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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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.)

Running is fine. AC should be 19 for the time being.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Right behind ya Ruprecht"

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 can only double move 40'... if the room is 80' long, that still leaves her 10' short of a channel to hit them on the first turn of movement... even if she full out runs, she can get to them, but can't channel on the first turn, so either way, all she does is move this round.

The Exchange

Half-Goblin

Ruprecht Chugs the extract smashe the vile on the ground and starts to run toward the stairs at the far end of the room. The skeletal guards up top take notice and draw their bows. Seconds later the air is filled with arrows aimed at Ruprecht.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
But all four arrows are deflected by Ruprecht or were far off the mark.

FYI- you can run which is x4 your movement. Doing that, each of you would be at the base of the switchback stairs. Your turns again.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will run the length of the room (80') behind the speedy Ruprecht.

His AC will drop by 1 down to 18 due to running....

"C'mon miss Lore, ah, we gots em now!. " The rotund dwarf is not used to running and huffs and puffs at the foot of the stairs.

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

From the base of the stairs, Lore channels positive energy with the intent of harming the undead there.

channel to harm all 4 skeletons: 1d6 ⇒ 6

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 alchemist takes a moment to catch his breath, and then runs back out into the clearing to try and draw the arrow fire of the skeletons again.

The Exchange

Half-Goblin

Huffing and puffing from the foot of the stairs, Lore disperses negative energy throughout the room. Will Save: 1d20 + 2 ⇒ (8) + 2 = 10 The animated corpses try to resist the strong magic, but can't. Their bones fall to dust and they collapse on the floor.

Out of combat. See, that was easy enough!

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

Wow... I guess I'm lucky I rolled high on that die... I forgot they got saving throws though, lol

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 lets out little sob of relief, and then manages a weak smile to Ruprecht and Grim... "Thanks for getting me here safely. You're both very brave to have drawn their fire." She takes a deep breath, finally catching her breath from the run.

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.)

"No problem...I'm a better target than most other things, it looks like," he laughs as he catches his breath.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Impressive lady Lore the skeleton slayer! As fer being brave, Ruprecht took the brunt of it. The only thing I did was run. Not trying that again. Not fer this old dwarf. Pass. Hmm. Now what's next?"

Grim checks the skeletons for anything of value, not expecting to find much. Any doors out?

perception : 1d20 + 7 ⇒ (19) + 7 = 26

Silver Crusade

M Human Oracle (Lore)

Kin flies over with Ruprechet, ducking and weaving through the wind in time with him, dodging her share of arrows.

Arduino smiles. [b]"Quite a group we have here. A pleasure well done, all."[b]

The Exchange

Half-Goblin

Examining the skeletons, you do not find anything of value. The weapons they have are broken and their armor turned to dust ages ago. At the top of the switchback stairs, there is a door leading out of this large pool area.

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 approaches the door at the top of the stairs. "Might want to give me a little room in case something up here is trapped," he announces as he looks at the door.

Perception 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Once Ruprecht checks the door, Grim will move up and prepare to open the door.

The Exchange

Half-Goblin

You dont find any traps, nor anything interesting about this door. Creaking it open, that it opens into a diamond shaped room. A terrible stone idol stands on a small dais in the center of this chamber. The idol depicts a demonic being with a birdlike head and writhing serpents for legs; the eyes are fiery orange gems. Ornamental pillars surround the chamber, and open archways lead from this chamber to the west. An eerie soundlessness enwraps the entire chamber.

If you enter this room, you will notice immediately that there is no sound present.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim peers into the room and detects for evil (sp) without entering, waving back the others.

"Hold while I check this...some foul business at work in there... . "

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 stays at the door, waiting to see what the dwarf discovers in the quiet room.

Silver Crusade

M Human Oracle (Lore)

As in there is nothing making sound or have we been hit with Silence?

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

If Grim does not detect any evil, he will enter the room with axe and shield ready, silently looking for foes with his darkvision if there is no light.

The Exchange

Half-Goblin

Grim doesn't detect any evil, just the statue in the room.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim moves silently in, waving in the others to follow. He seeks for any occupants or doorways.

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 Grim, cautious and as quiet as she can be til she realizes everything is quiet in this room, which has her even more on edge.

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 quickly tells Arduino to stay outside, in case it is a magical trap. Afterwards, he follows the other two in the silent room.

Silver Crusade

M Human Oracle (Lore)

Arduino raises an eyebrow at Ruprecht and grins. "Magical? I've never heard of a magical trap- intriguing..." he and kin follow the rest in.

The Exchange

Half-Goblin

As the explorers move in, nothing happens. Kin continues to flap her wings and flies around the room- soundlessly. Other than the idol in the soundless room. You see (and obviously can't hear!) 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.)

Ruprecht looks around the room carefully.

Perception 1d20 + 8 ⇒ (7) + 8 = 15

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim looks behind the idol. Are there any doors out?

perception : 1d20 + 7 ⇒ (17) + 7 = 24

The Exchange

Half-Goblin

You don't see anything of value (other than the gems in the statues eyes).

Silver Crusade

M Human Oracle (Lore)

Arduino experimentally talks and then screams, but nothing comes out, much to his amusement. Frowning, he gestures towards the statue's eyes and tilts his head questioningly.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Normally Grim would be all over those gems, but something creepy about a silent room with a statue. If Grim, after circling around the statue and perimeter of the walls to the room does not find any other doors...he will wander back out into the hallway to speak.

"Well, that tis a strange statue. Not sure what to make of that room. Those gems look like would fetch a price. Hate to leave 'em. Did anyone see anything else of interest?"

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 gives one last perusal of the room, checking for secret doors if there are no obvious ones.

perception: 1d20 + 10 ⇒ (8) + 10 = 18

She then exits the room to listen to Grim and report anything she might have seen.

The Exchange

Half-Goblin

Neither of you find anything of value or importance, other than the gems

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

I lost track...if there is no doors in the silent/statue room...was there another door we have not tried yet besides the vault door?

"Lore, do you think those gems are buttons or somethin' to activate or deactivate the statue? I am not sure what the statue does or why it is silent in there. Do you know if it is for any particular evil deities? I feel like we should destroy it but not sure if it is needed to unlock the vault doors or not. Definitely a puzzler."

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

"I don't think any of us tried to detect magic in there... let me give it a try at least." Lore casts detect magic from outside the room and looks in, scanning the room and especially the statue for auras.

The Exchange

Half-Goblin

Grim- there is a door to the west

Lore determines that the room is definitely under a magical effects. Moderate transmutation magic is present here.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Well Lore, if it is magical, any idea what we try on it? Otherwise, maybe we keep going and find some other poor sap goblin or priest to tell us what it does?" Grim says that last part while looking at the others and pointing to the direction of the western door.

The Exchange

Half-Goblin

GM goof- it is Illusion magic - essentially silence spell case by a high level wizard. Sleepy GM...

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

"The only magic I detect is illusion with fits with it being silenced in there... the statue seems to be inert magically - so if you're intent on stealing the gems, I say it seems to be safe to do so magically - but I have no way of determining if there are mechanical traps of any kind on them. Of course, we can always just go on to the last unopened door and ignore that room, which would be fine with me."

edit: previous post deleted, replaced with this one, per DM's correction

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'd say we leave that room alone. It seems stronger than anying else we have encountered. Perhaps we could try another door further back."

If there are any prior doors we have passed, that is.

The Exchange

Half-Goblin

Tired of feeling unnerved in this room, the explorers continue out the western door and down a short hallway which opens up into a room. A large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked
into two pieces and lies askew. The crumpled bodies of three dead adventurers lie on the floor.

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.)

"This smells like a trap. Hold up," the elf warns the others. He scans the room to see if he can see anything.

Perception 1d20 + 8 ⇒ (11) + 8 = 19

Silver Crusade

M Human Oracle (Lore)

"Agreed."

A perception: 1d20 ⇒ 3
K perception: 1d20 + 5 ⇒ (10) + 5 = 15

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will stop, heft axe and scan the room for evil.

The Exchange

Half-Goblin

Looking into the room you don't see anything amiss. The coffin definitely appears to have been broken though, and the men on the ground definitely appear to be dead.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Satisfied, Grim will walk into the room unless he is asked to stop by any of the others.

The Exchange

Half-Goblin

As soon as Grim steps into the room, the dead adventures start to stir!
Surprise round, you guys get the jump. One standard action or move action.

MAP

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 pulls two vials from his belt and starts mixing them together, ready to throw them in the next round. "Give me a few seconds to light these things up," he asks the others.

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