Devil We Know, Part 4: Rules of the Swift (PFS) T3-4 (Inactive)

Game Master Mari Clock

Darklands


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Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Ignis taps into her arcane reservoir to fire a potent toppling magic missle.

MM Force Damage: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6
Trip attempt: 1d20 + 7 ⇒ (9) + 7 = 16

Minimum damage & failed to trip :(
I could try that one more time, but it may be better to resort to alchemist fire here.

"That didn't happen as planned, sorry." Ignis says with a tone of fear and disappointment in her voice.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Frustrated Arbiscar hands towards his holy symbol and channels energy trying to give Sebastian an opportunity to survive one more turn to run "Tsk! Let's run away! We have nothing to do against this one!"
Channel: 1d6 ⇒ 6

That said he draws an acid flask from his belt and steps back 5 feet.
That monster has more probability to drop me in one turn than any other thing. And he can drop any of you in a couple of turns. Without a heavy hitter able to surpass his DR I think we need to run away or at least try to somehow profit our better speed to defeat him at range

Grand Lodge

F Human, with Orcish qualities Mom-12

Elemental 23 dmg burrows underground, moves, and comes back up will slam: 1d20 + 14 ⇒ (1) + 14 = 15 Morrin, dealing 2d6 + 7 ⇒ (6, 4) + 7 = 17 points of damage if he hits.

Round 2
Ignis
Sebastian
Morrin
Arbiscar

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Finding himself still alive, yet cut off from escape, Sebastian takes a few steps back and drinks his mutagen. Although his countenance becomes more bestial, his skin becomes tougher like animal hide, and his movements quicker and more athletic.

With Shield and Mutagen, AC 24.

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Ignis pulls a alchemist's fire from her handy haversack and throws the vial into combat.

Aclehmist's Fire vs. Touch: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Damage: 1d6 ⇒ 5

She strikes the elemental, which will take an additional 1d6 next round.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar side steps setting himself in a clearer spot to throw the acid flask without receiving attacks of opportunity, then he hurls it at the beast.
Throw-No Precise Shot (touch): 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
Acid damage: 1d6 ⇒ 2

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"Looks like I may have gotten its attention!" Morrin shouts. Watching the creature trying to hit him, Morrin realizes that this thing isn't so nice, and tries to defend himself while thinking of what to do next!

Total Defence for 22 AC until Morrin's next turn.

Grand Lodge

F Human, with Orcish qualities Mom-12

Elemental will now please correct me if you don't think this is allowed, but I think it should be and can't find clear rules against it burrow under, move his 20 feet and come up in the squares currently occupied by Ignis and Arbiscar, knocking them over. Player can chose where you get knocked and he will slam Ignis
slam: 1d20 + 14 ⇒ (15) + 14 = 29 dealing 2d6 + 7 ⇒ (2, 6) + 7 = 15 points of damage if he hits.

Round 3
Ignis
Sebastian
Morrin
Arbiscar
Elemantal 30 dmg remember d6 round 4

As a note, I prefer to have him move and only get one hit, he can actually take two if he doesn't move and I fear two hits will kill one of you, and I'm not fond of killing players.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

I believe that even with Earth Glide, moving out of a threatened area would still provoke an AoO.

I'm going to delay until the others go, it might provide Sebastian with a better opening to attack. Otherwise, with the penalties for range, firing into melee, and cover, there would be a good chance he could hit one of his allies with alchemist fire.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

I certainly prefer the way it is being run than the elemental 5-foot stepping to avoid the AoO and kill us with a double slam. At least this way we have a chance.

Arbiscar is knocked to the right and he answers slashing with his axe at the elemental.
waraxe: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d10 + 2 ⇒ (8) + 2 = 10

He then steps south trying to be far from the monster.

Grand Lodge

F Human, with Orcish qualities Mom-12

Waiting on Ignis and Morrin.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Sorry, busy weekend!

Morrin steps back and looks at the mess around him, and smiles slightly. "You know, if the area were cleaner, I wouldn't be able to do this!" the man chuckles as a good sized splinter by his feet shoots towards the large elemental!

Feel The Burn Point Blank Telekinetic Blast: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 for 2d6 + 2 + 4 + 1 + 1 ⇒ (4, 5) + 2 + 4 + 1 + 1 = 17 if it hits.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Sebastian will take his actions once Ignis posts her actions.

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Okay, so Ignis is currently on 8/23 hp. The elemental's minimum damage will knock Ignis unconscious and she cannot effectively use the withdraw action as the elemental has reach. If I take the total defence action, it still has a 75% chance of knocking Ignis out if she attempts to retreat. Okay, let's start he turn with alchemist's fire damage.

Fire Damage: 1d6 ⇒ 5

Okay, not a bad roll, but we're only just over halfway there. Arbiscar is unfortunately on the wrong side of the door for me to create an effective illusionary wall to block the elemental. Whilst it isn't a good course of action, I believe the following to be the best course of action given the resources available to me at this time.

Casting Defensively: 1d20 + 7 ⇒ (19) + 7 = 26
Potent Toppling Magic Missile: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12
Trip vs. CMD: 1d20 + 7 ⇒ (3) + 7 = 10

Ignis spits blood from the elemental's slam attack. She takes a second to ready herself, step back, still within the creatures reach is able to fire off a potent magic missile without giving the terran beast an opening to strike.

"One more hit like that and I'm done, I can barely stand"

I believe the elemental has 21 hp remaining based on Sebastian's information. Doable, but there is a good chance that Ignis and/or Arbiscar drop on the elemental's next turn.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Sighing as he acts against his better judgment, Sebastian moves forward towards the elemental to give himself the best advantage when tossing his alchemist fire. Performing some split second mental calculations, he tosses the alchemist fire despite the immediate danger.

Targeting northwest corner of elemental's square. Spending 2 points of inspiration to use in combat.

Alchemist Fire (Ranged Touch)- Melee + Inspiration: 1d20 + 6 - 4 + 1d6 ⇒ (6) + 6 - 4 + (2) = 10
Alchemist Fire Damage: 1d6 ⇒ 5

The bad news is, the elemental receives an attack of opportunity before the fire has a chance to hit him. The better news is, at AC 24 Sebastian has a 50/50 chance of not being hit. The worst news is a crit could kill him outright.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Strike that, a crit will kill him outright.

Grand Lodge

F Human, with Orcish qualities Mom-12

Other d6 from last round: 1d6 ⇒ 4

Elemental's AoO v. Sebastian: 1d20 + 14 ⇒ (1) + 14 = 15 dealing 2d6 + 7 ⇒ (2, 5) + 7 = 14 if it hits.

Arbiscar, Ignis, and Sebastian all hit. Just to confirm, Morrin's Kinetic Blast is not a Touch Attack?

Elemental's 1st Slam to Arbiscar: 1d20 + 14 ⇒ (3) + 14 = 17 dealing 2d6 + 7 ⇒ (4, 6) + 7 = 17 if it hits.

Elemental's 2nd Slam to Arbiscar: 1d20 + 14 ⇒ (2) + 14 = 16 dealing 2d6 + 7 ⇒ (6, 3) + 7 = 16 if it hits.

Round 4
Ignis
Sebastian
Morrin
Arbiscar
Elemantal 59 dmg

Sometimes I'm glad I roll low. I think all his hits missed.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

It's not a touch attack, but I'll have access to one at about level 7 if I build that way.

A look of worry spreads on Morrin's face as he takes another splinter from the ground and shoots it at the beast. When he notices it doesn't hit, he decides to get close to the creature to try and distract it from Ignis!

Feel The Burn Point Blank Telekinetic Blast: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 for2d6 + 2 + 4 + 1 + 1 ⇒ (1, 3) + 2 + 4 + 1 + 1 = 12 if it hits.

Let's grab that AoO!

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Although cognizant of his extreme fortune, Sebastian continues to press his luck as he steps forward with his Elven Curved Blade drawn and strikes at the elemental, albeit from a defensive stance.

ECB + Mutagen - Combat Expertise: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8

Fire damage to elemental from second round of Alchemist Fire: 1d6 ⇒ 2

AC 25 for round thanks to Combat Expertise.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar, truly scared by the monstrosity but feeling this might be the only opportunity to see his companions not to fall, slashes powerfully at the elemental, stepping to the side first in order to have a flanking position.
waraxe+flanking: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
damage: 1d10 + 2 ⇒ (2) + 2 = 4

Grand Lodge

F Human, with Orcish qualities Mom-12

I'd like Ignis to take a turn before I take the Elemental's next turn.

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

In desperation, Ignis fires off her final 1st level spell for the day.

MM Force Damage: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11
Trip attempt: 1d20 + 7 ⇒ (17) + 7 = 24

Looks like I failed to trip it, but on the plus side, I think I just knocked it to -4 hp... phew

Grand Lodge

F Human, with Orcish qualities Mom-12

YAY! The elemental is down!

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"Praise Desna!" Morrin shouts as he sees Ignis topple the elemental. The man then looks about, trying to find another piece of debris, before having start to float around his head once again. "That was quite the fight, sorry I couldn't hit it very well."

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar breaths relieved as the elemental is destroyed by Ignis powerful magic "Uff... I thought we all were going to die. We should advance carefully, this is no joke of a menace as it seems"

Taking his cure light wounds wand from his belt, he approaches Sebastian "Are you ok Sebastian? Let me fix this" he focuses in the magical item moving it from side to side.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
+10 hp up, 2 charges spent

"If any of you need help too, just let me know" he adds sheathing again the wand on place.

The dwarf then looks around for anything the party has missed in the first place, and follows Sebastian through the next door, once he says it is clear of dangers.
Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Grand Lodge

F Human, with Orcish qualities Mom-12

After you're done all healing up.

When you loot the derro corpses, you find four suits of leather armor, four short swords, four repeating light crossbows, and 40 poisoned
bolts (Medium spider venom).

You advance through the door that Sebastian was approaching, and you find that broken furniture litters the room: parts of a stool, a modest writing table battered in twain, and several smashed chairs sprawl across the keep’s wooden floor.

There are two sets of stairs, one in the northeast corner and one in the northwest corner.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"You all have my sincerest gratitude for distracting that terrible creature before it could land a killing blow upon me. I had feared that this spelled the end of my illustrious Pathfinder career right as it started." Sebastian says with appreciation, offering his companions a gentlemanly bow. "I am even more in your debt, Mr. Arbiscar for the additional healing."

After a quick look around the room with broken furniture (Perception: 1d20 + 10 ⇒ (19) + 10 = 29), the investigator looks back and forth at the relative positions of the stairways, "Shall we go west first? As a full group now, of course."

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Assuming that Abiscar uses Ignis' wand to heal her.

Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Fully healed... although I'm out spells.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar helps Ignis to heal, and then casts detect magic to see if anything is magic of those spoils.

"West seems good to me Sebastian" he turns to Ignis "You seem exhausted by your magical effort, do you think we can continue?"

The dwarf follows Sebastian to the west if he starts moving there "Take a care look on those stairs"
Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"You do seem exhausted. Stay close, and I'll do my best to keep you safe," Morrin says with a slight smile. "Ah, could you help me out by using my wand to heal me up slightly? Also, if you run out of charges, I still have plenty, Arbiscar."

Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7

After putting the wand back on his belt, Morrin keeps close to Ignis as to keep her safe and not to have to use magic if necessary.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

F Human, with Orcish qualities Mom-12

You find nothing in that room. You go over to the stairs and they lead to a cellar beneath the prison dubbed Stavian’s Fair by the Swift’s residents.

The first level of Stavian’s Fair contains four large solitary confinement pens reserved for political dissidents.

In the southwest cell, Sebastian (and anyone else that wants to and can make a DC 10 Perception) locates a diary, and its last passage details the horrific abduction.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"The diary would suggest there is a trail of paper that will lead us to the passage the derros used to abduct the prisoners on the lower levels. I suggest search this area in more detail first, but if you're excuse me for a moment, I need to brew a fresh protective extract. If that elemental is any indication of cult's new found power, I'm afraid that I may have need of it."

Sebastian will take 1 minute to create an new extract of Shield.

Afterwards, the investigator looks around for any clues, moving down any stairs with the group if nothing significant is discovered.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar nods to Sebastian "Yes, this is no more about simple rats. We are reaching the heart of the cult. Get all your protections Mr. Mapplethorpe to the max"

The dwarf performs some blessings over the party, including a light spell, calling for Abadar's protection.

He then helps Sebastian to find the trail.
Perception aid: 1d20 + 3 ⇒ (16) + 3 = 19

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Ignis will also aid Sebastian is his search.

Take 10 on a perception aid another.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Remember you cannot take 10 on aid another!

Grand Lodge

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F Human, with Orcish qualities Mom-12

Sebastian's perception (without aid) is sufficient to see the Acid Arrow Trap that was set out.

Sebastian's Disable Device: 1d20 + 13 ⇒ (17) + 13 = 30 is sufficient to disable the trap to avoid any damage on your way down the stairs.

The second level of Stavian's Fair, like the first, is stripped of nearly everything metal, leaving what was once a tangle of dank, solitary confinement cages transformed into a tumbled mess of furniture and prisoner odds and ends. A collection of broken furniture in the southeast corner suggests a struggle.

Sebastian's awesome perception check finds a splattering of blood on the floor in front of the door in the southeast corner of the room. The derros left someone behind here: the Crazed Painter.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

It should be noted that Sebastian is quite pleased with himself when he both finds and disarms the magical trap.

When the party discovers the Crazed Painter, Mapplethorpe appears shocked and perhaps slightly amused, "Ah, so we meet again sir! I'm happy to see the paintings I bought from you didn't appreciate in value so to speak. Why did the derros leave you here?"

Grand Lodge

F Human, with Orcish qualities Mom-12

Sorry, I left a part out.

He stands before the south wall contentedly painting a large mural. The
mural depicts two large snakes carrying a bell into Cassomir’s sewers and portrays in great detail what is clearly the your party chasing after the snakes.

Sebastian Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20

The painter looks at Sebastian, seems to remember him from before, and smiles like greeting an old friend, “Groetus has grander plans for me. In fact, he has grand plans for you as well.”

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"And what might those plans be? From your art, I assume our intrepid party will be journeying back into the sewers to follow the derros. Although I must admit ignorance to the significance of the snakes you used in the painting."

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"Those are some fine looking snakes I might add," Morrin adds.

Maybe I could have a commissioned piece from him to liven up the tavern. May have a better look, than just a bland wall for the patrons.

"Into the sewers you say? I've had dealings with worse smells. I know a dwarf that would be delighted to hear that he would be going through the sewers, probably even enough to wade in the fight waste high."

Grand Lodge

F Human, with Orcish qualities Mom-12

He looks with glazed eyes at you, Groetus told me you would come, and he asks that you rid his shrine of the derros. But I warn you, do not interfere with his shrine or Groetus’s anger will be swift. As for the snakes, they have taken the bell. They have plans for it.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

It doesn't take long for Sebastian's analytical mind to put the pieces together, "What?!? The Aspis Consortium have stolen the Bell? I suspected that we shouldn't trust that Nefti character, but I falsely assumed the Venture-Captain had verified his trustworthiness in this endeavor. Where is this Groetus shrine? Where did the Aspis take the Bell?"

Grand Lodge

F Human, with Orcish qualities Mom-12

In response to where did the Aspis take the bell?

The Crazed Painter repeats, The snakes have plans for the bell. Plans. They have plans.

When you ask about the shrine.

The Crazed Painter points to the door in the southeast corner of the room and starts chanting, Down, down, deeper, and down, follow the way to the underground. He repeats this a few times, then turns back to his painting, seeming to have entirely forgotten you are standing there.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"Well s$&&e. I assume we should keep on going after the derros, or should we go back after the bell? The derros seem to pose the harsher threat at the moment, while the bell can pose an issue in the future. What does everyone else want to do?"

The man seemed fed up at the mention of the Aspis hampering another mission that he was on. He thought that the agent they met earlier seemed to have been on the up and up, and wouldn't betray his group, but Morrin was wrong.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

"Harl. Vipers... we should have unheaded every single one" he makes a resounding knock with his axe into the floor "Down, down to the undergrounds. I like the idea, why not? Let's do it"

Arbiscar will follow the party, given we go down or to other place.

Grand Lodge

F Human, with Orcish qualities Mom-12

Behind the door that was pointed out, in the southeast corner of this room, you find an open trap door and a ladder that descends down to here.

Your placement will be at the bottom of the map. Put yourselves in your preferred order, please.

Refuse rushes by in a stream of garbage carried swiftly through the sewer proper. A five-foot-wide dry ledge sits a foot above the refuse and provides a walkway on both the east and west sides of the sewer. On the west wall, a massive iron door blocks passage beyond. An image carved into the door is of a dispassionate figure holding a gibbous moon.

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