Pathfinder Society.
We are exploring these caves to know more about them, may be you could be of help ?

Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Would you please move your token? :)

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

I'm on my phone, so I can't move my token. Could you please put it just in the square up (=north) from Hádanka's ?

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Auriferous moves up with the others.

"I'm not sure kobolds are known for talking rather than killing..."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The kobolds stop arguing and turn around.

In Draconic
"We are not friends. What are you doing here? This is our cave, there is nothing to know about it!" one of them says.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

I had this big ol' speech then remembered I don't speak draconic. {sigh}

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

Nemrok responded to the kobolds In Draconic May be we are not friends, but we are certainly not enemies. My tribe is a tribe of sages and savants of the surface and do not dwell in the caves nor have interest at staying in it. They want to know what lays ahead, who or what lives in it, make treaty with his inhabitants to exchange knowledge against weapon or mundane objects they could need.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

"You speak the tongue of dragons?" asks Auriferous in wonder.

"How did you learn that? And could you teach me?"

Dark Archive

AC14 T10 FF14 CMD14| HP 33/33| F +4 R +2 W +5 | Init +0, Perc +0 | Mage Armor, Protection from Evil

In common Yes, Lady Auriferous. Once we will deal with theses creatures I will explain it to you.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

"We found the entrance to this caves not long ago." the other kobold answers while pointing at a small hole behind him. "The room was empty so we claimed it for our tribe. We have not visited much of the rest of these caves."

the kobolds are still unfriendly

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