DM B's PFS GD4 The Beggar's Pearl (1-7) Camp (Inactive)

Game Master Beckett

When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.

SubTier 3-4

Init:

[spoiler=INIT]
[dice=Clair]1d20+3[/dice]
[dice=Eldon]1d20+4[/dice]
[dice=Miaka]1d20+3[/dice]
[dice=Nercess]1d20-2[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Vash]1d20+3[/dice]
=====================================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

Beggar's Pearl MAP


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Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress looks at one of the goblin-like creatures and wills that it attack its companion.

Murderous Command, DC 15 Will. It has no spell components for me (V, S, M, or otherwise, so I just look at him and want it to happen.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Miaka Oinari wrote:

Round 2 Deadly Aim; Point Blank; Precise Shot

Miaka moves up and fires a cold iron arrow into one of the mites
Necress Nyx wrote:
Necress looks at one of the goblin-like creatures and wills that it attack its companion.

Which one are you targeting? If you zoom in a bit on the map, every enemy is numbered with a corresponding number to their Init count.

ROUND 2

Nercess (), Eldon (), & Miaka ()
------------------------------------------------
Mite 1 (), Mite 3 (), & Mite 4 ()
------------------------------------------------
Vash/Milly (/) & Oloch ()
------------------------------------------------
Fire Ant ()

Also, I just had a new player ask to jump in. Level 4 Cleric. I'm okay with it once they catch up a little.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Miaka targets #1

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Sorry, I'll target #3

Shadow Lodge

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

Will DC 15: 1d20 + 3 ⇒ (6) + 3 = 9 Failed

Nercess awakens the power within and unleashes it on one of the mites, forcing it to attack one of it's own allies, while Eldon and Miaka each slay another of the little bastards.

Ant = 1, Mite = 2: 1d2 ⇒ 1
Dagger: 1d20 + 2 ⇒ (13) + 2 = 15 <HIT>
Damage: 1d3 - 1 ⇒ (1) - 1 = 0 <1 Nonlethal>

The other Mite rushes at Eldon thrusting it's filthy little dagger at him, but nearly drops it as it is deflected off of his light armor.

Dagger vs Eldon (AC 19): 1d20 + 0 ⇒ (14) + 0 = 14 <miss>

ROUND 2

Nercess (), Eldon (), & Miaka ()
------------------------------------------------
Mite 3 (), & Mite 4 ()
------------------------------------------------
Vash/Milly (/) & Oloch ()
------------------------------------------------
Fire Ant (-1 nl)

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

"Milly, charge that one! and you bite the ant.""[/b] The halfling says, pointing his lance at the mite. And she swoops down at the mite!

Charge: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16

So we are flying just above oloch attacking mite 3 and milly biting the ant.

Bite: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair lets out a soft sigh as she watches the others fight.

They all went and rushed in... Didn't even notice that I tripped and nearly broke my neck... Didn't notice that delayed me while I tried to join them... I mean, why would they even care?

The pale cleric brushes a strand of her long, black hair from her face and looks if there's still a spot she can easily reach to join the melee. Clair focuses on the negative energy she feels welling up inside herself, and clears her mind to take control over it.

They just didn't notice, because they wanted to save someone. It wasn't that bad, I just tripped. I got up again.

Clair takes a deep breath in, and lets it out again. She feels much better now her mind's clear and she has the negative energy within her in check.

Basically my dot, but I figured I'd add some flavor to create some kind of introduction. I look forward to playing with you! :)

Shadow Lodge

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

Clair: 1d20 + 3 ⇒ (18) + 3 = 21

Shadow Lodge

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

Dang it, a large post just got eaten. . .

Milly fails to bite at the large ant, but Vash has a great deal more luck, plunging his lance into the little bastard's head from above.

ROUND 2

Nercess (), Eldon (), Clair (), & Miaka ()
------------------------------------------------
Mite 4 ()
------------------------------------------------
Vash/Milly (/) & Oloch ()
------------------------------------------------
Fire Ant (-1 nl)


Didn't mean to hold up combat, its been a long day.

Ducking under the insane antics of the flying Vash, Oloch brings his sword to bear at the ant with another swing
Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 2d6 + 7 + 1d6 ⇒ (6, 1) + 7 + (4) = 18

Shadow Lodge

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

Wow, Oloch hit for exactly what he needed to and also did the exact amount of damage to drop the ant.

Miss Chance: 1d100 ⇒ 87

Oloch tries again, and this time, lands a solid blow, enough that the ant falls over unconscious from the single blow, but not dead outright.

It doesn't take much effort to put down the last of the Mites, and when the battle is over, you are left with an unconscious dwarf, still bleeding upon the ground.

One of the mites carried a small bag with, what at first looked like a worthless rock, but on closer examination, it is actually an uncut amethysts. It does not radiate any magic, and otherwise you find only four, small sized knives.

Appraise DC 20:
It is worth 1,500 gp.

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair walks over to the bleeding dwarf and pulls out her wand of cure light wounds. "I could just reanimate him after he dies, but I figure I should help him now."

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
DM, please add more rolls if required.

She pokes the wand in the dwarf's side and heals him back to consciousness, after which she puts her wand away. "Awakey-wakey! Arise and shine, my loyal ser...!"

Clair sighs deeply, cutting off her own sentence as she mumbles, "Never mind, I forgot that I was healing him instead..."

Shadow Lodge

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

That's enough to get him back to his feet and wakefulness.

The dwarves wounds begin to close, and after a few seconds, his eyes open looking about in some confusion before he remembers what just happened. At first his hand goes for his weapon and he bolts upright, but seeing that all of his enemies are dead, "Ah, you saved me. I thank ya, good folks. I woulda been done for for certain."

Sense Motive or Heal DC 15:
You can clearly tell that the dwarf is suffering from a fairly extreme lack of sleep, and something else. You are not sure. He just seems off, somehow. Not entirely in his right mind, but not insane or harmful. (nor evil if anyone checks).

As he begins to stand himself up, slowly, still aching from the battle, he looks about very confusedly, "Do,. . . do I know ya? Should I? I seem to be havin' some trouble rememberin' things."

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

"Good to see you are ok" says Eldon helping the man up "We are looking for a man called Torvic, we hope he can lead us to the Gallery of Wonders created by Barek Triongger. Do you know that Torvic? We have been told he is a dwarf, and you seem a dwarf too"

Heal: 1d20 - 2 ⇒ (9) - 2 = 7
Sense motives: 1d20 + 3 ⇒ (20) + 3 = 23

"Are you ok? You look a bit too tired, have you slept recently?" the elf then realises he do not even know the name of the dwarf "Sorry, my name is Eldon we work for a merchant organisation in Absalom"

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Heal: 1d20 + 6 ⇒ (15) + 6 = 21

"You indeed look like you desperately need sleep," Clair adds, agreeing with Eldon. "I'm Clair, by the way."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress lowers her weapon as the battle ends, then tries to watch each person's lips, including the dwarf. With all the back and forth, it is a difficult task.


Oloch extinguishes his flaming sword, and cleans it before resheathing it. As everyone else is gathered with the dwarf, he decides to make sure that they are, indeed, safe for the moment and checks over the mites and the ant, dispatching any wounded still clinging to life before moving back outside to check for any enemies coming from behind, and a short ways down the tunnel.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Shadow Lodge

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

"I can't remember, but I have not slept in a long time. A long time,. . ." he trails off a bit sadly. But suddenly his eyes widen, and for a few moments, he smiles warmly as you ask him his name, and mention the Gallery of Wonders. "I've been there. At least, I think so. I remember being there, but not being there. It doesn't make sense. But, take me with you and ,. . . I was there! There were things there! I remember,. . . something. A woman who whispered nightmares."

Again he seems confused.

"You can not sleep though. Never sleep." No matter how often you ask, he can't seem to tell you why, though. It's frustrating, as clearly he wants to, but can't remember what something deep inside knows.

"The treasure was lost. I wish I had it now. It will be dangerous. Triongger built many traps and dangers, and . . . if I just had . . . I could turn them off safely."

As you begin walking towards the Gallery of Wonders, he comments, "Only a little bit more. I'm certain if we go in, I'll remember."

--------------------------------------------------------------------

Into the Gallery of Wonders

The gallery’s secret entranceway lies hidden at the end of a long ledge of worked stone at the bottom of a treacherous and winding mountain path several hours further into the mountains from the cave where you located Torvic. The narrow ledge leads along a fungus-choked crevasse. Along the ledge, the cavern wall is smooth and adorned with wide panels of dwarven art. Intricately detailed bas-relief designs depict a regal-looking dwarf wearing a crown kneeling before another in an artisan’s apron. The path ends at a section of wall adorned with dwarven runes (marked as a secret door on the map).

Perception DC 15 (or read Dwarven):
You notice the ornate wall forms a secret door and spots 5 runes among the verse that can be pressed: dwarven signs for “found,” “kings,” “glory,” “art,” & “support.”

Perception DC 21 (Trap):
As those examining the bas-relief note that the king’s crown holds an empty setting for a gem. You also spot a 10ft section of the wall is some sort of trap. (More to follow based on checks and actions)


Perception 1: 1d20 + 3 ⇒ (6) + 3 = 9
Perception 2: 1d20 + 3 ⇒ (5) + 3 = 8

Reaching the end of the carving, Oloch looks around, but accidently bumps his head on an outcropping of rock, and can barely stand, much less see through the pain and tears streaming down his normally stoic face.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Perception DC15: 1d20 + 8 ⇒ (1) + 8 = 9
Perception DC21: 1d20 + 8 ⇒ (4) + 8 = 12

Miaka briefly stares at the dwarven panels, then shakes her head.

"So ... what does it mean?"

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

K. planes: 1d20 + 7 ⇒ (16) + 7 = 23
"Mmm... nightmares... that old crone... might it be a night hag?" says Eldon worried at the dwarf "If I am right, you might be being send nightmares by a night hag. Have you had any event with an old witch in the past? They disguise themselves sometimes. But it might be some other thing..."

Later Eldon follows the party to the alleys in the cavern.

As we said, Eldon will take 20 on every door, chest and similar suspicious places and take 10 on casual observations.

"Let me carefully study those runes section, it is very different to the rest of the cavern walls. It might lead us to the right direction" the elf closes up and starts to study the runes and then the stone where they are based.
Perception (+1 vs traps;take 20): 20 + 9 = 29 30 vs traps

"Look these runes seem to mean something in dwarven, and by the way the stone is cut I would say this is a secret door. I have also observed there is a place under this rune" Eldon points the 'kings' rune "where a gem can be placed. Perhaps that might allow us to avoid the traps in the door, because look how this section here is related to the door. I believe we should move far away as someone attempts to place the key in the hole"

"I believe one of the pearls we were given might be the proper cache needed to open the door. I offer myself to place it while you move to a saver spot" ends Eldon.

The elf attempts to further analyze the trapped section in order to better understand it.
Perception (take 20): 20 + 9 + 1 = 30

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress reads Eldon's lips as he explains what he has found. She then steps back from the door.

"Shut up..." she says to no one, then rolls her eyes. It seems the deaf oracle is not speaking to any of the Pathfinders, but to someone else.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

I just realized as a trap, you might be waiting for me to disable this, no matter if the pearl opens the door or not xD

Eldon draws his tools and works on the trap trying to disable to danger once everybody has moved to a safe place.
Disable device: 1d20 + 16 ⇒ (11) + 16 = 27
Disable device: 1d20 + 16 ⇒ (15) + 16 = 31
Disable device: 1d20 + 16 ⇒ (18) + 16 = 34

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair nods and takes her distance.

"If you go down, I'll get you back up," Clair tells Eldon from her safe spot.

One way or another.

Shadow Lodge

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

Sorry, I realized that I had a game I had not updated in a few days because I didn't realize it wasn't showing new posts, and the last few days I have not had much time to post.

As you pull out the pearl, first Torvic's eyes widen as he sees it, "Yes, you found it. It was what I needed. This would, I, . . . it does something. Something important. As you slide the pearl into the small place in the crown on the bas relief, you hear a clicking sound and a thus from your left, and realize that the wall seems to have locked itself in place, allowing you to travel safely beyond.

Perception DC 21:
Just off to your right, down the cliff, you spot a well concealed battered chest. It lies at the bottom of the crevasse, overgrown with moss and fungi. The chest holds 10-lb. silver ingots and masterwork stonecarvers’ tools. It takes a good climb to get there and back up, but you manage with a lot of rope and a good deal of helping each other out.

Continuing onwards into the Gallery of Wonders, you exit the cave and enter an underground dwarf-made structure. Immediately to your right (Room 2), you come into a small room. Massive wheels and gears fill this room, the mechanisms driving the entrance trap. You easily spot a lever that allows you to activate and deactivate the wall trap you just turned off, but find little else here of interest.

Continuing down the hall you enter a larger room (Room 3), itself having two large hallways exiting it in the middle. One leads Left, the other Right. Beyond the gallery’s hidden door, a nauseating wonderland of giant fungi fills the hallway. Foul smelling mold obscures the walls’ carved adornments. A narrow footpath winds among towering mushrooms, all lit by the unwholesome blue glow of mold. This entire area is slippery and choked with organic matter, making it difficult terrain.

Group decision time.

The way this scenario is written is extremely aggravating. I can't seem to find if the pearl you used is held or you can take it back. Or similar little things like that. So, for now, I'm going to say that, unofficially, it's stuck in the crown until I find an answer, just in case anyone asks.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Perception: 1d20 + 8 ⇒ (16) + 8 = 24
"Look ... a chest ... we should investigate this I think."

...
"Which way now?"

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Perception: 1d20 + 10 ⇒ (1) + 10 = 11 Milly Perception: 1d20 + 5 ⇒ (12) + 5 = 17


I am guessing that nothing was in room 2?

Oloch helps send someone down to the chest full of silver, and then is able to help work the ropes to get the chest and party member back up. When they reach the intersection, he looks about, trying to determine which way would be best.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress looks around in the room, but seems to be looking at other things, and even whispering to someone, that the others cannot see or hear.

perception: 1d20 + 3 ⇒ (3) + 3 = 6

Should we try the west passage?

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon helps the group to lift the chest "Uau! Have you ever seen so much silver together? Who might have left this here?" he takes note of the stonecarvers tools as they might help the group later in their adventure.
--------------------------------

Eldon nods to Necress idea "Good. I think it is a good idea to explore the corridor before heading to those doors over there. And west seems as good as east, so let's go." the elf rogue starts walking to the western corridor and looks around the corner.
Perception (+1 vs traps): 1d20 + 9 ⇒ (10) + 9 = 19
Stealth: 10 + 10 = 20

If no danger is found, he makes a sigh to the party and continues walking down the passage.
Perception (+1 vs traps): 1d20 + 9 ⇒ (12) + 9 = 21
Stealth: 10 + 10 = 20

As this can become tedious and slow in PbP, allow me the freedom to go along without a full poll :D
Let's go explore that corridor!

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair shrugs and follows Eldon. "Agreed. We can check the other corridor out later."

Stealth: 1d20 + 0 ⇒ (11) + 0 = 11

She tries to imitate Eldon's stealthiness, but constantly kicks small stones into random directions.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
//Oloch\\ wrote:
I am guessing that nothing was in room 2?
DM Beckett wrote:
Immediately to your right (Room 2), you come into a small room. Massive wheels and gears fill this room, the mechanisms driving the entrance trap. You easily spot a lever that allows you to activate and deactivate the wall trap you just turned off, but find little else here of interest.
Eldon García wrote:

Eldon nods to Necress idea "Good. I think it is a good idea to explore the corridor before heading to those doors over there. And west seems as good as east, so let's go." the elf rogue starts walking to the western corridor and looks around the corner.

[Perception (+1 vs traps)] = 19

If no danger is found, he makes a sigh to the party and continues walking down the passage.
[Perception (+1 vs traps)] = 21

As this can become tedious and slow in PbP, allow me the freedom to go along without a full poll :D
Let's go explore that corridor!

Nope, this is pretty much exactly what someone/everyone needs to do to keep he game rolling. I didn't see anyone disagree, so that's what we will go with.

Deciding to look into the room to your right (left on the map), you turn a corner only to come to a half rotted yellow curtain. Beyond a curtain of sticky yellow filaments, the corridor opens to reveal a bizarre chamber. Glowing fungi bathe the chamber in dim blue light, revealing dozens of incomprehensible devices and texts heaped atop tables and shelves. Half torture chamber, half alchemical laboratory, one table holds the dissected remains of a mountain goat, surrounded by bloodspattered parchments covered in cryptic notes and drawings. Strange wires project from the goat’s remains, connected to odd-looking metallic boxes.

What was once a library and living chambers has become a macabre laboratory and overgrown fungal garden, where the Derros’ savant practices terrible experiments beneath the eerie blue light of a brain mold. The smaller rooms are partially divided into sleeping quarters for the Derro. Incomprehensible surgical tools lie scattered about. Peaking beyond the curtain as quietly as you can you spot a pair of Derro and a single Half-Orc that seems to be assisting him. None seem to notice you, allowing you to receive a Surprise Round.

Perception DC 11: 1d20 ⇒ 7
Perception DC 11: 1d20 - 1 ⇒ (4) - 1 = 3

Everyone except Clair and Eldon, (including pets), please give me a Stealth check before your Surprise Round Action too, just in case.

INIT:

Clair: 1d20 + 3 ⇒ (11) + 3 = 14
Eldon: 1d20 + 4 ⇒ (14) + 4 = 18
Miaka: 1d20 + 3 ⇒ (2) + 3 = 5
Nercess: 1d20 - 2 ⇒ (8) - 2 = 6
Oloch: 1d20 + 3 ⇒ (6) + 3 = 9
Vash: 1d20 + 3 ⇒ (7) + 3 = 10
=====================================
Derro Surgeon: 1d20 + 6 ⇒ (10) + 6 = 16
Half-Orc Assistant: 1d20 + 0 ⇒ (4) + 0 = 4

SURPRISE ROUND
Eldon (), Clair (), Vash/Milly (/),
Oloch (), Nercess (), & Miaka ()

ROUND 1
Eldon ()
=========================================
Derro 1() & Derro 2 ()
=========================================
Clair (), Vash/Milly (/), Oloch (),
Nercess (), & Miaka ()
=========================================
Half-Orc ()

Eldon, if you want to do both your Surprise and Round 1 Actions, that's fine. Keep I mind it might alter slightly though based on other player's actions in between.

Also, Map updated.

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

Surprise:

Round 0 Deadly Aim; Point Blank; Cold Iron Arrow

Miaka fires a quick arrow at one of the Derros ... Surgeon?
Mk Lg Bow: 1d20 + 7 ⇒ (16) + 7 = 23 for Piercing: 1d8 + 3 ⇒ (5) + 3 = 8


Oloch draws his sword and tries to quietly move forward, keeping the middle walls between the enemy and himself.
Stealth: 1d20 ⇒ 17

-Posted with Wayfinder

Shadow Lodge

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

Sorry if that was a bit unclear. When I first glanced at the encounter I thought it was one derro and one half-orc, but after I posted, I spotted that this tier adds another derro to the mix, and I tried to edit the post, but might have missed something.

There are two "surgeon" derro, and a half-orc assistant.

Also, because of the nature of the map, I had tried to cut out small pieces, so it could be larger, but it just didn't work. The map program is so old that even taking portions of the map really, really messed it up, so we are kind of stuck with one large map. You can, however, zoom in.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress sneaks along with her companions. Looking into the room, she wills the half-orc assistant to attack one of the surgeons.

stealth: 1d20 + 3 ⇒ (10) + 3 = 13

Murderous Command, DC 15 Will

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon moves forward leaping over the patch of rubble in the middle of the corridor.
Acrobatics (jump to avoid difficult terrain): 1d20 + 12 ⇒ (3) + 12 = 15

He keeps moving up to the edge of the room entrance just south of Oloch.

If I succeed on the jump, round 1 action:

Eldon suddenly appears in the room and calling for his arcane power to boost his rapier he faces the first Derro in the far corner of the room attempting to skewer the dark dwarf's heart with his weapon.
arcane pooled rapier-PA (flatfooted): 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
Piercing damage+PA+sneak attack: 1d6 + 6 + 2 + 2d6 ⇒ (5) + 6 + 2 + (6, 2) = 21

Dark Archive

F Human Warpriest/6 Oracle/1 (HP 59/59 | AC:23 [+1 when adjacent to a single foe] | T:12 | FF:21 | CMB:8 | CMD:19 | Fort:+7 | Ref: +3 | Will:+11 | Init:+1 | Perc:+4 | Speed:20) PFS#: 115025-3

Clair moves as quietly as she can, and into the room.

Shadow Lodge

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

Eldon springs forward with surprising speed and agility, grasping his rapier tightly as it begins to glow, and very nearly guts the closest Derro outright as he thrusts the blade in deep. Clair, Vash, Milly, Oloch, and Nercess all move in closer, getting into position before their enemies can react, though only Milly gets in range. Miaka, not needing to be so close, instead draws a single arrow and sends it flying catching the surprised Half-Orc in the gut. While not fatal, he certainly feels it.

Nercess, in the Surprise round, you can not both move up and cast, so unless you say otherwise, I'm going to hold that Murderous Command spell until your Round 1 Action (coming soon), unless it's unreasonable at that point, (like if most of the enemies are dead.

Vash, to speed things up, I simply moved you up 20ft, and then moved Milly up 80ft (1 move action each), into what I thought you would probably go for. If you want to do something else instead with your single Move or Standard Action, feel free.

One of the Derro, (#1) takes a step back into the corner, drawing a short sword as she moves, and then lays a hand on it, and suddenly a large section of the room goes dark.

All light sources within the area are extinguished. All outside the area continue to function, but do not penetrate the darkened area.

From what I can see, Oloch is the only character that can now see through the Darkness, though everything outside, (assuming someone had a light source) is Normal Light. Milly, can pinpoint a target's square due to scent, but still has the 50% miss chance. Let me know if this is wrong, please.

Clair:
I noticed you have Continual Flame prepped, but as a 2nd level spell. Continual Flame, for Clerics, is a 3rd Level spell, which would have allowed it to beat Darkness. Secondly, Ironskin is no longer a legal option.
Additional Resources wrote:

Pathfinder Roleplaying Game: Monster Codex - Duergar: slaver's crossbow is legal for play. The ironskin spell is removed as a legal option from play on July 9, 2015.

From within the darkness, a single crossbow bolt can be heard being drawn and then fired, and flying directly at Milly, striking her mid breast, and nearly sending her to the ground, though she manages to stay aloft, for now.

Random target: 1d5 ⇒ 5 (Clair, Eldon, Nercess, Oloch, & Milly)

Crossbow vs Milly (Blind FF AC 15): 1d20 + 5 ⇒ (12) + 5 = 17 <HIT>
Damage: 2d6 ⇒ (4, 2) = 6
plus Poison

Milly -> Fort DC 14 or:
Str Damage: 1d2 ⇒ 2

ROUND 1
Eldon (Blind)
=========================================
Derro 1(-21) & Derro 2 ()
=========================================
Clair (), Vash/Milly (/Blind, -6),
Oloch (), Nercess (), & Miaka ()

=========================================
Half-Orc (-8)

Blinded:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

That misses Milly. Her AC is 22, Vashs AC is 17

"That was close Milly. Find him girl." Vash says to Milly.

Perception Scent: 1d20 + 5 ⇒ (10) + 5 = 15

Shadow Lodge

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

Blind is no Dex and also -2 AC.
22 - 2, -5 = 15. Is that right?

Also, with scent, as long as you are within the area, it's automatic, no check needed.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

Darkness doesn't actually blind you it just gives all creatures total concealment.

Quote:
All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty.

Link

Also is Milly the bird? Because I was riding in her saddle as she was going through and im in the hall on the map.


Oloch moves forward to engage, drawing his greatsword as he goes. As he closes, his sword bursts into flame, and he brings it down on the red cloaked creature in the corner.
Attack: 1d20 + 9 ⇒ (1) + 9 = 10
but his attack clangs off of both walls protecting the evil creature.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Sorry, got ahead of myself on the surprise round. I'll just hold my murderous command for round 1 (like you said, if it's well in hand, I'll do something else).

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 1 Deadly Aim; Perfect Strike 1/2; Precise Shot
Miaka moves into the room and fires a cold iron arrow at Derro 1 ...
Mk Lg Bow: 1d20 + 7 ⇒ (6) + 7 = 13
Mk Lg Bow: 1d20 + 7 ⇒ (16) + 7 = 23 This one for
Piercing Cold Iron: 1d8 + 3 ⇒ (7) + 3 = 10 if <50: 1d100 ⇒ 47

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
DM Beckett wrote:
Vash, to speed things up, I simply moved you up 20ft, and then moved Milly up 80ft (1 move action each), into what I thought you would probably go for. If you want to do something else instead with your single Move or Standard Action, feel free.

Yes, the bird is Milly. I was assuming from the first encounter that you sent Milly forward and you stayed back for ranged. If I missed that changing, I apologize.

As far as the Darkness, inside the blackened area, it drops the light level by one step, but also extinguished non-magical light sources completely and also stops magical light sources of a lower Spell Level (like Light) from working, dropping the are to pitch black. Darkvision (which only Oloch has as far as I can see) does work.

As I said, unless you wanted to change it, I was going off Milly going in to attack, and then being caught in the Darkness. Inside, being pitch black, you are effectively Blinded.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

I would have still been riding her. We stopped to talk to the dwarf and I would have grabbed my lance then got back on. So I would be with her.

Shadow Lodge

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

That's perfectly fine. If we back up a little, you can alter your Surprise Round action as needed. Keep in mind the Darkness doesn't go off until afterwards, though.

Grand Lodge

Hunter 4, HP 32 [32], AC 20 [18], Fort +6, Ref +6, Will +3,+2 Vs fear, CMD 17, Init +4, Per +11 Milly HP 18 [18], AC 24 [22], Fort +4, Ref +9, Will +4, CMD 19, Init +5, Per +5, Scent/ Mounted

If we were in the room before the darkness goes off we would have done a partial charge.

Shadow Lodge

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

You can't because of obstacles. Also, it's not the entire room that's in darkness, only a small portion at the end where the bad guys are. Half of the area is blocked by walls.

I've reset you to your original location, and added a new icon to represent Vash riding on Milly.

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