Chaosorbit's PFS #1-39: The Citadel of Flame (Inactive)

Game Master Chaosorbit

Map

Initiative:

[dice=Barboo] 1d20 + 3 [/dice]
[dice=Cizish] 1d20 + 3 [/dice]
[dice=Lem] 1d20 + 8 [/dice]
[dice=Shadow] 1d20 + 4 [/dice]
[dice=Zamar] 1d20 + 9 [/dice]


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Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

@Barboo--I moved you up to the door after your explore. For me, I click my icon of my picture to highlight it, then click and hold while dragging to the location I want. Hope that makes sense.

Ok, no other observed entrances. As Lem is the strongest member of our party I guess I can do the strength check to open the door and hopefully you guys can aid me (we're going to need it!). I'll wait until we're all gathered and ready and you guys are able to help, as well as we are prepared for maybe combat to follow?

strength: 1d20 + 1 ⇒ (7) + 1 = 8

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Well it looks like we are going in through the front door so let's be prepared for something nasty! How about we try and open the doors quietly as possible?

Ok, Shadow, lets help get this big door open but quietly!

I assume that since we aren't in danger and have time, we can take 20 on the opening of the door especially if we want to open quietly. If not, then I can reroll

Zamar Strength: 20 - 2 = 18 to Aid Shadow

Shadow Strength: 20 + 2 = 22

Hopefully that will get the door open

Well, let's see what we can find

Shadow Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
Shadow Survival: 1d20 + 2 ⇒ (10) + 2 = 12
Shadow Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Shadow also sniffs to see if he can find any interesting scents in the room as well as actively searching the room.

This is assuming we get the door open and don't immediately get attacked

Silver Crusade

Maps and Handout

Sorry I missed Karen's post about not being able to move here token last night.

Lem's efforts at opening the door are fruitless, as it's just too heavy. Zamar however takes his time, rigging around a makeshift harness around Shadow. Who is then able with assistance to pull open the heavy brass door, revealing a large entry hall behind it.

The entry hall is clearly meant to impress visitors. Many rows of stout pillars, carved to resemble writhing flames, surround the center of the room where a spiral staircase, devoid of rails or walls, leads up to the minaret above. A large bonfire burns in the middle of the staircase, casting illumination throughout the room. The walls are covered with carvings in gold filigree in the same strange script seen outside. Faces of stylized devlish figures are spaced every 5 feet. Massive obsidian benches line the walls, and a thick layer of desert sand covers the floor and stairs, especially near the entryway.

It hall appears to be unoccupied.

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

Ooo! Impressive and very...fire-y looking. Not quite to my taste, but it is rather interesting and we should check this out to see what we can find. As he continues to chatter, Cizish breezes into the room with as much stealth as possible. Seeing the sand, he'll check for tracks to see if there are any recent visitors and also scan the room (using detect magic as well). If nothing happens, he moves wide eyed up to the staircase, while looking sidelong at the devils with a mixture of disgust and intrigue.

Stealth: 1d20 + 6 ⇒ (15) + 6 = 21
Survival: 1d20 + 9 ⇒ (9) + 9 = 18
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Great job, Shadow! You are such a good kitty! Glad we have you around. I know I would not have been any help opening that heavy door.
Barboo moves inside and looks around at the staircase. She tries to understand the script that she sees on the walls. She also tries to listen for anyone or anything that might be around.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge(arcana): 1d20 + 8 ⇒ (6) + 8 = 14
Stealth: 1d20 + 3 ⇒ (15) + 3 = 18

Silver Crusade

Maps and Handout

Cizish and Barboo begin investigating the room finding a set of footprints in the sand leading upstairs. Barboo thinks she hears a rustling noises up the stairs. Cizish doesn't detect any magic.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Zamar and Shadow try to be quiet while entering.

Zamar Stealth: 1d20 + 1 ⇒ (1) + 1 = 2
Shadow Stealth: 1d20 + 8 ⇒ (14) + 8 = 22

I think survival is for tracking. let me know otherwise

Zamar Survival: 1d20 + 1 ⇒ (6) + 1 = 7
Shadow Survival: 1d20 + 2 ⇒ (2) + 2 = 4

Shadow moves around the room actively searching and then over to the footprints and sniffs them to try and get a scent of who or what made them.

Zamar Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Shadow Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Zamar casts Detect magic towards the footprints and up the stairs to make sure no traps or other surprises appear

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

I can peak upstairs and try and see the origin of the tracks.

stealth: 1d20 + 15 ⇒ (2) + 15 = 17

perception: 1d20 + 7 ⇒ (5) + 7 = 12 +1 for trap finding or danger sense

I'll try and stay in the shadows so nothing sees me, can then come back and report.

Zamar, don't know if Shadow would go with me but he's welcome to come along, he's sure quiet and I don't think much gets by him, unless you think we all should take a look.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

@Matt, this room looks like a death trap and has two sets of doors along with stairs. Personally, I would rather check those doors before heading upstairs to make sure nothing traps us or attacks as we move upstairs. I guess we can wait to see what David posts about what we see and what you find near the top of stairs.

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

Cizish's curiosity is practically palpable as he approaches the stairs quietly. He savors the heat of the flames and starts to go up the stairs, but his wide eyes continue to dart about the room and he catches a look from Zamar. What? Not up the stairs, but it looks so interesting that i don't think I agree with you and think instead that we should go upstairs, on the other hand, those doors look interesting too, so much so that I think we should go over there, in fact Mr Zamar, I am quite certain that I want to go over there and nothing you say can change my mind!!

With that circular logic, Cizish blows over to one of the double door and presses his ear to it, straining to hear any sounds.

Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Perception at door: 1d20 + 9 ⇒ (17) + 9 = 26

Silver Crusade

Maps and Handout

Shadow searches around the room and then onto the stairs, he sniffs around the footprints but doesn't pick up any scents. Zamar does detect magic around the stairs; as Lem sneaks up the stairs and returns to report a small landing leading to a door. Cizish listens at one of the double doors but can't hear anything behind it.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Door up to the flame? Or doors straight ahead? You guys decide and I'll check them out.

Could probably use the rolls for the door on either door you decide and go forward. I'm happy to try and sneak thru doors if that looks like it will work.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Shadow gives a confused look at Zamar since he can't seem to pick up any scent from the footprints.

Hmm. Weird. The stairs are showing some traces of magic but Shadow can't pick up any good scent. Let's check down here to see if we might find some type of switch or lever that might be due to a trap on the stairs. You were able to make it up and down, Lem, but you are pretty nimble. I'm not sure I may be so lucky.

Using dice roll to see which door Zamar wants to check first 1 for North and 2 for South

Door: 1d2 ⇒ 2

Shadow, let's check the Southern door first.

Zamar Stealth: 1d20 + 1 ⇒ (7) + 1 = 8
Shadow Stealth: 1d20 + 8 ⇒ (1) + 8 = 9

Zamar Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Shadow Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Hey Lem, you want to check the doors for traps before we go in?

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

I will keep an eye on these doors and join you if needed. I don't hear anything behind these doors. Mr Lem, do you hear anything over there?
Cizish will remain at the north door and will either rush after the group if needed to the south or open the north door if his assumption is correct and they both lead to the same place.
Let me know if I should go through these doors he whispers as Zamar walks by. I'll check them for traps while I'm waiting.

Perception for traps on north doors: 1d20 + 9 ⇒ (6) + 9 = 15 - rolling again if needed, or I can take the 26 that I got before when listening.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo stands by the stairs loooking at the footprints. She listens to the others discuss the next move.
I am right here to help as needed.
Barboo walks quietly over to the north door and tries to discover if there is anything or anyone behind the door by listening very carefully.
Perception: 1d29 + 5 ⇒ (18) + 5 = 23
Knowledge(arcana): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (engineering): 1d20 + 8 ⇒ (13) + 8 = 21
Hopefully Barboo can learn something to help the others.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Ok, south it is. I'll check them out and you guys be ready to help if something jumps us!

perception: 1d20 + 7 ⇒ (18) + 7 = 25 +1 trap finding or danger sense

disable device: 1d1001 ⇒ 478

stealth: 1d20 + 15 ⇒ (15) + 15 = 30

If no lock I'll sneak thru and see what I can see and then report back what I find, or raise an alarm if I need help. Otherwise same plan but open lock if I can.

@david--can you put a map link on this set of messages?

whoops, messed up something there. let me fix that.

disable device : 1d20 + 11 ⇒ (2) + 11 = 13

Silver Crusade

Maps and Handout

Neither door seems trapped or locked, Cizish doesn't hear anything behind the south door either.

Assuming you'll go in the south door.

Although formerly full of finery, this large hall has been completely ransacked. Scarlet drapes lie in tatters on the floor, obsidian pedestals are smashed, and shards of red and black clay cover the floor. The southeast corner is the only exception—a large table sits there undisturbed. On it, an idol of a large, armored flame creature with the head of a bull. Three torches line the chamber, but they are near the end of their lives, casting the room in dim light.

Map

Map link always at the top of the page too.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Thanks for checking for traps Lem

@Matt, LOL, I liked the roll there! No TRAPS found for the rest of the adventure.

Zamar says Shadow, search and Shadow moves in as silent as possible to search and also tries to see if any scents are found.

Shadow Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Shadow Stealth: 1d20 + 8 ⇒ (7) + 8 = 15

Zamar casts Detect Magic to see if anything shows up.

Hey, surely that's not the idol we are looking for! That would be WAY too easy

Appraise: 1d20 + 2 ⇒ (13) + 2 = 15
Knowledge(Religion): 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge(Arcana): 1d20 + 6 ⇒ (1) + 6 = 7

Wow a couple really crappy rolls there

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Hey Cizish, maybe you and I should check out this room. What do you say since Lem and Zamar are checking out the other room.
Barboo waits to hear what Cizish thinks. In the meantime, in case they decide to go in, Barboo does a sweep of the room once inside and checks for anything that might be of value or danger.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge(arcana): 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge(local): 1d20 + 8 ⇒ (15) + 8 = 23
Stealth: 1d20 + 3 ⇒ (7) + 3 = 10

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

That would be too easy....I smell a trap!

With that I'll check out the room taking my time while keeping an ear back towards Barboo and Cizish.

I especially look for traps as I'm going towards the table. And I'm moving in after Shadow makes his circuit around the area.

perception: 1d20 + 7 ⇒ (1) + 7 = 8
stealth: 1d20 + 15 ⇒ (2) + 15 = 17

Looks like I can beat your bad rolls Zamar! Thanks david for the map link and didn't remember it was at the top, sorry!

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

Cizish's barely contained curiosity is released by Barboo's suggestion. Why of course we should go in here, after all, Mr Lem and Mr Zamar went through the other door, so it only makes sense that we should go this way, what could possibly go wrong... or actually, this is quite dangerous to open a door with just the 2 of us, probably not a good idea and we shouldn't do it...on the other hand, it's so exciting to find something new and nothing bad has happened since we came inside, let's go!
With that he casts guidance on himself and does a quick look around the door for any traps. Then with a spell to summon a friend at the front of his mind, Cizish quietly opens the door. Just to peek...

Perception for traps on door: 1d20 + 10 ⇒ (10) + 10 = 20
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19

Who let these 2 go together? The curious and the curiouser. lol!

Silver Crusade

Maps and Handout

GM Rolls:

I: 1d20 + 2 ⇒ (6) + 2 = 8

Zamar detects magic and doesn't find any, as he's joined by Lem who doesn't notice any traps on the statue. Zamar studies the statue and he doesn't think it could be the right one. Shadow catches a scent in the air, but it's not in the room.

Meanwhile, Cizish checks the other door for traps finding none he opens it and creeps in the entrance as Barboo joins him looking around. They find the walls of this room are lined with weapons: crossed halberds, spears, and longswords, all decorated with flame motifs. Two shields with portraits of Moloch towering over the Citadel of Flame sit near the ceiling. A plain obsidian bench sits on the floor, with a skeleton splayed across it. The skeleton’s armor is bedecked in stylized flames, and its scimitar’s hilt is shaped like an idol of Moloch. The room is lit by two torches.

Rolls:

Initiative
Barboo: 1d20 + 3 ⇒ (8) + 3 = 11
Cizish: 1d20 + 3 ⇒ (3) + 3 = 6
Lem: 1d20 + 8 ⇒ (11) + 8 = 19
Shadow: 1d20 + 4 ⇒ (19) + 4 = 23
Zamar: 1d20 + 9 ⇒ (18) + 9 = 27

FS: 3d6 ⇒ (2, 1, 5) = 8

Suddenly flames erupt around Zamar!

Round 1
Map

Zamar 8 dmg - DC14 Reflex negates
Shadow
Lem
Barboo
Cisish

Something is happening so we'll go into initiative; everyone can act. Barboo and Cizish need a DC10 Perception check to hear that something is happening in the other room.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

As Shadow notices a scent, Zamar tries to determine where it may have come from.

Perception: 1d20 - 1 ⇒ (1) - 1 = 0

Unfortunately, he doesn't have the time as the flame spell is cast. He tries to figure out what the spell is while attempting to dive away.

Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18

Reflex: 1d20 + 3 ⇒ (12) + 3 = 15

As the flames swirl around him, he narrowly gets out of the way of the flames as he dives to the side thanks to noticing Shadow's fur stand on end.

Zamar yells out Yikes! Something or someone is casting spells! We need to find it or whomever quickly! Shadow, Search!

Shadow tries to get a bearing on where the scent is coming from.

Shadow Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Zamar says, I'm not sure if this was a trap or someone is casting but I'm moving out of the room so that I can better assess.

He moves back into the main hall with Shadow trailing and still trying to figure out where the scent came from.

Zamar calls out Barboo, Cizish, we are in need of assistance and be careful as there are either traps or someone is casting! Shadow, defend!

After moving back into the main hall, Zamar readies his crossbow and Shadow readies for any appearance of anything unfriendly.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

perception: 1d20 + 7 ⇒ (19) + 7 = 26

If I can identify the source I may try and engage, if not I'll move just out of this room with my 4 movement and ready an attack if something tries to engage me.

attack: 1d20 + 10 ⇒ (18) + 10 = 281d4 + 5 ⇒ (2) + 5 = 7

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Hey, Cizish do you hear that. I think Zamar and Lem are in trouble.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
If Barboo hears Zamar, she unfurls her flag and begins her song of courage while moving back into the main room.
She also does a quick check to see if she can figure where the danger is coming from.
Knowledge: 1d20 + 8 ⇒ (11) + 8 = 19

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

Perception to hear fire blast/Zamar: 1d20 + 9 ⇒ (8) + 9 = 17

Ah yes! I hear them too, Barboo. Did you notice how that just rhymed there? How fun! I think you can handle those problems out there, I can't stand to leave a good skeleton unchecked though! Then again, it is dangerous to go alone (or so I have heard from somewhere) but on the other hand (is that a third hand??) I could rule out any danger in this room so no one gets jumped from behind. Of course, I'll keep on going in!

With that, Cizish continues to stealth forward, scanning the floor and ceiling carefully for traps since he heard the one in the other room. Upon reaching the skeleton, he will look over it before seeing if there is anything of interest.

Perception for traps and to check skeleton: 1d20 + 9 ⇒ (12) + 9 = 21

Any knowledge that would help me with Moloch? I only have geography and nature though.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

After I ran back into the main hall, I realized I completely missed the other doors LOL. I guess I should have run through them to see if someone was out there but I was concerned about getting out of the fire. I also forgot to see if I recall anything about Mordoch.

After getting out of the fire, Zamar takes a moment to try and recall any information about the idol or that might help in the area.

Knowledge(Arcana): 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge(Religion): 1d20 + 6 ⇒ (14) + 6 = 20

Silver Crusade

Maps and Handout

Knowledge about Moloch is Planes.

Spoiler:

FS: 3d6 ⇒ (3, 3, 6) = 12

Zamar doesn't know where the spell came from, but easily recognizes it as a Flaming Sphere. But Shadow hears a faint voice and notices light coming from behind the wall. Lem spots it too and moves out of the room. Barboo also moves out of the room beginning her performance, but doesn't know where the danger is from. Cizish moves to inspect the skeleton, when it suddenly begins to move. The flaming sphere rolls out toward Lem, covering him in flame.

Round 1 Effects: Inspire Courage + Flagbearer
Map

Zamar
Shadow
Lem
12 dmg - DC14 Reflex negates
Barboo
Cizish

??
Skeleton

Pathfinders are up

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

After realizing the spell and that it takes active concentration by someone to move the Flaming Sphere, Zamar yells out

WATCH OUT LEM!

That is a Flaming Sphere and for it to move, someone has to be concentrating on it! Shadow saw light coming from another room but it doesn't look like we can get to it from the rooms we are in. Come on Shadow, let's find out if there is another way to where the caster is

Seeing that there are no obvious doors in the other room, Zamar moves up to the door and opens it for Shadow to move through.

If there are no enemies in the hidden part, Shadow will move in and try to find where the caster is. He only did his move action so he still has a standard action once I can see the rest of the room. If there are enemies in the next room and he can get to them with the rest of his move (10 ft), he will attack. Otherwise, he will ready an attack for someone to get close and/or fight defensively depending on what is in there LOL

Both Shadow and Zamar try to use some stealth and hoping that moving between rooms helps whoever is casting to lose sight of them. Shadow moves into the next room and looks for the caster.

Zamar Stealth: 1d20 + 1 ⇒ (10) + 1 = 11
Shadow Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Zamar Perception: 1d20 - 1 ⇒ (6) - 1 = 5
Shadow Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

reflex save: 1d20 + 8 ⇒ (1) + 8 = 9

With a roll, Lem attempts to evade most of the flaming ball and heads towards Barboo.

Come on Barboo, let's stick together, we should know better than to scatter all about. Easier to pick off...

If I can reflex roll and double move I'll go 4 spaces further into the room with Zamar and Cizish.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Ok, Lem I agree. We probably should stay together.
Barboo continues to sing and have her flag in view. She uses her wand of cure on Lem to remove any damage the flame did.
She then moves back into the room.
Using perception for traps in the room or any other things. Also, knowledge check on the skelton and knowledge check on Moloch.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Knowledge(Religion)1d20+8[/dice: 1d6d1d20 + 4 ⇒ (6, 15) + 4 = 25

Not sure what happened. I tried to do Knowledge Religion and Knowledge Planes and this is what I got. I typed it in correctly, I think.

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

@ Barboo - Most likely a problem with the brackets "[". I do it all the time, especially with dice rolls and have to read very closely to find the error.

Cizish shrieks as the skeleton comes to life. I certainly did not expect that, although what should I expect in a creepy place like this? Perhaps I should cast a spell or maybe just hit him with my cudgel? Oh bother, both seem like a good idea, HELP!!

With that, he slides back (5ft step) and begins to cast Summon Nature's Ally I.

@Chaosorbit - when I back up to the wall, do I notice anything interesting there? In the map, it looks like something is on the wall right next to Cizish
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Zamar, what is a flaming sphere and will it chase me? How long does it last? It scorched me good before I could attempt to tumble away from it. Was there something in the north wall of that room? I couldn't quite tell. I've got to stay ahead of this ball of flame so it doesn't burn me again!

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

That is a Flaming Sphere and for it to move, someone has to be concentrating on it and make it move! It lasts for the number of rounds as the caster level so we need to find the caster quickly. If the caster has to move, he can't cast another spell and move it at the same time.

Silver Crusade

Maps and Handout

@Barboo - if it's within an hour of posting, you can go in and edit your posts, to include fixing dice roller mistakes, etc. The actual rolls won't change, so feel free.
Also feel free to roll your healing, a charge from a Wand of Cure Light wounds heals 1d8 + 1 (and does not require a d20 roll). I went ahead and rolled it this time.

GM Rolls:

C W: 1d20 + 6 ⇒ (10) + 6 = 16
B W: 1d20 + 1 ⇒ (6) + 1 = 7


Rolls:

Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
FS: 3d6 ⇒ (4, 1, 5) = 10


Zamar rushes past the skeleton searching for the spellcaster, Shadow moves passed him into the next room. Finding a richly-decorated chamber. Against the east wall sits an ornate brass throne, sculpted to resemble an enormous hand of flame. Wood painted to resemble tendrils of smoke rising from behind the throne merge into a detailed mural of Moloch’s idol on the wall. Beautiful tapestries line the other walls, depicting a grand battle between soldiers of flame and the dervishes of Sarenrae. Shadow noses behind one of the tapestries, that reveals a concealed door behind it.

Lem retreats to the room with the skeleton, fleeing from the flames. Barboo gives Lem some much needed healing and gets a look at the skeleton, which she thinks is an undead creature, for which blunt force is better at breaking bones, than blades that cut or pierce. She recalls what she knows of Moloch, an archdevil, that is the dread general of Hell’s armies, dwelling in the pits of Malebolge. His worshipers fashion him as a strong bull.

Cizish notices some light can be seen from behind a weapon rack on the wall opposite the skeleton, as he prepares to bring forth an ally.

Cizish:

Cizish also notices something else, the skeleton's movements don't look right and he comes to understand, it's some sort of trick or illusion.

The skeleton makes threatening gestures, but doesn't actually attack. But the flames are a threat, they roll throw the entry room and onto Barboo. Covering her in fire. Some faint mumbling can be heard behind the walls.

Round 3 Effects: Inspire Courage + Flagbearer
Map

Zamar
Shadow
Lem
8 dmg
Barboo
Cizish 10 dmg - DC14 Reflex negates
??
Skeleton??

Pathfinders are up

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Shadow lets out a growl that he found something. Zamar moves into the room.

He yells out, Hey everyone! There's a secret door in here! Whoever is casting is probably in here!

and opens the secret door.

@chaosorbit, once you show what is in the other room, I will move Shadow or perform actions with him.

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

@Chaosorbit - is that supposed to be Barboo on the reflex save? Looks like the flaming sphere is on her. Assuming that's the case, here's my action:

Cizish leaps back from the skeleton but notices that it is a little odd looking. That's odd, that skeleton isn't trying to attack, but just seems to be flailing about. Is he trying to be my friend or maybe he forgot how to fight, I guess skeletons have no brains, so that makes sense, but usually skeletons remember how to attack, at least the ones I've met. If he's acting like that, it must mean... He then yells out to the group: I think the skeleton is an illusion. Don't believe it! Zamar, there is a hole in the wall here and I would think that there might be a caster behind that wall who is directing his magics out here among us.

With that, Cizish completes his casting of summoning. If he can get a peek through the hole, I'd like to drop my summoned creature in the room where I assume the caster is. If not, I'll drop him behind Zamar and have him attack whoever is hiding in the room. Summoned creature: Bruce the War Dog!! I'll go ahead and roll the dog's attacks assuming he gets to go. I already created his pawn to the left of the map.

Bruce's attack (bite): 1d20 + 7 ⇒ (10) + 7 = 17
Bite damage: 1d4 + 7 ⇒ (3) + 7 = 10

Once Bruce appears, Cizish looks through the hole in the wall and casts Storm Burst on the assumed caster in the hidey-hole.

Ranged touch attack: 1d20 + 8 ⇒ (4) + 8 = 12
Storm Cloud damage (non-lethal): 1d6 + 4 ⇒ (2) + 4 = 6

Does the dog get the bard bonuses? If not, subtract 3 from Bruce's hit/damage. Also, if there isn't a caster in there or I can't take any of the above actions, let me know and I'll retcon.

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Assuming caster is in the room

Shadow moves into the room with a look that shows he means business. He steps up to the caster and attacks.

I'll roll all attacks in case he can just take a 5ft step in and attacks as its a pretty small room. If not, then just take the bite damage. Assuming flagbearer and inspire courage give +1/+1

Shadow Attacks: (Bite/ Claw x2 / Rake x2) (Power Attack -1/+2)
Bite to Hit: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Claw to Hit: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 Damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Claw to Hit: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 Damage: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Silver Crusade

Maps and Handout

Yes reflex should be on Barboo sorry.

Silver Crusade

Maps and Handout

Zamar and Shadow move into position, Zamar opens the secret door. A human male wearing black robes and bearing a medallion of a red and black bull stands facing the now open secret door. Around him the passage itself is richly decorated, the floor covered by a maze-like geometric pattern of scarlet flames. Sputtering torches line the passage. The caster mumbles some words and a vivid cone of clashing colors springs forth from his hand.

Zamar and Shadow need a DC15 will save

Cizish summons Bruce whose bite misses the caster, and then cast his storm burst which showers down on the caster with rain and hailstones.

Some joke about raining and cats and dogs probably goes here!

Round 3 Effects: Inspire Courage + Flagbearer
Map

Zamar DC15 Will save
Shadow DC15 Will save
Lem 8 dmg
Barboo 10 dmg - DC14 Reflex negates
Cizish
Caster 6 n/l dmg

Barboo and Lem are up, need saves from Barboo, Zamar, and Shadow. Will see about Shadows attack if he saves.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

I know I have flaming red hair but I do not want a flaming red body!!
Reflex Save: 1d20 + 3 ⇒ (5) + 3 = 8
If I am not burning anymore, I will move and do a chord of shards to try and help with Moloch.
Damage: 2d6 ⇒ (6, 2) = 8

Silver Crusade

Maps and Handout

So Barboo, since you failed your save (you would have needed a roll of 14 or better) you take 10 damage, which puts you at 0 hit points. When you are at 0 hp, you become disabled.

A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions, but she can still take swift, immediate, and free actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Lem hears Cizish's warning about the skeleton and it probably being an illusion, and then Zamar finding the secret room. He dashes forward on his incredibly nimble but short legs, I assume as a color spray engulfs Zamar and Shadow. With a flick of his wrist he throws a dagger towards the enrobed sorcerer.

attack: 1d20 + 9 ⇒ (12) + 9 = 211d3 + 2 ⇒ (2) + 2 = 4

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Odd that it didn't show me the last post from Barboo and David until after I posted mine. Gotta get this cater down so we can heal you!

Grand Lodge

Male Sylph Druid (Sky Druid) 4 | hp 29/29 | AC 19-T 13-FF 16 | CMD 15 | Init +3 | Fort +6, Ref +5, Will +9
 | Perception +11 | Speed 30

Oh no! Barboo has taken a serious hit!! Let's try and take this caster down and hope the flaming sphere goes away if he goes down. Hmm, let me see if I can remember if that Flaming Sphere spell requires concentration to maintain. If it does, then that pesky fire ball should go away once Bruce, Zamar and Lem take out our pesky advisary.
Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9 Oh bother, I guess I should have paid more attention to those arcane spells. I was never very interested in them anyway...

@Barboo - recommend that you keep singing (free action?) and then move your full movement speed to get away from the flaming sphere. Probably run east past Cizish and the skeleton illusion. Hopefully the sphere either doesn't move or attacks Cizish. On my next turn, I can use my wand of CLW to heal you up (I can cast myself). That way, you keep the Inspire Courage going for our damage dealers! :)

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

With the fire all around her, Barboo continues to show the flag and sing her song of courage. She tries to move away from the flame by running by Cizish.
Cizish, Lem and Zamar! Help me!! I am getting very hot and if you cannot destroy that flame thrower I am going to be toasted!!

Silver Crusade

Maps and Handout

Lem rushes in and nails the caster with a dagger. Barboo darts from the flames continuing her song, but looking woozy.

Round 3 Effects: Inspire Courage + Flagbearer
Map

Zamar DC15 Will save
Shadow DC15 Will save
Lem 8 dmg
Barboo 10 dmg - disable
Cizish
Caster 4 dmg + 6 n/l dmg

Just need those will saves

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

As the door opens, a flashing light streams out at Zamar and Shadow.
Will: 1d20 + 4 ⇒ (11) + 4 = 15

Wow that was a close one! Get that caster Shadow!

Attempt to ID the spell.
Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19

Shadow Will: 1d20 + 3 ⇒ (16) + 3 = 19

Luckily, both Zamar and Shadow turn so they don't get the full brunt of the spell and Shadow runs up to the caster and takes a chunk of flesh!

Taking the bite damage from above as well as attack roll since passed the Will check

Bite to Hit: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Silver Crusade

Maps and Handout

Zamar and Shadow resist the Color Spray! Shadow goes in for an attack and his bite rips the caster who goes down in a heap.

Out of Combat

Silver Crusade

M M Human Sorcerer (Sylvan False Priest) 4 HP 22 / AC15-T11-F14 / CMB0/CMD11/10FL / Init+9 / Saves F3*/R3*/W4* (*+2 vs. charms/compulsions) / Per-1 / Spd 30ft Shadow (Tiger Animal Companion) HP 25 / AC21-T14-F17 / CMB4/CMD19/15FL (+4/23 Overrun, +4/23 Trip) / Init+4 / Saves F5/R8/W3 / Per+7 / Spd 40ft / Low Light, Scent

Seeing the caster go down in a heap, Zamar breathes a sigh of relief.

Good job Shadow!

Zamar goes up and pets Shadow behind his ears. Shadow leans into the scratching and purrs

Shoo, that was crazy and rough! I wonder what other scares this place will have in store. Let's get everyone healed back up!

Zamar casts Detect Magic and searches the room and the caster for anything of interest.
Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Shadow Perception: 1d20 + 7 ⇒ (18) + 7 = 25

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