DM Beckett's "The Quest for Perfection" PFS PbP (Inactive)

Game Master Beckett

Init:

[dice=Aeden]1d20+3[/dice
[dice=Gunnar]1d20+2[/dice
[dice=Krumthi]1d20+3[/dice
[dice=Torean]1d20+1[/dice
[dice=Vrockwing]1d20+4[/dice
[dice=Wyran]1d20+2[/dice
[dice=Zane]1d20+2[/dice
[dice=]1d20+[/dice

DM Notes:

N Medium animal
Init +4; Senses low-light vision; Perception +5
DEFENSE
AC:14, T:14, FF:10 (+4 Dex)
hp 13 (2d8+4)
Fort +5, Ref +7, Will +1

OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +2 (1d6+1 plus grab), 2 claw +2 (1d3+1)
Special Attacks pounce, rake (2 claws +2, 1d3+1)
STATISTICS
Str 12, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2 (+6 grapple); CMD 16
Feats Skill Focus (Stealth)
Skills Climb +9, Perception +5, Stealth +11 (+15 in
undergrowth); Racial Modifiers +4 Stealth in undergrowth

CURRENT MAP
The Sanctuary


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Zane takes his time to climb to the top of the rope, while Vrockwing attempts to break or wiggle free, but is too caught and tangled to get out. Gunnar tries another javelin, this time hitting the thing, but not enough to pierce it's tough, chitinous exoskeleton, and the javelin bounces off, sliding back down the Cliffside (with the first one). Aeden likewise takes his time to climb up, but get's stuck behind Zane near the top, both still clinging to the ropes.

Init Round 2
Zane, Krumthi, Vrockwing (caught), & Gunnar
--------------------------------------------
Toran, Aeden, & Wyran
--------------------------------------------
Cave Fisher

Need actions from the bolded characters, still. Assuming nothing happens to change that. . . Crab Fisher attempts to pinch at Zane with a claw.

Attack vs AC: 1d20 + 5 ⇒ (7) + 5 = 12 <MISS>

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, if you ever have questions, or want clarification on something, feel free to ask or bring it up. It's a little bit different that TT games, as these things are easy to bring up.

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

Next escape artist...

escape artist: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean begins his climb up the rope, though he realizes he is still without his armor. "Come on you louts! Let's see what this beastie looks like!"

Double move, take 10 on the climb checks for a 13

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Far too many people on the rope for me to try and get on it.
Wyran will try to get line of sight and fire again.

Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 ⇒ 5

Grand Lodge

M Elf Rogue 1hp 9 (1d8+1) Init +3 AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) Fort +1, Ref +5, Will +1; +2 vs. enchantments

perception check: 1d20 + 7 ⇒ (5) + 7 = 12
GM. so I am going to take my turn looking for other handholds so that the next round I can start climbing up again. with out using the rope if possible
---
looking up and down the face of the wall, he looks for some handholds to get up there,

Kill that thing and then throw down the corpse will ya. I want to smash it's face in with my boot.

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

Zane completes his climb, hauling himself over the edge to the creature's level. He then attempts to bull rush: 1d20 + 2 ⇒ (12) + 2 = 14 the creature, knocking it back so there is room in the opening for Aeden to climb up behind him.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Krumthi Tasartir wrote:
GM. so I am going to take my turn looking for other handholds so that the next round I can start climbing up again. with out using the rope if possible.

There are handholds you can use to scale the cliff, but they are more difficult. Most of the area is a DC 15, but the worst parts are DC20, (you can easily avoid those areas though, and utilize the easier path).

Krumthi begins to try to climb the wall, as Torean scales the rope. Wyran instead tries to fire at the beast, but like before, it fails to make it through the creatures outer natural armor.

The Cave Fisher holds the webbing, and instead begins to go on the offensive, pincher-clawing at Zane.

Attack vs AC 17: 1d20 + 5 ⇒ (9) + 5 = 14 <miss>

Attack vs AC 17: 1d20 + 5 ⇒ (14) + 5 = 19 <HIT>
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

AoO vs AC 15: 1d20 + 5 ⇒ (1) + 5 = 6 <miss>

Zane tries to push the creature back, but can't get the proper leverage, and nearly takes another claw to the face for his effort. Vrockwing finally manages to wiggle free of the webbing.

Vrockwing, please give me one of the following: Reflex (to try and catch the ledge) or Climb, (to attempt to catch the rope/or even the Webbing and sort of use it like another rope). Also, please give me an Acrobatics check (if the other fails) to try to avoid a bit off falling damage).

Init Round 3
Zane, Krumthi, Vrockwing, Gunnar, Toran, Aeden, & Wyran
--------------------------------------------
Cave Fisher

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

"There's no way I can hit it now." Gunnar says as Zane reaches the top of the rope and engages the creature. The Ulfen man hustles to the rope and begins to climb, and with practiced ease he begins to quickly climb the rope.

20ft. of movement, which is one action, to get to the rope. Take 10 + 4 (Gunnars bonus without his shield equipped) - 5 (move half speed rather than 1/4) = 9 vs. DC 5 (A rope with a wall to brace against.) Gunnar moves 10 ft. up the wall.

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

On the map, the order on the rope is Krumthi, Aeden, Torean, then Gunnar. It looks like Krumthi and Aeden could both attack it, though probably some penalty for attacking from a swinging rope. Still, it might be the best option right now, barring another bull rush attempt.

Torean sees Vrockwing untangle himself from the webbing and tries to grab the Tengu to help steady him. "Hang on, son! I gotcha!"

Aid Another attempts based on what Vrockwing chooses:

I don't know how to aid a Reflex Save
Climb, take 10: 10 + 3 = 13
Acrobatics, take 10: 10 + 1 = 11

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

The action is getting far to hectic up there for my bow now. Sarenrae shine light on my companions!

Wyran moves to the base of the rope, and grabs it hoping to stabilize it further for his companions.

Grand Lodge

M Elf Rogue 1hp 9 (1d8+1) Init +3 AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) Fort +1, Ref +5, Will +1; +2 vs. enchantments

Climb Check: 1d20 + 1 ⇒ (11) + 1 = 12
Climb Check: 1d20 + 1 ⇒ (9) + 1 = 10
Climb Check: 1d20 + 1 ⇒ (20) + 1 = 21
Climb Check: 1d20 + 1 ⇒ (17) + 1 = 18
Climb Check: 1d20 + 1 ⇒ (16) + 1 = 17
---
not sure how far I can climb in one more, but I think I gave enough for a least a try for a double move

Enough of this!

I grab the edge of the rocks and start climbing up

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

Krumthi you can be on the rope ahead of me, your initiative is before mine, and with those checks you'll be up far enough to not block my progress.

Grand Lodge

M Elf Rogue 1hp 9 (1d8+1) Init +3 AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) Fort +1, Ref +5, Will +1; +2 vs. enchantments

if the GM will allow me to climb the rope that would be okay as well, since those would all fall over that dc 10 cat.

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

reflex: 1d20 + 6 ⇒ (10) + 6 = 16

-Posted with Wayfinder

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Ok, I'm a little unsure of where I am so I'll take a Climb if I need it. If I'm already up, I'll go for an attack on the lobster.

Climb: 1d20 ⇒ 4

Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Dang, I got really excited for a moment. If you are climbing, you can not attack with a Two-Handed Weapon as you need at least on hand to hold the rope, (unless you have a Climb speed or a Spell like Spider Climb).

Pretty much everyone jumps on the rope, making it a little unstable, but can't really progress any further up at this pint until the Cave Fisher is moved or the people at the top can somehow get by it, which is risky.

The Cave Fisher which draws an AoO from Zane tries to shoot another webbing at Zane

AoO: 1d20 + 2 ⇒ (7) + 2 = 9 <miss>

Filament vs AC 10: 1d20 + 3 ⇒ (11) + 3 = 14 <His, grappling Zane> So, the good side is, it looks like the Cave Fisher will probably try to drag Zane in, maybe opening up the entrance a bit, the down side is that Zane is now being Grappled, (by the web, not the Cave Fisher), and can try to break Free with a DC 25 Escape Artist/DC 20 Strength, or to try to control the Grapple by a CMB check, though that might be a bit like suicide.

Init Round 4
Zane, Krumthi, Vrockwing, Gunnar, Toran, Aeden, & Wyran
--------------------------------------------
Cave Fisher

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

Checking in, I'll wait till I know if some others make it up the rope to do my action.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Wyran stays anchoring the rope to the ground. No point in starting to climb with so many already on the rope.

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

I'll be delaying till after everyone else has moved up the rope, so you can just adjust my init down behind Aeden's.

Gunnar waits for those above him on the rope to move.

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

I will be climbing the edge I guess since that is what I caught on to
climb: 1d20 + 1 ⇒ (20) + 1 = 21

-Posted with Wayfinder

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

I can move at regular speed at a minus 5 I believe

-Posted with Wayfinder

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

If you do a double move making a climb check at a -5 you can move your full speed. A regular climb check double move is a total of half your speed.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Aedan tries to get himself up the rope as fast as possible.

Climb: 1d20 ⇒ 8

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Man I hate this fight. . .

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Aeden Caladbolg wrote:
Aedan tries to get himself up the rope as fast as possible.

You have no where to go at the moment.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

I have no idea what is going on. Am I still on the rope?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yes, everyone but Wyran (and technically Vrockwing who is climbing the ledge) is on the rope, and basically can't advance because they are stuck beneath the person on top of them also climbing the rope. So until somehow Zane (who is now caught in the webbing) gets up and out of the way, everyone else is kind of stuck where they are.

I hate this combat, as it basically just takes forever, and kind of forces people to either focus on going ranged, or wait around to act. It's outside of the Magic Missile range, and almost all of the low level Cleric & Druid ranged attacks, and a lot of low level magic and abilities as well.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Yeah, I can't wait to get off the rope and hit that bloody crab thing with my sword.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

So, besides Vrockwing, is anyone else going to act this round? If not, can I suggest just Readying an action to climb when the chance opens. I also need Zane's check to break free.

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

So since I not on rope did I make all way up or at least close to move and attack

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Moving along.

Zane attempts to break free Str check: 1d20 + 2 ⇒ (5) + 2 = 7, but fails. Krumthi continues to climb beneath Vrockwing, and finally makes some headway on the rock wall, as does Vrockwing, but both soon come to the same issue everyone else is facing in that they just can't move any further. Can try to Acrobatics through next round, though.

Everyone that can then moves up the rope just a little bit more.

Seeing too many threats coming at it, but still hungary, the Cave Fisher attempts to reel in it's meal (Zane) and retreat back a bit.

CMB: 1d20 + 9 ⇒ (3) + 9 = 12

It yanks the caught Zane inside and begins to retreat into another hole in the roof inside the cave. Aeden and Torean quicky move up and in. Still have an action waiting.

Init Round 5
Zane, Krumthi, Vrockwing, Gunnar, Toran, Aeden, & Wyran
--------------------------------------------------------
Cave Fisher

Krumthi attempts to Aid Another on Zane, who tries again to escape.
Str Aid: 1d20 + 1 ⇒ (16) + 1 = 17
Zane Str: 1d20 + 4 ⇒ (10) + 4 = 14 <No luck still>

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Am I up the rope?

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

Vrock will move up and attack

attack plus stunning fist: 1d20 + 6 ⇒ (18) + 6 = 24

damage: 1d6 + 1 ⇒ (3) + 1 = 4

If I need to acrobatics around

acrobatics : 1d20 + 8 ⇒ (20) + 8 = 28

-Posted with Wayfinder

Dark Archive

Male 39/39 HP, AC: 19, T: 17, FF: 14, CMD: 22, F: +7 , R: +8, W: +7, Init +5, Pereption +11, LN Male Tengue Monk 7 Unarmed Strike (1d8+10+1d6 x2)

DC 15 fort on stunning fist

-Posted with Wayfinder

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

(If I have the chance to attack it)

Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

Gunnar moves toward the creature and draws his battle axe, holding it in two hands. He then strikes at the creature.

Attack Roll: 1d20 + 5 ⇒ (19) + 5 = 24

Damage Roll: 1d8 + 6 ⇒ (3) + 6 = 9

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

With most of the group off the rope Wyran will start to climb the rope to the rest of the group.

[ooc]Take 10(=10) double move climb.[/ooc

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean moves through the tunnel quickly to make room for others. He passes by the creature, but ducks and keeps going. Finally reaching some open space, he grabs his hammer and searches for any other threats.

Moving down the tunnel to give people room. Might provoke an AOO if the crab doesn't have its claws full.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Finally, after (almost) everyone crams into the little cavern, Gunnar, Vrockwing, and Aeden kill the dang thing. No other threats are present, but you do find the remains of past humanoid victims up in the top section that it was attempting to pull Zane. Aside from some coin, you also discover: a cloak (Resistance), a potion (CLW), and two scrolls (Endure Elements & Spider Climb). It doesn't take long to pass through the little cavern through the mountain, and after about half an hour beyond that point, a narrow path leads up the mountain, hugging a sheer cliff face to one side, while dropping off to the other into what appears to be the remains of a rock slide.

Several alcoves have been carved into the cliff face, each containing a small stone shrine—some little more than simple standing stones, others ornately carved lanterns or small houses. The path is well defined, promising easier progress, and is a welcome break from the rough terrain leading up to this point.

Know Local or Religion DC 15:
These shrines serve to ward off malicious spirits and bad luck, thus protecting travelers. Shrine like these are generally tended to by local monks and priests, indicating that there probably was a temple nearby.

It is pretty clear that the area and more specifically the shrines have not been tended to in a long time, and most lie nearly in total ruin.

Survival DC 10:
It is pretty clear that someone else has travelled this way, as many of the rubble and loose rocks actually seem to be the remains of an avalanche, but you can still spot some tracks here and there. Not enough to follow, but clearly someone had been here (somewhat) recently, as in the last few months).

Can I have two Perception checks please. For #1 Elf and Dwarf-like Bonuses apply.

Perception #1 DC 10:
Apprximately halfway into the alcoves of shrines, you notice that one of them (A on the map), actually has a secret door in the back area, leading into a small chamber inside the mountain, (and exiting into "C" on the map).

So a Know Local or Religion, 1 Survival, and 2 Perception checks. Also, New Map is up, and there should not be any more issues like that fight, thank G_d, though if I recall, the BBEG of this scenario was the first time I played with Vrockwings character and I believe he nearly got himself killed in Round 1. :)

Grand Lodge

M Elf Rogue 1hp 9 (1d8+1) Init +3 AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) Fort +1, Ref +5, Will +1; +2 vs. enchantments

Knowledge check: 1d20 + 1 ⇒ (2) + 1 = 3
Survival: 1d20 + 1 ⇒ (17) + 1 = 18
Perception check 1: 1d20 + 7 ⇒ (3) + 7 = 10 +1 more for traps
Perception check 2: 1d20 + 5 ⇒ (17) + 5 = 22 +1 more for traps
-----
points out the obvious to those who don't see them

There appears to be door back there.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Survival: 1d20 + 5 ⇒ (8) + 5 = 13
"This path looks to have been used recently, though I know not where the person was heading" Wyran comments, noticing the tracks littering the ground.

Perception#1: 1d20 + 1 ⇒ (19) + 1 = 20
Looking through the various shrines Wyran is at a loss for there use but notices the secret door as well.

Perception#2: 1d20 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Knowledge, Religion: 1d20 + 4 ⇒ (20) + 4 = 24
Survival: 1d20 + 2 ⇒ (3) + 2 = 5
Perception#1: 1d20 + 6 ⇒ (5) + 6 = 11
Perception#1: 1d20 + 6 ⇒ (3) + 6 = 9

"These are shrines against bad luck and evil spirits. They would be tended to by a local temple, though it doesn't seem like they have in a long time. But if they were intended to be seen to, then a temple should be close by."

Torean offers the Cloak of Resistance to the others. "Anyone want this? Trust me, I don't really need it."

PFS rules let you use items until the end of the scenario, right? So someone should wear this cloak.

Grand Lodge

M Elf Rogue 1hp 9 (1d8+1) Init +3 AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) Fort +1, Ref +5, Will +1; +2 vs. enchantments

if no one else wants it, I will gladly use it.

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

local: 1d20 + 4 ⇒ (3) + 4 = 7
survival: 1d20 + 1 ⇒ (7) + 1 = 8
perception: 1d20 ⇒ 11
perception: 1d20 ⇒ 20
Thanks guys. Zane says as he begins pulling the webbing off himself. That was a bit of a sticky situation.

Yes, I see it. Zane says as Krumthi points out the door.

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

Perception1: 1d20 ⇒ 2
Perception2: 1d20 ⇒ 2
Survival: 1d20 ⇒ 16

Gunnar spots the tracks but is rather oblivious to other things.

Do I still have my mule with me? We have plenty of strength to haul it up, and it's only a medium creature. If so, my ranseur is strapped to its pack and I'm wearing my shield. If not I'll be carrying my ranseur, shield hanging on my back, and I'll have tied it's bit & bridle to a tree or rock or something. I'd also give it the stay command.

Handle Animal: 1d20 - 2 ⇒ (15) - 2 = 13

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Torean hands Krumthi the cloak as he moves near the opening. "Ok, let's see where this leads."

Sczarni

Male Human (Ulfen) Fighter (Phalanx Soldier) 1 [HP: 7/13|AC: 19 (12 T, 17 FF) CMD: 17 (15 FF)|F+4 R+2 W+0|Init +2|Perc+0]

"Right behind you Torean," Gunnar says, and follows the dwarf.

[ooc]I'll stay just behind or beside Torean, to protect him if we get in combat.[ooc]

Grand Lodge

Male Human Magus/1 [HP:9/13 | AC:17/13/14 | CMD:15 | F+4 R+2 W+2 | Init +2 | Perc +0

Zane follows behind Gunnar and the dwarf, content to let some one else lead after that last encounter. Maybe we should let Krumthi take point. His keen senses and quick reflexes would be most useful up front. Zane suggests helpfully.

Sovereign Court

Male Human, Taldan Paladin 1 | HP: 5/13 | AC: 16 FF: 15 Touch: 11 | Saves: Fort: +4 Ref: +1 Will: +2 | Perception: +1 | Init: +3 | CMB: 5 | CMD: 16

Aedan follows the company along looking about for any more monsters or evil-doers. "I can guard the rear if you wish, but my eyes aren't as keen as an elf or dwarf in the dark places of the world."

Perception #1: 1d20 + 1 ⇒ (20) + 1 = 21
Perception #2: 1d20 + 1 ⇒ (10) + 1 = 11

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