FIND A KEY...TEMPT FATE ITSELF (Inactive)

Game Master Gilthanis

Kortos Mnts

Kortos 2nd lvl

Level 3


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I looked at my own map wrong lol...The 17/18 does pass overhead so you will actually be in room 22...please disregard the previous post :)

The group travels up the incline and it opens up into a roughly 20 x 20 room, with a door on the western wall. The room goes south and opens into a larger room.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

If there is nothing in the first room, Dolgrin will try to quietly check the room to the south.
Perception for room 22: 1d20 + 3 ⇒ (2) + 3 = 5
Stealth for walk towards room 23: 1d20 - 3 ⇒ (19) - 3 = 16
Perception for room 23: 1d20 + 3 ⇒ (15) + 3 = 18


Male Human Witch (Spirits Patron) / 3

Once the dwaf signals the all clear, Eb follows along behind Dolgrin...

Perception room 22: 1d20 + 7 ⇒ (4) + 7 = 11
Perception room 23: 1d20 + 7 ⇒ (9) + 7 = 16


Male Undine Swashbuckler 1

Marvin will keep his normal rear guard position following along.


The room you enter after leaving the graves appears to be empty (22), Dolgrin, tries to be stealthy, and dies fairly well despite the armor he is wearing. He peers around the corner into the next room (23), and sees it is about 35 feet long and 15 feet wide at its broadest points. The area, has a couple makeshift bunks and a couple rusted lockers are at the end if each bunk. there are no stairs, it is enclosed. There are only 3 levels of the dungeon. I didn't want to bog the game down with a giant dungeon at the beginning :)

perception please, whoever is closest to the western door for room 18, I presume either Marv or Eb?


Male Undine Swashbuckler 1

perception: 1d20 + 9 ⇒ (7) + 9 = 16


Male Human Witch (Spirits Patron) / 3

perception: 1d20 + 7 ⇒ (18) + 7 = 25


Both Eb and Marvin hear something coming from the other side if the door (room 18). No voices are heard, just some sort if movement.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin looked back at the group, "Nothing to be found here, except for empty beds and some rusty lockers. Could check if there's anything in them."


Male Undine Swashbuckler 1

In a whisper "I think there's something moving in the next room. "


Male Human Witch (Spirits Patron) / 3

Eb starts to inch to the back of the room, passing out guidance spells to his compatriots as he goes.

Casts guidance on Dolgrin, Triba, Marvin in that order as time permits.


Lets do this, you can pass out all the guidance, then on "round" 4, Dolgrin opens the door?

Ebenezer moves back from the door, giving guidance to his fellow dungeon delvers. Once satisfied, he gives a nod to Dolgrin who opens the door. Behind the door, is a ball of rolling slime. The same consistency as the one previously fought, but this one is full grown.

Dolgrin: 1d20 + 1 ⇒ (6) + 1 = 7
Ebenezer: 1d20 + 5 ⇒ (12) + 5 = 17
Marvin: 1d20 + 4 ⇒ (7) + 4 = 11
Thackery: 1d20 + 6 ⇒ (3) + 6 = 9
Triba: 1d20 + 7 ⇒ (2) + 7 = 9
1d20 - 5 ⇒ (7) - 5 = 2

Init round: 1
Eb
Triba
Dol
Binx
Marv
Cube


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

On round 2 I will use the pearl of Power to regain my previously cast spell (Bless converted into CLW) and on round 3, I will cast Bless, lasts for 30 rounds. Should be enough to go through the fight ;)

Dolgrin prepares for what is on the other side of the door, replenishing a spell with the pearl of power they found and then blessing the party before opening the door.

He takes on his typical defensive stance and tries to attack the creature in front of them.
Warhammer Attack: 1d20 + 7 - 4 + 1 ⇒ (17) + 7 - 4 + 1 = 21
Damage if hit: 1d8 + 4 ⇒ (6) + 4 = 10

If the creature is not close enough, I will ready my attack for when it gets close enough. AC 19 from fighting defensively. Will use the +1 from guidance on the first check that comes forth from the cube (either for not being engulfed, or not being paralyzed by his attack :)).


Female Halfling Bard 2/Rogue 1

Trina begins to sing a song of victory, inspiring her allies.


Male Undine Swashbuckler 1

Marvin will activate freebooter's bane on the target and shoot an arrow.

deadly aim, assume point blank shot, not sure if cover since I don't see the enemy on the map
to hit: 1d20 + 8 + 1 + 1 + 1 + 1 - 1 ⇒ (1) + 8 + 1 + 1 + 1 + 1 - 1 = 12 miss


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Funny thing is, if it were a 2 it would most likely have hit. As those cube things aren't known for their stellar AC's ;)


Male Undine Swashbuckler 1

Yeah, I know, I saw the 12 and I was thinking of setting up the damage roll, then I looked back and saw the '1'

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Knowledge(dungeoneering): 1d20 + 9 ⇒ (10) + 9 = 19

Binx begins to cast a spell.
Summon Monster 1. Will complete at the beginning of the next round.


Male Human Witch (Spirits Patron) / 3

Eb hits the gelatinous blob with misfortune

DC 17 will to resist. Failure = take lowest of 2d20


Sorry, not near comp to put up image. It takes up a 10x10 square. It is right behind the door, so Dolgrin can hit it.

will misfirtune: 1d20 - 4 ⇒ (8) - 4 = 4

Init round: 2
Eb:
Triba:
Dol:
Binx:
Marv:
Cube: (11 damage + double roll lowest)

Triba, states to inspire courage in her allies to be better than the blob of goo before them. Dolgrin takes a hack, and knocks some gunk onto the wall next to him. Ebenezer glares at the blob, and it jiggles a little bit. Marv's arrow sails far right and into the wall. It shatters into fragments. Binx begins to cast a spell.


Female Halfling Bard 2/Rogue 1

Triba uses her longspear's reach, stabbing at the goo.

Attack: 1d20 + 9 + 1 + 1 + 1 ⇒ (16) + 9 + 1 + 1 + 1 = 28
Damage: 1d6 + 3 + 1 + 1 + 1 ⇒ (2) + 3 + 1 + 1 + 1 = 8

Attack is with inspire courage, bless, and freebooter's bane. Damage is str and a half, inspire courage, freebooter's bane, and arcane strike.


Male Undine Swashbuckler 1

Marv will shoot a rapid shot volley at it this round.

to hit: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 5 ⇒ (8) + 5 = 13
to hit: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 1d8 + 5 ⇒ (8) + 5 = 13


Init round: 2
Eb:
Triba: done
Dol:
Binx:
Marv: done
Cube: (45 damage + double roll lowest)

The combination of Triba's longspear and Marvin's well placed arrows, the gelatinous cube is very slowly moving. It's consistency is wavering thanks to the whooping it just received.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin tried to hammer the gap, while maintaining his defensive stance.
Warhammer Attack: 1d20 + 7 - 4 + 1 + 1 + 1 ⇒ (13) + 7 - 4 + 1 + 1 + 1 = 19
Damage if hit: 1d8 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7

Still fighting defensively for AC 19


With hammer in hand, Dolgrin takes a swing and causes the ooze to "explode" into pieces, that litter the surrounding area.

COMBAT OVER

Peering into the room, Dolgrin sees a door on the southern wall (20), a door on the western wall almost directly across from him (19), and a northern door (hallway).

The current room you are in, 18, holds nothing that stand out. Some broken tables are in the southeastern corner, but otherwise is empty and plain.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin turned to the group. "That went better than expected. Eb, can you collect some more ooze samples? Triba, Marvin can you check the doors?"
Binx how long would your summon last? If I'm correct it's 2 rounds, so if we're fast about it, we might get one round of use out of the little guy?
If something new comes up fast, we should still be under the effect of my bless though, as it lasts 3 minutes and we only fought 2 rounds.


Male Human Witch (Spirits Patron) / 3

With pleasure! Eb trots forward and scrapes some off the floor and into another vial.


Male Undine Swashbuckler 1

Marvin will examine the doors. "On it. "

door south perception: 1d20 + 10 ⇒ (4) + 10 = 14
door west perception: 1d20 + 10 ⇒ (3) + 10 = 13
door north perception: 1d20 + 10 ⇒ (13) + 10 = 23

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

It'll last 4rds, actually, due to a trait and feat. :-)

As the ooze splatters, Binx completes his spell, and a Fiendish Eagle *poofs* into existence.


Marvin goes to see if he can hear anything at any of the door. He hears nothing behind each one. 3 rounds left of eagle

pick a door, any door. Or me could play "let's make a deal" lol


Male Undine Swashbuckler 1

We'll try south.


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin will opened the south door, peering into the new room.
Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Marvin, giving the all clear, Dolgrin steps up and opens the door. Before him is a small storage room, with a few boxes on the wall. On the western wall there is a door (21). From beyond the door, Dolgrin as well as the group can hear a plethora of scratching at the door.


Male Undine Swashbuckler 1

Does it sound like something big scratching or lots of little small scratching?


A lot a small things scratching the door.


Male Undine Swashbuckler 1

"Why do I think that is a swarm? I hate swarms. "


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Let's move things along :-)

"You might be right, let's first see what's behind door number 2." Dolgrin said while going over to the other door. the one leading to area 19
Once everyone was standing ready he opened the door revealing ...
updated positions on the map, change positions if needed :)


2 rounds hawk left

Dolgrin and the rest if the party decides if it is a swarm, it is beyond their capabilities, so they decide to backtrack slightly. Dolgrin, waits for the signal and opens the door. Beyond is a 15 foot long by 10 foot wide storage room. Boxes line the far wall of this room, some are partially open, some are still shut. Gnawing through the boxes are two dog-sized rats. They turn and their beady eyes stare at you, they have a feverish loo in their eyes.

Init tracker: round 1

Dolgrin: to act
Ebenezer: to act
Marvin: to act
Thackery: to act
Triba: to act
Rats:

There is a dire rat in each square at the end of the room on the far western wall, maw sense?


Vitals:
HP: 25(1 NL)/27 | AC: 17 T: 10 FF: 17 | Will: +6, Ref: +1, Fort: +5 | Init: +1 Perc: +3 | Effects: none
Abilities:
Acid Dart 4/6 , Cleric Spells (non-crossed spells on sheet)
Male Dwarf Cleric 3 (Divine Strategist)

Dolgrin summoned forth an acid dart directing it at one of the rats.

Acid Dart(Sp): 1d20 + 2 ⇒ (4) + 2 = 6
Damage if hit: 1d6 + 2 ⇒ (5) + 2 = 7


Male Human Witch (Spirits Patron) / 3

Ebenezer puts the hex of misfortune on the rat Dolgrin did NOT attack.


Male Undine Swashbuckler 1

Marvin will shoot a couple of arrows at the northern rat.
rapid shot, deadly aim, cover
to hit: 1d20 + 2 ⇒ (9) + 2 = 11 miss
to hit: 1d20 + 2 ⇒ (11) + 2 = 13 damage: 1d8 + 3 ⇒ (5) + 3 = 8 still a miss most likely


will: 1d20 + 3 ⇒ (2) + 3 = 5


Female Halfling Bard 2/Rogue 1

Trina gets behind the hardy dwarf and stabs at the rat with her long spear.

Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Male Undine Swashbuckler 1

Using a reach weapon from behind someone does grant the enemy cover- same as for ranged weapons.


Female Halfling Bard 2/Rogue 1

I only that that applied if it was an enemy. Ok, I'll just step a little to the side and attack instead.


Male Undine Swashbuckler 1

Then they get cover from the doorway. There's really no way for someone not directly in the front line to avoid a cover penalty (until one gets improved precise shot for ranged people at least). This is one of the rough aspects of Pathfinder.


Female Halfling Bard 2/Rogue 1

Ah sorry, can't access the maps at work. I'll get a direct attack on either one if I can, and if not I'll take the cover penalty.

Dark Archive

Vitals:
HP: 36/36 | AC: 11 (14); T: 10 (14); FF: 11 (14); CMD: 11 | Fort: +4; Ref: +2; Will: +8 | Init: +6; Perc: +7; Stealth +0
(Loot List) Human Tattooed Sorcerer (Sanguine) 1 / Thassalonian Specialist (Gluttony) 4

Binx's eagle will attack the closest rat.

Bite: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 ⇒ 4

Moving turned into a huge nightmare, but it's resolved now. If all goes well, I'll have reliable internet again starting Saturday afternoon.


Dolgrin, shot an acid dart, meaning he is not in melee. You can move up, attack, with no cover penalty but you will be in the front line? No worry Binx, I took my time to give you time to move and get ready :)

The brave group assault the rats. Dolgrin conjures a dart from acid, but it splashes harmlessly against the wall. While Marvin takes two shots, both of them hitting the crates. One splinters but the other seems to be intact to the best of his knowledge.

Binx, sends forth his eagle minion, but its scratch is pathetic to say the least. Ebenezer glares at the rat, sending shivers down its spine that it cannot seem to shake.

One dire rat attacks the eagle, while the other attacks Triba (or the fiendish hawk depending on what Triba wants).

hawk: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 2 ⇒ (3) + 2 = 5
hawk/triba: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 2 ⇒ (3) + 2 = 5

Both rats bite, rather ineffectively at their hostile intruders.

Init tracker: round 2

Dolgrin: to act
Ebenezer: to act
Marvin: to act
Thackery: to act
Triba: to act
Rats:


Male Human Witch (Spirits Patron) / 3

Eb starts cackling madly as his bad mojo leaks over to the second rat.

Move action = Cackle to extend duration of last round's misfortune.
Standard action = Misfortune on the 2nd rat.

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