DM B's "Black Waters" PFS PbP (Inactive)

Game Master Beckett

Began on 30Nov2013 - 02Jan2014 (1-2)
MAP

INIT:

[dice=Bicor]1d20+3[/dice
[dice=Corina]1d20+4[/dice
[dice=Daveak]1d20+4[/dice
[dice=Elsabeth]1d20+3[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

DM Stuff:

Ghast
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 17 (2d8+4)
Fort +4, Ref +4, Will +7

Defensive Abilities channel resistance +2
OFFENSE
Speed 30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5
(1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 17, elves are
immune to this effect)
STATISTICS
Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
Base Atk +3; CMB +4; CMD 16
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common
SPECIAL ABILITIES
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 17; onset
1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage;
cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the
next midnight.


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Shadow Lodge

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

On a brisk fall evening, a Pathfinder Society venture-captain named Drandle Drenge welcomes the PCs into his modest Absalom home for an impromptu meeting. He offers chairs and drinks, wipes sweat from his brow, and dives into business. Once everyone is settled, Venture-Captain Drandle Drenge, a stout and hardy Taldan with thin, graying hair and a thick, bushy mustache, unfurls a map on his butcher-block table and places a meaty finger on the parchment. “The abandoned district of Beldrin’s Bluff was once the gem of Absalom’s Precipice District—now it is but a weathered crag of broken rock at the edge of the roiling sea. When the great quake hit ten years ago, entire blocks of the Bluff sheared from the mainland. Cliffside tearooms and exclusive estates fell into the waves and carried hundreds of nobles to
a watery grave. An elite academy, called the Tri-Towers Yard, remained on the mainland, but sank wholesale into the earth."

He pauses for a somber moment, letting this next bit settle in.

"Children unfortunate enough to survive the quake lay pinned under debris as sewer water slowly rose from the ground and drowned them. Nearly every student perished. . ."

"Today, crumbled stone walls and weed-filled lots sprawl where gentlemen’s clubs once filled with pipe smoke and hobnobbing lords. The Drownyarder, that’s what the ill-mannered call the school these days—lies behind a fence of black iron pikes, constructed by the families of the dead to discourage morbid trespassers. Even respected archaeological groups have been denied official access. Our own Society has itched to explore the site ever since the quake—that is, ever since we discovered that the school fell through the roof of a lost necropolis. Unfortunately, the emotional trauma attached to the school has remained fresh. But finally, after ten years of mourning, the politically-connected families of dead students have sanctioned our delve request.”

With a toothy smile and a clap, Drenge says, “I’m pleased to announce that I’ve selected your team for the delve. I want you to find a way into the necropolis, document your findings with professional detail, and recover artifacts of historical significance. The Society is interested in one artifact in particular—a two-finger ring topped with a ruby salamander.”

After a small break, he adds, "It is important to remember that even though this all happened years ago, for a lot of the families involved, many of which have great pull, this is still a open wound. Tread carefully, and be professional."

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

A woman of indistinct ancestry walks into the home. She is lightly armored and carries a rapier by her side. She goes to sit on the end of the couch her leather clothes creak as she crosses her legs, hand still on the pommell. She speaks from underneath a tricorner hat, the black plume laying lazily about. While all the others in the Society are busy with the World Wound we are to investigate a necropolis. Well at least it's not being couriers around Absalom.

Shadow Lodge

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

"You will be the first to explore it since the atrocity claimed those many innocent lives, and there are many to attend to our interests with the Worldwound. It isn't going anywhere, after all. I'd count it as a privilege, myself. It might seem trivial, but how many missions start off sounding that way only to find out it's never that simple, heh?"

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

so i just relized why this sounded so familiar lol... i have ran this before and will just follow along for those that havent played...

What can we expect to find when we get there

Shadow Lodge

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

I know you ran it for me, but you also said you had never played it, and that should be just fine for this little playtest.

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

this is true i havent played it... i didnt remember running it till you posted your first post lol

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

I have played it, and will remain mostly silent. I am using my replay credit for the adventure though.

Silver Crusade

female; HP 13/13; AC 16/T 12/F 14; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 Angelkin Aasimar Bloodrager 1

dot

Shadow Lodge

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

Would it be better to go with Icebound Outpost instead?

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

Already played that as well.

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

No this one is fine its a good scenario

-Posted with Wayfinder

Silver Crusade

female; HP 13/13; AC 16/T 12/F 14; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 Angelkin Aasimar Bloodrager 1

Oh, goodness. Corina will have to be cleverer than strictly merited, to take up for some that can't speak too freely :)

"Oh, those poor children. Though the Worldwound calls, we must also live our lives, grieve for our dead, and explore the mysteries in the world. Where in the school would they keep such a salamander ring? Is it the headmaster's? or perhaps a fire-breathing instructor's?"

"Do you know if the necropolis was protected by guardians or traps? I hear they often are. Sinking the school into the ground probably made lots of places that might fall like traps, but a necropolis might have some built in on purpose."

Shadow Lodge

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

"In ancient times, a wealthy merchant cut a ruby salamander ring from the hand of young cat burglar named Horastian. Horastian later became a renowned information broker and art collector. The Pathfinder Society hopes to magically locate the long-dead thief and his fabled hoard by using the ring as a divination focus. It was last known to be down there somewhere, but where exactly that might be, we couldn't say. And as for what else you might expect, Moldering texts tell of a coastal necropolis, rich with ancient treasures. Until the Tri-Towers Yard sank, no one knew the necropolis’s location. Only a fool would expect it to be unguarded."

As you start to head out, a herald calls over Elsabeth. You are not familiar with them, and unsure why they would wish to speak to you. As you approach, he bows cordially, and hands you a letter, "Lady Dacilane desires to grant you a great honor.", and simply turns and leaves.

Elsabeth:

Hero of the Society,
It has come to my attention that you and your cohorts were chosen by the noble Pathfinders to enter and explore what became of the Tri-Towers Yard. As my daughter, Junia, was lost there during the great quake, it seems only proper that you attend the banquet I am holding tomorrow in memory of her. You and your friends should wear your finest and arrive at the Dacilane Estate in the Ivy District at sundown. As you are probably not accustomed to the traditions of nobles, not attending this dinner would be a serious slight upon the memory of
my daughter.
Sincerely,
Lady Miranda Dacilane

Can I get 2 Gather Info/Know Local checks from everyone.

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

I've been asked to dinner many times but never so formal. turning to her companions, Which of you want to be my dinner date?

Gather info
1d20 + 10 ⇒ (10) + 10 = 20
1d20 + 10 ⇒ (11) + 10 = 21

Silver Crusade

female; HP 13/13; AC 16/T 12/F 14; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 Angelkin Aasimar Bloodrager 1

Corina visibly prevents herself from flinching as the Venture Captain uses the word, 'fool', and sets her lip in a determined, 'I-will-do-better-next-time SIR!' expression.

untrained...
know(local): 1d20 - 1 ⇒ (8) - 1 = 7
know(local): 1d20 - 1 ⇒ (16) - 1 = 15

"A party? with fancy clothes? that sounds lovely. though I'm really not sure I have anything appropriate."


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

A Tengu with feathers tipped in red speaks up. Nervous fingers twitch from red and orange robes and a spark appears. "Were attempts not made to rescue the children? Did none of the school escape?"
1d20 + 2 ⇒ (3) + 2 = 5, 1d20 + 2 ⇒ (12) + 2 = 14
rather than create a PFS character for this I am using an alias for a PbP that never materialized. Character is mostly ready, but needs the arcanist update & then I need to update the profile.

Shadow Lodge

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

You arrive at the address on the invitation to find a sprawling estate surrounded by a tall, wrought-iron fence and overly decorated in statuary, fountains, and a carefully landscaped garden. After having made your way to the door you are escorted into a dining hall where your hostess awaits. The home is one of over-the-top opulence of the Dacilane house interior, with gilded furniture, painted ceilings, gold-spun wallpaper, and valuable Chelish rugs that, if sold, could easily feed a family in the Puddles District for a year.

She rises formally, and bids a servant to introduce you, which he does with a certain monotone respect, and then announces the hostess, formally, then bid you to sit.

"Please, sit, and feast as you would like."

Throughout the dinner, she speaks in generalizations, and you get the impression that she considers herself, her station, to be above most others, but she remains polite. Towards the end of the dinner, (in which she offers nearly anything you might desire and more), she steers the conversation towards a more specific topic.

"I understand your party has been assigned the task of exploring, . . .that dreadful area. My daughter Junia was one of so many children lost. Hundreds of them pinned under the rubble in that sinkhole. The black water rising—the kids screaming.” She quiets for a moment, and you can see she is struggling against tears. “None of us could get to them."

Taking a moment to compose herself. After all this time, I need to know,. . . anything. If she slipped away in peace, or if,. . . That is why we finally allowed the site to be opened to your Society. Junia once told me that some of the children, some of the other, less gifted children, would skip class, and retreat to some hidden hall beneath to tell ghost stories. I would like it, if whilst you are down there, if you should find anything in her regard, if you would take the time to put my heart at ease. A small donation to the Society would of course be in order for any services rendered."

Feel free to ask any questions you might have or to RP, but she indicates that she really does not know much about the Necropolis since that fateful night.

Once everyone is done, she treats you to a small retreat to the brandy room, once again impressing upon you the request to look for any details of her daughter, and then as it gets later into the night, escorts the door personally, claiming that it is time for her beauty sleep, politely, then bids you luck and safety down there.

Silver Crusade

female; HP 13/13; AC 16/T 12/F 14; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 Angelkin Aasimar Bloodrager 1

'Oh I'm so likely to put my foot in my mouth. Very, very scary fanciness. I have no idea what this Junia would look like, where she stayed, or if she'd be wearing anything special we might identify her by. But I have no idea how to ask this intimidating important person without possibly offending her. Maybe one of the very clever people here will find out for us.'

Corina sits very quietly, watching everyone else's manners, patterning her behavior on theirs. She tries very hard not to be self-conscious about her simple habit and wooden holy symbol, amid the opulence of Dacilane House. She avoids the wine and beer, taking only water. She responds simply and briefly to any required social interaction, and by effort of will retains an interested and smiling mien, chasing away the expressions of doe-eyed terror or intense concentration that attempt to make their way onto her features.

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

KnLocal: 1d20 + 6 ⇒ (17) + 6 = 23

"Thank you for you generous hospitality we will find the information that you seek"

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

My bad you wanted 2

KnLocal: 1d20 + 6 ⇒ (10) + 6 = 16

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

So how would we identify your lost daughter? Is she wearing anything special or perhaps you have a portrait we could look at to get an idea?

Shadow Lodge

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

She gives you a description, and shows you a portrait of the young girl. IE, it doesn't say, but turns out very dang cool.

Shadow Lodge

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

Act 2: The Drownyard

Beldrin’s Bluff is a rotting ghost town at the edge of a hungry sea. Throughout the derelict landscape, seagulls perched on splintered timbers reflect your passage in their glassy black eyes. Overhead, dark clouds move ashore with the promise of a storm.

A fence of black iron pikes surrounds a block-wide yard. Dead tree branches reach out from the fence like the arms of emaciated prisoners desperate to escape. A man is on the inside, cutting the trees down. Some of the dismembered branches remain, stuck in place by knotty elbows swollen around the iron.

Off to the side, you see an older man working with a saw. He spots you as well, but when you approach, he simply stares at you, saying nothing and answering no questions or greetings. Beyond him partially collapsed buildings and three whitewashed towers lean in a lake-filled yard. Irritated and seeing that this is going no where, you instead head to the gate, and as you open it, he rushed up to you, dropping his work gloves, and taking on an entirely friendly nature. He thrusts his hand out to shake yours. "Hello, dear friends. I am Deris. Deris Marlinchen. My daughter Cassiel attends this school. You should see how she’s grown. Those beautiful long braids!”

Despite what appears to be a proud father's lunacy, Deris seems both educated and charismatic.


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

I assume we can tell her race. I also assume she is human.
and how old was she then?

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

sence motive: 1d20 + 1 ⇒ (20) + 1 = 21

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

Damn waist of a crit lol

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Bicor Capshin & Breacher wrote:

I assume we can tell her race. I also assume she is human.

and how old was she then?

Yes, it just doesn't give any real details. Lets assume an 11 year old little human girl with black medium length hair and a bit pale like most Chelaxians.

or

->>>Visions of things to come. . .<<<-

plus

->>>Voices in your head<<<-.

Shadow Lodge

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

I was going to try to get this one to also qualify for the game day event, giving you all one more chance for prizes. It's a pretty short scenario as I recall, so if we could push through it, I think we could make it. At the same time, though, I don't want to rob you of the story or play experience.

Answering your unasked questions, the man says, "My daughter Cassiel attends this school. You should see how she’s grown. Those beautiful long braids! I saved her, you know. I saved many of them — teachers and students. Some still call me a hero. But I have my little girl, and that's all I care about. She's still here, and one day she will come out.I thought I’d tend the grounds while I wait for Cassiel"
.

As if reading you mind about questioning him on the Necropolis, and hardly breathing between switching topics, [/b]“I don’t know anything about that. Mrs. Heracks was down there the longest though. Perhaps she can help. Come on, I’ll introduce you. She’s in Headmistress Kiwu’s old office now. Come on, I'll take you there if you would like.”[/b] He starts to head off, and you are unsure if your sanity can handle following. He breaks into a run, traveling old paths through the yard, and not looking back to see if you follow.

Small group decision time.

IF SO:
The ruined paths of the Tri-Towers Yard wind their way around black ponds and gray, shattered buildings. Powerful fragrances precede one roofless hall where a thin path meanders through an abundance of flower arrangements in wild bloom. These are the original funerary flowers from 10 years ago, unnaturally preserved by the magic of the necropolis and growing into a small flower garden. Just off this path is the entrance to a small classroom where Marlinchen stands waiting. He opens the door and steps in when you catch up. Within are ten students dressed in checkered uniforms sit stiffly at wooden desks, staring straight ahead. No one moves. At the front of the class, a conservatively dressed woman leans against the wall. Perception/Know Religion checks please.

IF NOT:
Leaving the madman to his "game", you make your way through the gate into the Necropolis' entrance. Looking down you can see that it is still partially submerged, with knee high water below, and darkness. Please give me 2 Perception checks. Also, please arrange your mini's on the map.

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

idc which way we go... i will give you the checks you asked for for both routs and will let someone who hasnt played pick.

follow:
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

dont follow:

Perception 1: 1d20 + 5 ⇒ (7) + 5 = 12
Perception 2: 1d20 + 5 ⇒ (15) + 5 = 20

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

Standing aside of the decision making process, as I too have played this game.

Silver Crusade

female; HP 13/13; AC 16/T 12/F 14; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 Angelkin Aasimar Bloodrager 1

"Why look, a man that knows things, and has a daughter in the school. Let's go see what he has to teach us!" And Corina follows behind the fellow.

perception: 1d20 + 4 ⇒ (9) + 4 = 13
know(religion): 1d20 - 1 ⇒ (9) - 1 = 8 (untrained)

Corina looks around the classroom in confusion. "Are these the children? Their teacher? Is all well with them?"


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

Bicor follows the group into the classroom.
"Children? After 10 years?" No one has thought to come check? this can't be right.
perception: 1d20 + 3 ⇒ (7) + 3 = 10
Kn (rel): 1d20 + 3 ⇒ (4) + 3 = 7 untrained

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

i will be in transit to states till night og the tenth of dec so if you need to roll for me please do...i will spend first move to get favored enemy and second to get with in 30 shoot until target dead and repeat...i have POINT BLANK and PRECISE SHOT

-Posted with Wayfinder

Shadow Lodge

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

No worries. Stay safe, and I will see you when you when you get back.

As you enter, the students and the tech both look over at you and Marlinchen. The teacher begins to speak, but no words that you can hear come out. You notice that all of them, and to a point the classroom itself is slightly transparent, and you can see through them. Something is off. These are not children, but some sort of ghosts.

Marlinchen, however, seems to be able to hear them, and responds to a question. "It's okay, they are friends. These fellas are going down into the Necropolis, and they just wanted a moment of your time." You can see the children break into a silent uproar, chattering about that last comment, until the teach, again silently, issues a command that stops them. The teacher then begins to walk over to you, but as she does, it's as if she is phasing in and out of reality. One moment she will vanish, only to reappear a foot or to closer, then vanish again and instantly be a bit closer.

Sense Motive please.

Marlinchen then says "She knows the way fairy well, and has agreed to help you if she can. What would you like to know?"

Sitting atop her desk, and completely normal looking (not ghostly), is a small metal box that seems out of place as well.

Silver Crusade

female; HP 13/13; AC 16/T 12/F 14; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 Angelkin Aasimar Bloodrager 1

sense motive: 1d20 + 5 ⇒ (15) + 5 = 20

Corina brightens, "Oh! she's a friendly ghost! Well that will help then." addressing the teacher, "We can't hear you, but can you let us know what to call you? We had a big dress-up dinner last night, and I was so embarassed. I didn't know what to call anyone. I want to make sure I don't offend you. You seem so dedicated to these kids."

Stepping over to the desk, Corina touches the box, "Mr. Marlinchen, could this be important? At the convent we used to keep keys and important papers and that kind of thing in boxes like these. Do you mind if we look?"


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

sense motive: 1d20 ⇒ 10

"That's... disconcerning"

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

made it in ok

[dice=Sense motive]1d20+1[,/dice]

-Posted with Wayfinder

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

Sense motive: 1d20 + 1 ⇒ (12) + 1 = 13

-Posted with Wayfinder

Shadow Lodge

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

"Ah, that, that's just some old notes. If you could get it open, your welcome to look through them. I haven't really looked through them in a while."

A Disable Device DC 15 will unlock it

Everyone that got a 15+ on Sense Motive realizes that subconsciously he is directing the ghosts through some sort of minor innate magic ability. He is so lost in his insanity, he probably does not even realize what he is doing, and is not likely to believe such a thing if told.

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

Disable Device: 1d20 + 5 ⇒ (11) + 5 = 16

-Posted with Wayfinder

Shadow Lodge

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

Nice, I was thinking that might be an issue.

Within is a hand written diary, and sticking to the bottom of the box are a few letters. The diary plots the location of the black pool of bubbling water in the school yard (relevant later). The parchment missives that reveal Headmistress Kiwu as an Osirian spy (old faction mission).

"If you are ready, the kids need to get back to their lesson, and I'll point you to the entrance. Good luck, and all." Escorting you back outside, as he said, he points you towards the entrance, (the other spoiler above I'll recopy).

Leaving the madman to his schoolroom, you make your way through the gate into the Necropolis' entrance. Looking down you can see that it is still partially submerged, with knee high water below, and darkness.

Please give me 2 Perception checks. Also, please arrange your mini's on the map.

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Second top last or middle either or

-Posted with Wayfinder

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

perception x2: 1d20 - 1 ⇒ (9) - 1 = 81d20 - 1 ⇒ (1) - 1 = 0


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

perception: 1d20 + 2 ⇒ (15) + 2 = 17, perception: 1d20 + 2 ⇒ (20) + 2 = 22
I guessed on map placement (who's the snake?) putting melee folks on both ends. Feel free to change it up (but as a caster I dinnae want to be first :)

Shadow Lodge

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

Corina's Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Corina's Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Standing before a small pool as indicated on a small map within the diary, you see a severed arm floating in the middle. At first it looks just like a grotesque monument to the grim past, you soon realize it is holding something. Wading into the water, you reach down and find a latch. Yanking it up drains the pool, and reveals a passageway down into the darkness. However, you also see that you have awoken some sort of large insect by draining the water, and it looks irritated.

INIT Rolls:

Bicor: 1d20 + 3 ⇒ (14) + 3 = 17
Corina: 1d20 + 4 ⇒ (12) + 4 = 16
Daveak: 1d20 + 4 ⇒ (8) + 4 = 12
Elsabeth: 1d20 + 3 ⇒ (3) + 3 = 6
the Bug: 1d20 ⇒ 10

Surprize Round
Bicor
the Bug

Group 1
Bicor
Corina
Daveak

Group 2
the Bug

Group 3
Elsabeth

I'm going to say that Daveak waded in to the water, so the bug is right next to him, and 10 ft from everyone else who are kind of shoulder to shoulder. Not going to use a map for this because it will be over so quickly, but right in front of you is a circular marsh/mud pit from where the water drained, causing difficult terrain. Daveak is already inside and could 5ft step to the bug (except you can't actually 5ft step), while everyone else needs to move 10ft, (20 due to difficult terrain).


M elf Monk 1, AC: 18, tch: 18, ff: 10 CMD: 16 F +4, R +6, W +4

Bicor calls upon the elemental energy and an arc of fire jumps to the bug. ranged touch attack: 1d20 + 2 ⇒ (16) + 2 = 18 DC 11 for half fire: 1d6 ⇒ 2.
arcane pool 0/1, ooh anti-climactic :)

Grand Lodge

Male 17/17 HP, AC: 16, T: 12, FF: 14, CMD: 13, F: +1 , R: +2, W: +3, Init +4, Pereption +0, Male Half-Orc Master Summoner, : +1( 1d8, x3)

[ooc]u did I not get to act in surprise round I had highest role?[/o

-Posted with Wayfinder

Silver Crusade

female; HP 13/13; AC 16/T 12/F 14; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 Angelkin Aasimar Bloodrager 1

"Oh look - an icky bug to squish!"

Round 1
Status:HP 13/13; AC 15/T 11/F 13; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 (not using buckler)
bastard sword attack (2h): 1d20 + 4 ⇒ (4) + 4 = 8, damage: 1d10 + 6 ⇒ (1) + 6 = 7

...and a good round not to have wasted a round of rage.. :)

The Exchange

Hp 9; AC 16, FF 10, T 16; F3, R3, W1; perception-1, init +3

On Elsabeth's turn she will attempt to tumble past and provide flanking to an ally and attack.

acro: 1d20 + 7 ⇒ (18) + 7 = 25
att/damage: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 261d6 + 1 ⇒ (4) + 1 = 5
confirm att/damage: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 241d6 + 1 ⇒ (1) + 1 = 2

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Daveak Fallenheart wrote:

u did I not get to act in surprise round I had highest role?

-Posted with Wayfinder

No the first one was to notice the arm and pull ring. Thd second was for the big.

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