DrGabe's Pathfinder Society Game, Group B (Inactive)

Game Master DrGabe

Just like your weekly PFS at the friendly local gaming store. But this time with more Cheetos!


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Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim conveys his conjectures to the party...

"Walk where I walk, but watch out for loose rocks. Try not to disturb anything . "

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

The elf nods to the dwarf. "It's nice to let someone else get hit with a trap first," he laughs as he falls in line.

The Exchange

Half-Goblin

Grim and Ruprecht start to move through the area of rocks and into the "danger" zone. You need a Acrobatics check, DC 10 to move through the area without triggering a collapse.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore follows behind, carefully and slowly, trying to follow Grim's footsteps as he directed.

acrobatics if Lore needs to roll it too: 1d20 ⇒ 18

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

I assume you can't take 10, so...

Acrobatics 1d20 + 3 ⇒ (9) + 3 = 12

The Exchange

Half-Goblin

You are not in immediate danger, you may certainly take a '10'

Lore and Ruprecht are able to move silently and don't cause to many disturbances in the tunnel. As they near the goblin it looks like the poor fella was running through this way when his untimely doom greeted him. Fortunately for the goblin it doesn't look like he suffered. The goblin is wearing some chainmail but otherwise doesn't appear any different from other goblins you have seen thus far.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will lead the group through and will wait at what looks to be the most dangerous part until others are clear of it then will pass his shield forward before attempting to squeeze his girth through the gap.

"All clear, stay clear! Fat dwarf attempting rogue work.. " he chuckles as he fears the worst for each step.

acrobatics : 1d20 - 3 ⇒ (13) - 3 = 10

If he makes it he picks up his shield and moves to catch up to the others.

The Exchange

Half-Goblin

I'll roll for Ellis who can take a '10' and make it across, Arduino still needs a roll.

Silver Crusade

M Human Oracle (Lore)

Arduino and Kin follow similarly.

Take 10, cannot fail.

The Exchange

Half-Goblin

The party is able to make it through the collapsed area without causing any further trouble for themselves. Turning the corner the tunnel looks much more stable and leads further east. After only a few feet the tunnel ends in what appears to be all solid wall. After looking at the wall for a few moments, Ruprecht notices a small niche in the wall. Pushing it, the wall slides to the side reveiling what is a secret door. On the other side is the main entrance chamber where the first set of goblins were stationed.

You have essentially completed the west side of the dungeon, emerging through a secret door. There are two eastern doors present and the door with the seven thumb sized in-sets.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Well isn't that a fancy circle. Which door now? Left or right? "

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

" If you go right, you are never wrong, as a wise one once told me," the elf mutters as he looks at the doors.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Hah, good one Ruprecht...lets do it. "

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will attempt to open the door on the right...

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore stands alert to either attack, her crossbow held at the ready, or heal as needed, nervous about what might be behind the door.

The Exchange

Half-Goblin

The hallway turns into a narrow winding passage for a few yards before widening out into a room. Piles of sand and rubble fill the corners of the room, and the sound of splashing water can be heard from the east (the direction you are walking).

Perception checks please

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

perception: 1d20 + 10 ⇒ (16) + 10 = 26

The Exchange

Half-Goblin

Pai instantly notices that several of the flagstones in the middle of the hallway appear to be depressed as if the ground underneath them were giving way.

The hallway is trapped. You can easily mark out the trapped stones and walk around them if you wish. Stepping on the stones will trigger the trap...

Silver Crusade

M Human Oracle (Lore)

Arduino follows Pai's directions and walks around the trapped stones.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Pai?

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Perception 1d20 + 8 ⇒ (2) + 8 = 10

"Good eye, Lore. I'd have missed those traps if not for you. Nice spotting!"

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

No problem.. glad to help, just be careful on those flagstones." Lore blushes a little, embarrassed at helping the rogue find traps.

The Exchange

Half-Goblin

lol... i have two similar characters one Pai and one Lore. Crazy GM gets them confused constantly. If you two were to play in the same game, I'd never get it right!

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim steps around the flagstone as well.

"Lore, better you than me helpin' the rogue. Hah, that will be the day pigs...well pigs do somethin' they don't normally do. . "

The Exchange

Half-Goblin

Everyone is able to get by without too much issue.
Wanting to do anything here or just move along?

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim finds it odd to have flagstones trapped here...to what purpose? Once he is past, he will cast detect magic and concentrate to pick up if there are other auras besides the traps.

"One moment...why you suppose they have a trap here? To keep us from continuing or keep us from finding or meddling in here? Somethin' just ain't right."

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

"I say we mark them, and worry about them later. If we are running away from something, it might be a good idea to lure them this way..."

The Exchange

Half-Goblin

Where too folks?

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Mark them? I happen to have some artist's charcoals, if no one has chalk." Lore offers the charcoal to Ruprecht to mark the tiles and then readies to move on through the room, avoiding the trapped flagstones.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

If no magic, then mark next to the trapped stones and move on...

The Exchange

Half-Goblin

Lore marks the trapped area and the party moves along towards the sound of falling water. Turning the corner, you upon a very large room. A pool of luminous blue water lies in the center of this grand chamber. A spectacular fountain pours into the pool from the image of a winged beast, perhaps a sphinx, low on the north wall. From there, a pair of steep stone stairs ascend in switchbacks to the north, flanked by ornamental pillars and terminating at a stone doorway.

Perception checks

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

test

great NOW it works... ok here goes

perception: 1d20 + 10 ⇒ (15) + 10 = 25

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim looks into the room...

perception : 1d20 + 7 ⇒ (20) + 7 = 27

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Perception 1d20 + 7 ⇒ (12) + 7 = 19

Silver Crusade

M Human Oracle (Lore)

A perception: 1d20 ⇒ 13
K perception: 1d20 + 5 ⇒ (18) + 5 = 23

The Exchange

Half-Goblin

Looking across the huge room (over 80' long!) , on top of the switch back stairs, you see a group of skeletons (4) that appear to be keeping guard of the area. They haven't seen you yet, but any further movement into the room would likely alert them.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

"How are we going to deal with thee things," the elf whispers, pointing toward the undead.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc pats his warhammer and smiles as he acknowledges Ruprecht's question.

(is there a map link?)

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore whispers, "I can damage all of them at once, but probably not enough to kill them. Getting close enough to do it though will be impossible without alerting them."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"If only we had enough time to build a catapult. " Grim says matter of factly.

"Lore, well there are only 4 of them. We can try to rush them but it would be nice if we could distract them so you could get closer. I cannot tell from this distance if they have bows or just swords or somethin'."

The Exchange

Half-Goblin

No map for this one... time to play old school!

Grim can see the that there are scabbards where a waist would normally be. They are also holding bows in their hands.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

"Okay. Here's a plan. I can drink my exilir, increasing my defenses. I can draw their attention, hopefully surviving a couple rounds of missle fire, while Lore gets close enough to bring the heavy damage to them. How does that sound?"

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Remember, I don't move too fast... "

The Exchange

Half-Goblin

For the sake of planning the assault, assume you can run on the open ground (80ft) without issue. Once to the stairs, they are step and 20' of vertical distance. Treat this like a climb in terms of speed, i.e. 1/4 speed unless you want to risk a climb check.
Or you can back track and find another way through the dungeon

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Sounds good, Ruprecht, I can follow behind and draw some additional fire. Lore you could shadow me and take cover behind me as we approach since we are about the same speed. "

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Ok, I can do that... "

The Exchange

Half-Goblin

They haven't noticed you yet, so go ahead and take a standard game turn.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will move up defensively with hammer ready to smash heads.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ruprecht chugs his Shield extract, and heads towards the skeletons.

Just get me close to them, DM, and hopefully Lore can get a couple rounds of channel off before they kill me!

The Exchange

Half-Goblin

Ruprecht, you can run if you like? They will see that and start shooting. That would give Lore a chance to get close as well and start her casting. What is your AC now?

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