[GD5] GM Lari's Confirmation (Inactive)

Game Master Dhenn

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Sovereign Court

Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

I don't mind.

After Dortlin climbs into the hole, Sahil calls out to the Invisible Spirits of Jalmeray, and reaches out to the grappling hook

"Let the spirits aid you in this endeavor, yes?"

After Dortlin finds his way to the bottom, Sahil floats the hook to the other edge, resting it on the far edge

Silver Crusade

The pool appears to be about ten feet deep, with little else of interest.

With the rope, I'll say that it's fairly trivial to set up a system to get everyone across.

About forty feet down the hallway, around a corner, you find a long wooden plank, apparently used to provide access.

The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls.

The carvings here are different in style from the petroglyphs found elsewhere in the caves, and most have been worn away over the years. Four images are in good enough shape to be deciphered, each accompanied by text, which seems to be a hybridization of Aquan and Azlanti.

[ooc]Knowledge History or Religion might help you know what you're looking at. Linguistics is also an option. Please let me know if you understand Aquan and/or Azlanti. If you don't have those, Appraise or Perception may give you useful information, but the others are preferred.

5d12 ⇒ (2, 6, 6, 5, 11) = 30

One depicts a man kneeling with an alms bowl raised high. The next shows a man with a similar appearance hauling in an enormous catch of small fish. Another shows a man depicted slaying a giant serpentine creature and then parading a trophy through the city streets. The final carvings that are somewhat intact shows a man is depicted sewing together a long cloth of featuring many patterns that wraps around a city like a moat.

Grand Lodge

Male Half-Elf Magus | AC 16 | T 12 | FF 14 | HP: 13/13 | CMD 15 | Fort +3 | Ref +2 | Will +2 | Init +4 | Perception +2 |

Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Sovereign Court

Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

Sahil looks around, trying to identify the portraits
Knowledge(History): 1d20 + 2 ⇒ (6) + 2 = 8
Knowledge(Religion): 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Do you want us to individually identify them?

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

What about the cloth at the bottom of the pit?

Perception: 1d20 + 5 ⇒ (13) + 5 = 18
untrained Appraise: 1d20 + 0 ⇒ (7) + 0 = 7

Silver Crusade

The cloth appears to be a cloak, which is soggy but magical. Spellcraft to ID for those with Detect Magic?

Considering how the dice are going so far, let's say separate rolls for each.

Grand Lodge

Male Half-Elf Magus | AC 16 | T 12 | FF 14 | HP: 13/13 | CMD 15 | Fort +3 | Ref +2 | Will +2 | Init +4 | Perception +2 |

Seeing Dortlin's interest in the cloak Seltyiel casts his attention towards it. He casts Detect Magic then applies his Spellcraft to determine the nature of the item.

Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25

Silver Crusade

The cloak reflects abjuration magic, seeming to offer defense against a wide range of events. Cloak of Resistance +1

There's a well lit tunnel leading dealer once everyone gets a chance to take a look at the inscriptions.

Sovereign Court

Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

We'll use that first set for the First mural of the man with the Alms Bowl?

Fish Man:
Knowledge( Religion ): 1d20 + 2 ⇒ (6) + 2 = 8
Knowledge( History ): 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Snake Slayer:
Knowledge( Religion ): 1d20 + 2 ⇒ (10) + 2 = 12
Knowledge( History ): 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Scarf Moat:
Knowledge( Religion ): 1d20 + 2 ⇒ (12) + 2 = 14
Knowledge( History ): 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Apparently, I don't care about fish or snakes, but I am SUPER interested in ancient textile manufacturing

Silver Crusade

Though it doesn't quite match depictions he's used to, Sahil recognizes elements the last carving, and knows it as an image of the dead god of humanity, Aroden, specifically in his guise as the Tailor.

The image of a variety of cloths encircling the city references a proclamation that when the fate of all peoples is woven together, it shall be humanity's greatest strength.

With that new context, it seems that the first carving was of Aroden as the Beggar, the guise of Aroden who espoused humility to help remind people of their shared humanity.

The other two are vaguely familiar but hard to identify specifically.

Grand Lodge

Male Half-Elf Magus | AC 16 | T 12 | FF 14 | HP: 13/13 | CMD 15 | Fort +3 | Ref +2 | Will +2 | Init +4 | Perception +2 |

Seltyiel looks down disdainfully at the two images that Sahil has been unable to identify. Surely it cannot be that hard to identify some carvings

Perception Image 1: 1d20 + 2 ⇒ (15) + 2 = 17
Perception Image 2: 1d20 + 2 ⇒ (10) + 2 = 12

Silver Crusade

The image of the man fishing is Aroden as the Fisherman, illustrating Aroden’s declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation. The last one remains a mystery.

Proceeding onward, the soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west.

Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.

A solitary figure kneels in the water, facing away from you. Even some distance away, you can make out gill slits along the sides of his neck.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"There's just one of em, Let's try talkin to em. Think they are prayin to that city?"

Grand Lodge

Male Ifrit Brawler (Shield Champion) 1 | AC 18 | T 13 | FF 15 | HP: 13/13 | CMD 17 | Fort +4 | Ref +5 | Will +1 | Init +3 | Perception +5 |

I say we talk to him. He is alone and praying and we should "exlore, co-operate and report" not stab him in thr back.

Brock moves toward the gillman Hello?

Sovereign Court

Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

Sahil seems to almost glide across the rough stone floor, as if walking down a runway. he kneels at the edge of the water, and taps the figure on the shoulder

"Hello there! My name is Sahil, What brings you to this cave system? We are here to discover it's mysteries."

Silver Crusade

There is no response from the gillman at first, until Sahil touches him on the shoulder. At that point, he spins around, surprised by your presence. He stares, silently, eyes fixated on Sahil's mouth.

Sense Motive DC 12:

You get the impression that the gillman is deaf, and will need to read your lips to know what you are saying.

Sovereign Court

Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

Sense Motive: 1d20 - 1 ⇒ (17) - 1 = 16
Sahil smiles knowingly, and takes care to enunciate.
"Ah, I understand now. Hello Kind Sir! What brings you to this cave system? We are here to discover it's mysteries. Is there anything that we can do for you?"
Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10

Silver Crusade

He looks at you with cold eyes, loudly saying,

"I am busy. Be on your way.

You can try again if you wish, or there are passages to the east and west to explore.

Sovereign Court

Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

With a slight grin, and a gleam in his eye, Sahil tries a bit more... Deceitful tactic

"But sir, I insist. Once I laid eyes upon you, and marveled at your unparalleled wisdom and grace, that I must speak with you. Please, let me sit with you and learn about your customs. Teach me of your people and their Wisdom and Majesty.

Bluff: 1d20 + 10 ⇒ (16) + 10 = 26

Silver Crusade

With a sigh, the man relaxes. "This place is sacred to my people. It once belonged to your kind. The caves beyond are home to some you may find less polite. You may commune with the waves that once called this place home, as I do, but few on the surface have the affinity. You can also conduct whatever human rituals you wish. Is there something specific you need to know."

The gillman returns to a seated position, floating cross-legged on the water's surface.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"So... This was once a human temple, Then t'was underwater, then your people used it as a temple, then the water went away and yall still worship here. Correct?"

No discussion thread so I'll have to it this way. Have any of us left not played this before? Because the holiday months are creeping up on us and at this rate we would save a couple of weeks by leaving the city alone.

Silver Crusade

Sure. Moving things along...

Heading down the left path, the cave’s damp air becomes increasingly stale and as the go deeper, the stench of decay grows increasingly evident. The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a male dhampir lies facedown toward the back of the cavern.

Spoiler:

1d6 ⇒ 5
Z1: 1d20 ⇒ 14
Z2: 1d20 ⇒ 7
S1: 1d20 + 6 ⇒ (16) + 6 = 22
S2: 1d20 + 6 ⇒ (14) + 6 = 20
Dort: 1d20 + 4 ⇒ (6) + 4 = 10
Brock: 1d20 + 3 ⇒ (18) + 3 = 21
Sahil: 1d20 + 3 ⇒ (18) + 3 = 21
Brock: 1d20 + 3 ⇒ (11) + 3 = 14
Selytiel: 1d20 + 4 ⇒ (15) + 4 = 19

A pair of skeletal undead approach. One claws at Dr. Hibbert.

Claw: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

  • Skeletons
  • Party We are here
  • Zombies

  • Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    Was hoping more of the party would chime in. The city is interesting but very time consuming. We can check it out on the way back if we want. As for the skeletons, switched Dortlin with Brock because he wants to be near Dr. Hibbert when possible.

    Dr. Hibbert AOO(Tongue) vs touch: 1d20 + 4 ⇒ (7) + 4 = 11 miss

    If Dortlin can Op att vs blue:
    Opp attack: 1d20 + 4 ⇒ (5) + 4 = 9 for dmg: 1d12 + 6 ⇒ (3) + 6 = 9

    Silver Crusade

    We can always return on the way back if people want to explore or ask more questions.

    Sovereign Court

    Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

    Sahil draws his longbow from his bag, and knocks an arrow.

    "More foes! It is a Miracle that our friend back there even made it this far, with all of the opposition here!"

    Knowledge(All): 1d20 + 2 ⇒ (9) + 2 = 11

    Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    It has now been close to 2 weeks since Brock last posted. Close to 3 for Seltyiel. Neither of them have replied to PMs. What happens to a PFS game when half the table just walks off?

    Grand Lodge

    Male Half-Elf Magus | AC 16 | T 12 | FF 14 | HP: 13/13 | CMD 15 | Fort +3 | Ref +2 | Will +2 | Init +4 | Perception +2 |

    Brock and I are both still here. Neither of us has played Confirmation before and the jumping around threw us both. I saw that we were in combat but was waiting on someone else to go first.

    Grand Lodge

    Male Half-Elf Magus | AC 16 | T 12 | FF 14 | HP: 13/13 | CMD 15 | Fort +3 | Ref +2 | Will +2 | Init +4 | Perception +2 |

    Seltyiel whirls a stone in his sling and sends it out toward the purple skeleton.

    Sling: 1d20 + 2 ⇒ (19) + 2 = 21
    Damage: 1d4 + 3 ⇒ (4) + 3 = 7

    I will have Brock make his turn when he gets home from school. He is primarily a melee character so I am not sure where he will be able to stand to deliver damage.

    Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    Ah. I am glad you 2 didn't disappear. Different GMs have different styles of running combat. In Lari's case he doesn't seem to be worried about the order the players go in but rather who acts before the enemies do and who acts after.

    Dr. Hibbert
    Tongue melee touch vs blue: 1d20 + 4 ⇒ (17) + 4 = 21 if hit grab: 1d20 + 8 ⇒ (5) + 8 = 13 if that fails
    pull: 20 + 4 = 24
    Bite: 1d20 + 4 ⇒ (14) + 4 = 18 for dmg: 1d6 + 3 ⇒ (5) + 3 = 8

    Dortlin
    Lucerne Hammer vs red skeleton possibly with cover: 1d20 + 4 ⇒ (4) + 4 = 8 for dmg: 2d6 + 6 ⇒ (5, 2) + 6 = 13

    If blue was downed by Seltyiel Dortlin would have attacked red and missed and Dr. Hibbert would have gone after red.

    Grand Lodge

    Male Ifrit Brawler (Shield Champion) 1 | AC 18 | T 13 | FF 15 | HP: 13/13 | CMD 17 | Fort +4 | Ref +5 | Will +1 | Init +3 | Perception +5 |

    I will wait to take my turn. See what happens after Setyiel and Dortlin's turns

    Silver Crusade

    Selytiel's stone smashes the leading skeleton, while Dr. Hibbert successfully bites down on the second, causing it to collapse into a pile of inanimate bones.

    The two zombies stagger forward.

    Brock, moved you to an accessible space, both you and Dr. Hibbert can get attacks of opportunity attack. Glad to get things moving again. Especially in relatively simple combats, I tend to group the party together where possible as it tends to help combat move efficiently.

    The party may act.

    Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    Dr. Hibbert's aoo
    Tongue melee touch vs blue zombie: 1d20 + 4 ⇒ (15) + 4 = 19 if hit grab: 1d20 + 8 ⇒ (10) + 8 = 18

    Dr. Hibbert's turn
    maintain grab: 1d20 + 13 ⇒ (9) + 13 = 22
    bite vs grappled blue zombie: 1d20 + 4 ⇒ (1) + 4 = 5 for dmg: 1d6 + 3 ⇒ (5) + 3 = 8

    Dortlin takes a 5ft step.
    including -4 for cover
    Lucerne Hammer vs grappled blue zombie: 1d20 + 0 ⇒ (20) + 0 = 20 for dmg: 2d6 + 6 ⇒ (1, 6) + 6 = 13

    Lucerne Hammer confirm crit: 1d20 + 0 ⇒ (1) + 0 = 1 for dmg: 2d6 + 6 ⇒ (2, 2) + 6 = 10

    Grand Lodge

    Male Ifrit Brawler (Shield Champion) 1 | AC 18 | T 13 | FF 15 | HP: 13/13 | CMD 17 | Fort +4 | Ref +5 | Will +1 | Init +3 | Perception +5 |

    Brock will slash at the zombie closest to him.

    dagger: 1d20 + 4 ⇒ (2) + 4 = 6 damage: 1d4 + 3 ⇒ (1) + 3 = 4

    Grand Lodge

    Male Half-Elf Magus | AC 16 | T 12 | FF 14 | HP: 13/13 | CMD 15 | Fort +3 | Ref +2 | Will +2 | Init +4 | Perception +2 |

    Seltyiel will step in and swipe at the zombie with his scimitar. As he does so he eill burn an rcane point for a boost.

    Scimitar: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

    Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    Brock you had an attack of opportunity as the zombies moved by you. It would have been vs blue as that was the first one to move past you.

    Sovereign Court

    Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

    Are we waiting for Me? I was still waiting on Answers from my Knowledge check.

    "Well, my compatriots seem to be handling these foes well! Let me see if we can't give their weapons a little more bite"

    Beginning song of Magic Weapons! +1 enhancement Bonus to weapon attack and damage!

    Silver Crusade

    Sahil knows mindless zombies are must vulnerable to slashing weapons, and have trouble both moving and attacking.

    Dortlin's atttack isn't as impressive as he might have hoped, hammer smashing into wet flesh, but Selytiel is able to finish it off.

    The remaining zombie marches forward, swinging wildly at the nearest target, Dr. Hibbert.

    Slam: 1d20 + 4 ⇒ (1) + 4 = 5

    The party may attack, with their newly enhanced weapons.

    Grand Lodge

    Male Ifrit Brawler (Shield Champion) 1 | AC 18 | T 13 | FF 15 | HP: 13/13 | CMD 17 | Fort +4 | Ref +5 | Will +1 | Init +3 | Perception +5 |

    Brock slashes his dagger at the zombie

    Dagger: 1d20 + 5 ⇒ (16) + 5 = 21 for damage: 1d4 + 4 ⇒ (1) + 4 = 5

    Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    Gonna wait for Sahil and Seltyiel to post. Don't want to hog all the combat :)

    Sovereign Court

    Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

    I have no slashing weapons, and am posting last to conserve rounds :D

    Grand Lodge

    Male Half-Elf Magus | AC 16 | T 12 | FF 14 | HP: 13/13 | CMD 15 | Fort +3 | Ref +2 | Will +2 | Init +4 | Perception +2 |

    Seltyiel will move down between Sahil and Brock. He will expend some of his arcane energy to make his strike more true and more damaging to his foe. Spending arcane point to gain +1 to attack and damage rolls. This lasts for 1 minute Satisfied with his preparation he slices at the zombie.

    Scimitar: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
    Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

    Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    You actually did that boost thing last round. So if it lasts 1 minute it should still be active.

    Dr. Hibbert

    Including +1 enhancement
    Tongue melee touch: 1d20 + 5 ⇒ (4) + 5 = 9 if hit grab: 1d20 + 9 ⇒ (14) + 9 = 23
    Bite: 1d20 + 5 ⇒ (16) + 5 = 21 for dmg: 1d6 + 4 ⇒ (2) + 4 = 6 Note: Since Dr. Hibbert is not grappled if he succeeds at the Grab the enemy would have -2 AC vs the bite. Also vs Dortlin's attack.

    Dortlin

    Including enhancement and -4 for cover.
    Lucerne Hammer: 1d20 + 1 ⇒ (9) + 1 = 10 for dmg: 2d6 + 7 ⇒ (6, 6) + 7 = 19

    All that effort but total is 6 slashing dmg from the bite.

    Silver Crusade

    The combination of blades and teeth is able to finish off the last zombie.

    With the immediate threat removed, you're able to examine the area more closely. The creatures that attacked you seemed to have been gillmen in life, but there's also a different body of a different humanoid creature.

    ID Body Local DC 10:
    In life, this creature was a dhampir, a humanoid with vampiric origins.

    He carries a longsword and ring, both of which detect as magical, and a note. Spellcraft to ID

    Note:

    [i]I've done it! I can control the undead fish people! The more they send here, the more my army shall grow![/b]

    Perception DC 20:

    You find a concealed passage towards the north. The narrow tunnel winds for some distance, but you can faintly hear a familiar female voice echoing down it.

    "As the legendary Gregaro Voth successfully battled the wild beasts in the deepest reaches of the Mwangi Expanse, so shall I defeat you, foul servant of Lamashtu"

    You could follow the voice down the tunnel if you wish.

    Once your done here, you can head back to the chamber with the pool if you wish to do anything else there, or head down a different tunnel from there. The perception spoiler above may provide an additional option.

    Grand Lodge

    Male Half-Elf Magus | AC 16 | T 12 | FF 14 | HP: 13/13 | CMD 15 | Fort +3 | Ref +2 | Will +2 | Init +4 | Perception +2 |

    One by one Seltyiel examines the sword and ring.

    Spellcraft sword: 1d20 + 7 ⇒ (10) + 7 = 17
    Spellcraft ring: 1d20 + 7 ⇒ (8) + 7 = 15

    He then looks about the cavern.

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

    Silver Crusade

    The longsword is simply a +1 longsword. The ring indicates Abjuration magic, but Selytiel can't be more specific.

    Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    kn Local untrained: 1d20 ⇒ 13
    Perception: 1d20 + 5 ⇒ (8) + 5 = 13

    Among other neat items in the bag there was a scroll of identify. http://paizo.com/campaigns/GD5GMLarisConfirmation/gameplay#44

    Sovereign Court

    Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

    Knowledge(Local): 1d20 + 2 ⇒ (13) + 2 = 15
    "This person had one foot in the grave already when approaching the cave, it's not really a surprise that the other foot followed when he was dabbling with Evil Destructive Magic. It is a good thing that we made this cave safer for our Gillmen Allies."

    "I'm sure the Master of Scrolls will appreciate this additional information. Let us see what else we can discover around this cave, yes?"

    Perception: 1d20 + 5 ⇒ (16) + 5 = 21

    At an accidental touch, Sahil brushes against the wall finding a passage deeper into the cave system.
    "I only know of one excitable halfling that would talk about the society so loud as to echo through corridors. She might be in trouble!"

    Grand Lodge

    Rambi:
    Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
    Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

    "Let's make haste. Anyone want to use or wear the shinys then now is the time. I'm thinkin someone should wear that cloak we found also."

    Silver Crusade

    1d6 ⇒ 2

    Following the sound, the tunnels narrow for a stretch.

    The route leads through a maze of tight passages that include steep ascents and short climbs as they wind from west to east. As you travel, you can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds.

    The combination of wet floors and the incline makes acrobatics checks more difficult. Just in the nick of time, Sahil notices a translucent, nearly invisible, quivering mass blocking the way.

    GM Dice:

    Sahil P: 1d20 + 5 ⇒ (10) + 5 = 15
    Dortlin: 1d20 + 5 ⇒ (3) + 5 = 8
    Selytiel: 1d20 + 2 ⇒ (5) + 2 = 7
    Brock: 1d20 + 5 ⇒ (7) + 5 = 12
    1d20 - 4 ⇒ (19) - 4 = 15
    Sahil P: 1d20 + 3 ⇒ (18) + 3 = 21
    Dortlin: 1d20 + 4 ⇒ (5) + 4 = 9
    Selytiel: 1d20 + 4 ⇒ (11) + 4 = 15
    Brock: 1d20 + 4 ⇒ (2) + 4 = 6

    Sahil may act. Janira's song is currently giving the benefits of Inspire Courage to everyone. +1 on attack and damage rolls.

    ID Dungeoneering DC 13:

    This is a gelatinous cube, though smaller than most of its kind. As an ooze, it is immune to critical hits and anything that targets the mind, as they lack a brain or any other identifiable organs.

    Their attacks deal acid damage and can paralyze their targets.


    Dungeoneering 18 (same check):

    They are immune to electricity, and can engulf their prey. They possess blindsight, so attempts to hide are often ineffective.

    Map will be up later today, but in the meantime, assume you're 15 feet away, with a narrow hallway between you and them.

    Sovereign Court

    Male Vishkanya Skald 1 | AC 17 | T 13 | FF 14 | HP: 10/10 | CMD 13 | Fort +3 | Ref +3 | Will +1 [+1 to saves vs Poison]|| Init +3 | Perception +5

    Knowledge(Dungeoneering): 1d20 + 2 ⇒ (12) + 2 = 14
    "I have heard tales of these Quivering Masses! I would stay out of it's way, and cut it down as swiftly as possible!"
    With that, Sahil draws his bow, and sends an Arrow into the mass.

    Longbow To Hit: 1d20 + 4 ⇒ (14) + 4 = 18
    Longbow Damage: 1d8 + 1 ⇒ (2) + 1 = 3

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