GM Crunch, Before the Dawn! (Inactive)

Game Master Saving Cap'n Crunch


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The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

Oops, I hit AC 20 for 7 damage. Thanks Night Hunter!

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

Lancyn calls out to the group
"We need to dismount the man on the horse. I doubt many of us will be able to shake off his devastating blows much longer!!"

seriously dude rolled an 8 and hit me Hard

-Posted with Wayfinder

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

Ako takes a step back pushed by the arrow hit. As she tries to gather her wits, and realizing the entanglement didn't work as planned.

I am really not liking these Aspis guys.

Lancyn brings the mounted opponent to Ako's attention, on it she says in acknowledgement.

pointing her tails toward him, two lighted bolts of force strike the horse.

magic missile damage on horse: 2d4 + 2 + 1 ⇒ (3, 3) + 2 + 1 = 9

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"Get the horse. Got It." "Kind of underhanded but it is the best option."

Whendel cast magic missiles at the horse also.

magic missile damage on horse: 2d4 + 2 ⇒ (2, 3) + 2 = 7

If we get inspired on magic missiles add another point please.

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

no inspire on magic missiles, I have a trait that deals +1 damage with spells

Sovereign Court

Bandits of Immenwood | Before the Dawn

Ride, Caldegrine: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 ⇒ 6

Ride, Blue: 1d20 + 6 ⇒ (17) + 6 = 23

Hunter brains the leader with a well-aimed sling bullet, and the combined efforts of Ako and Whendel bring down his horse, causing him to fall off and twist something. "Can't trust my horse, my men to do this right," he snarls to no one in particular. "You're just another mess for Captain Caldegrine to clean up." Meanwhile, Lancyn heals himself up from Caldegrine's devastating charge, and the Maiden picks off another horse, although its rider lands much more skillfully than his commanding officer.

Round One:
Lancyn -3
Ako -6
Captain Caldegrine -8 (dismounted)
Mercenaries (blue dismounted)
Maiden
Essa
Whendel (mage armor)
Hunter (inspire courage)

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

Essa drops her morning star, and pulls out her longbow. She fires it at the green tinted rider. We could have talked this out, but no, you just had to chase us down.

Composite Longbow, IC: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Sovereign Court

Bandits of Immenwood | Before the Dawn

My mistake, Lancyn, the mercenaries are not evil, only the captain is.

Essa whips out her bow and shoots one of the mercenaries square in the shoulder, sending him to the ground. Caldegrine's remaining four men continue to lay down cover fire, one shot of which strikes Essa, while the man himself drops his lance in favor of a small sword. He then rushes Lancyn again, to much less effectiveness due to his lack of favored weapon and steed. The blade bounces off of the paladin's shield.

Sword, Charge vs. Lancyn: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

A bunch more longbow attacks:
Longbow vs. Essa: 1d20 + 3 ⇒ (20) + 3 = 23
Confirmation: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 ⇒ 8

Longbow vs. Hunter: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 ⇒ 3

Longbow vs. Whendel: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 ⇒ 1

Longbow vs. Maiden: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 ⇒ 6

Round One/Two:
Lancyn -3
Ako -6
Captain Caldegrine -8 (dismounted)
Mercenaries (blue dismounted)
Maiden
Essa
-8
Whendel (mage armor)
Hunter (inspire courage)

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

Drawing his Cold Iron Morningstar from the loop at his belt Lancyn calls out a prayer to Iomedae, asking "Iomedae strike down thise who oppose your will!"
Lancyn swings driving the spiked head of his weapon straight towards the man clad in black leathers.

Cold Iron Morningstar, Smite Evil, IC, Power Attack: 1d20 + 5 + 2 + 1 - 1 ⇒ (18) + 5 + 2 + 1 - 1 = 25
Bludgeoning and Piercing, Smite Evil, IC, Power Attack: 1d8 + 3 + 2 + 1 + 2 ⇒ (5) + 3 + 2 + 1 + 2 = 13

-Posted with Wayfinder

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

If the captain dies:
pulling back his Morningstar covered in the viscera of the late captain Lancyn yells out "I'm certain you have not been paid enough to fall like this Captain. We took mercy before on his group allowing them to live after they assaulted us. Leave now and live honorably!"

Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

-Posted with Wayfinder

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

Essa loads and fires another arrow at the rider to her south. Her ankle turns on a stone and she misses.

Composite Longbow, IC: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage, IC: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Whendel will step northeast 5' leveling up to red. movement help would be appreciated. He extend his arm palm out. It momentarily bursts in flame which streaks away at red enemy. "Burn"
rng touch bolt w pbs: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18
dmg w inspire and pbs: 1d6 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

With the captain's attention taken, Ako turns her attention to the next dismounted archer.

she hurls a ray of ice at him

ranged touch: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
ray of frost damage: 1d3 + 1 ⇒ (1) + 1 = 2

wow, double 1's

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

got your back Whendel

-Posted with Wayfinder

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Hunter wings a bullet at the captain, while continuing to inspire his team.

to hit: 1d20 + 7 + 1 - 4 ⇒ (19) + 7 + 1 - 4 = 23
dmg if hits: 1d3 + 1 ⇒ (3) + 1 = 4

Sovereign Court

Bandits of Immenwood | Before the Dawn

Most of the group focuses on the enemy archers, not to much effect. Hunter once again brains Caldegrine, and Lancyn follows up with a mighty swing that knocks the Aspis captain to the ground. Before even the paladin begins to voice his terms of surrender, the mercenaries streak off on their horses, leaving their commander and dismounted companion behind. The former groans and bleeds on the forest floor, while the latter promptly drops his bow and surrenders. Raimondo and his crew cheer raggedly as they emerge from under the wagons. "We should leave. If you'd like to talk to them, tie 'em up and take 'em along, it won't slow us down much," the caravan master remarks.

Loot:
The remaining mercenary willingly forks over gear in exchange for his safety. Nothing fancy, masterwork studded leather, a shortspear, a longbow with a few arrows, 9 GP. Captain Caldegrine's body yields a wealth of interesting and valuable things, as well as a tube containing three scrolls. +1 chain shirt, +1 lance, scroll of cure moderate wounds, scroll of magic missile, scroll of shield, 1800 GP.

Feel free to question the mercenary or bring the captain around to interrogate him if you want.

Current HP/Conditions: Lancyn -3, Ako -6, Essa -8, Whendel (mage armor).

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

Essa grabs the live mercenary by the arm, and ties him up. Then she tosses him into the back of a cart. "We can talk to him on the way. Let's get moving. I'd appreciate some healing on the way."

I have a wand of CLW. Anyone able to use it?

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Hunter climbs down out of the tree, having stopped inspiring his companions. "Good thinking, Essa... let's hope he decides to talk!"

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

Taking the offered end from Essa Lancyn says "I can help you with that Essa." tapping her with gently glowing tip
Wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Assuming it's at CL 1
Handing the wand back to Essa "That should do."

Lancyn Retrives his longsword and resets his wand in his spring Loaded Wrist Sheath winding the gears prepering for another barage of damage.

"We should question them but I might suggest we do so on the road as Raimondo has said. No telling if this group was the only one to be coming after us this day."

If we have time to rest for 8 hours along the trip i will use my Lay on hands to heal myself and Ako

Sleep/Rest:

Lay on Hands Lancyn: 1d6 ⇒ 3
Lay on Hands Ako: 1d6 ⇒ 5

Edit: Huzzah on the healing

-Posted with Wayfinder

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

"They're like rats, always scurrying behind the superiors. Begging for scraps." The guard smiles. "Let's leave already. This chase bores me."

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"I agree. Let's move on."

Sovereign Court

Bandits of Immenwood | Before the Dawn

Remember, Essa, you should be able to use wands containing ranger spells without a problem, even before you can cast them. Doesn't matter right now, though.

The live mercenary, trying his best to keep himself in said state, complies and gets on the cart without question. As the caravan roars to life once more, he relates that his unit, led by Caldegrine, was sent to ambush the Pathfinders. The other group is much larger and moving to cut off the excavation's camp, not to mention the one still behind. Upon hearing this, Raimondo panics and urges his people to move faster.

You climb ever higher out of the jungle, the series of thin switchback trails just large enough for Raimondo’s caravan wagons. Suddenly, from the canopy below comes an unearthly bellowing roar. Thousands of colorful birds take flight and wing off away from the noise, and a cacophony of screeching, chittering, and screaming follows it.

As you approach the top of the ridge, a dilapidated camp comes into view. The camp is surrounded by a hastily constructed palisade wall forming a semi-circle that both starts and ends at an imposing cliff face stretching hundreds feet up from the palisade. The bodies of hundreds of ape-like creatures lie outside the walls in various states of decay. The stench is overpowering, and a cloud of flies is thick above the carnage. A cry goes up from the tower built over the palisade’s gate as the lookouts spot you, and the gate itself rumbles aside on rickety wooden wheels. A tall but emaciated woman with black hair pulled back against her head and a shortsword on her hip strides out from the camp to meet you.

At that moment, a horn sounds from down in the valley, closely followed by the screams of men and horses. Looking below, you see another group of Aspis Mercenaries, riding fast up the switchback trails, with hundreds—maybe even thousands—of ape-men hurling stones at them and running hard on their heels. The woman is surprisingly unfazed by this, instead giving you a thin smile and saying, "Welcome to Azlant Ridge. I see you've met the locals. Come in, ask your questions, you don't want to be outside when they get here, trust me."

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

The Maiden can't help but laugh. "Thank you for your hospitality. It's quite generous!"

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Night Hunter nods at Maiden's comment. "Yes, let us in please, let's turn their attempted ambush into an attempted siege, which hopefully they are not prepared to maintain... especially with all the apes attacking them."

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

"Let's go. Can I help you close the gates?" Essa moves to assist with getting everyone inside and the gates closed before the Aspis and the ape-men get here.

Sovereign Court

Bandits of Immenwood | Before the Dawn

"No generosity here, you're fellow Pathfinders and you've probably saved us all with these supplies. You do have them, don't you?" The woman, who introduces herself as Juliet Dias and leader of the dig site, hovers anxiously around the carts to see if they contain the requested food, water, medicine, and ammunition. "No worries with the gate, honey, I'll call once you've amassed the collective strength of a score of gorillas."

The gate slowly cranks shut behind the team, and almost instantly many haggard men and women fall upon the cart and begin to profusely thank the newcomers. Juliet does her best to form a line and asks Raimondo and his crew to dole out equal portions before turning back to the Pathfinders. "Might as well get you acquainted with the place," she says, leading you away from the line.

She shows you the gate and its accompanying mechanisms (B1) and two rows of tents flanked by two larger ones (B4). Many of the smaller tents sport claw marks and contain tired, hungry, or sick Pathfinders. "The small ones are for sleeping and medical attention, the bigs ones we use as a kitchen and mess hall, respectively." To their west is a large, empty hole (B5), which Juliet says to be a test dig, to the east lies a similar hole (B3), but inside lies a half-sphere of a smooth, almost mirror-like white material. It is warm to the touch and glows with a soft white light. "We're not entirely sure what it does, to be honest, but we dug part of it up and it doesn't seem harmful." The final attraction (B6) lies at the south of the camp, a door built into the solid stone of a cliff overlooking the back of the site.

At fifteen feet high and ten feet wide, this door is an impressive structure. Carved from a dull yet shimmering metal, every inch of its surface is covered in runes, glyphs, pictographs, and intricate patterns. A single rift, about an inch deep, splits the door in half from top to bottom, giving you the impression that it might open were it only to have handles. The door sits recessed several feet into the jagged rock of the ridge’s impressive cliff face, which stretches a hundred feet or more above the camp. Upon reaching it, Juliet suddenly becomes businesslike. "We haven't had any success opening this thing, no matter what we tried. Did Zey send you with anything that might work?"

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"Don't we have a key or some such Zey gave us?" He said you had a door with a specific symbol on it that matched the key he gave us." "Maiden, I think you have it."

Whendel gestures wildly with his hands as he talks, miming a key and pointing a Maiden's backpack.

"Where is the key hole?" "I am so curious I could burst." "Did we come all this way only to find it doesn't work?"

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

"Oh yes, the key." The Maiden reaches into her... somewhere... to pull a key. "Ah yes, here we are. Aspis was intent on stealing it."

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

Lancyn listens intently as the captain of this post gives the grand tour speaking to himself memorizing locations.

Upon approaching the door Lancyn forgets everything around him and immediately steps closer taking out a note book from the satchel at his side takeing notes of the runes seeing if any make the patterns similar to sentences.

I can read and write Common, Varisian, Azlanti, Celestial, Thassilonian. For what i can't here's a linguistics check
linguistics: 1d20 + 6 ⇒ (4) + 6 = 10

Lancyn runs his fingers along the doors face tracing a few of the runes.

-Posted with Wayfinder

Sovereign Court

Bandits of Immenwood | Before the Dawn

There's definitely writing on it, and it's in Azlanti, but it can't be made out. That is to say, there's no mention anywhere in the scenario of what it actually says.

"Matching symbols...That seems like it could work. May I?" Without waiting for a response, Juliet takes the key from the Maiden and steps up to the door. The thin woman begins to trace her hands along the various pictographs and symbols, eyes constantly roving from the door to the key, and shushing any attempts to ask what she is up to. After several minutes, she slaps the key into a space it would not have fit scant moments before, and the door slowly but surely creaks open. She smiles triumphantly and is about to say something when another Pathfinder rushes up.

"A few Aspis are at the gate, plus some of their horses with empty saddles," he bursts forth. "They're screaming about letting 'em in or the charau-ka'll tear them to shreds." Juliet ponders on the matter, looking rather conflicted before turning to the team. "It’s your call. We could use extra swords against those things, but they’ve been chasing you and trying to kill you. I’ll back your decision. But if they're here, the apes aren't far behind. Explore the complex, find out what might be in there, and hope to the gods it’s something that will help us. I have to organize our defense. Go! GO! She and the herald sprint off as the familiar roar sounds, leaving you with the key and the open door, stairs descending beyond into an inky darkness.

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

I had to work a double shift, will have to catch up tomorrow evening. If you need me, GM can you bot Ako?

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

Just before Juliet makes haste to the defenses Lancyn looks at the group. He stands up straight and speaks "I know i cannot speak for everyone in my group but I for one believe that many a person does not do bad things because they are bad. Many can do bad things because they may have had no other choice, or maybe even they have been forced to. It would be unjust to let them die by the "locals" a you put it. I say let them in and give them another task uf we cannot trust them with a sword."

-Posted with Wayfinder

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

"Let them in. I can't knowingly leave some one to die. Especially not to the ape men." Essa says before Juliet runs off.

She pulls out her weapon and gets ready to walk into complex guarding the smarter members of the group.

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

"I agree... for mercy's sake let them in and give them a chance to prove themselves, one way or another."

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

The Maiden shrugs. Either Aspis will stay out of their way, or they will embarrass themselves again.

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"Let them in. It is best."

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

Ako knows that no matter what, most are in favor of letting them in. while she has not fondness of the Aspis, she also has compassion in her heart.

yes we should let them in, they can be of use, but be wary of them.

turning to the door, Well? should we explore?

guessing no rest to regain spells from our last encounter?

Sovereign Court

Bandits of Immenwood | Before the Dawn

No, you haven't had enough time to rest that much.

The team swiftly descends into the darkness (I assume you have light or another light source), which clears before them as the door shuts behind. For whatever reason, the back side has a keyhole, unlike the front. A wide set of stairs descends into an enormous room, measuring thirty-five feet wide by forty feet long, and more than thirty feet tall. The entire room smells sickly sweet, but the floors, wall, and ceiling are all smooth and clean—rather similar to the sphere in the ground outside. Four enormous monoliths, fifteen-foot-tall human-shaped metal statues, rest in the four corners of the room. They’re made of white metal, almost like a suit of full plate sized quite large, but without anything discernible as a face.

The party files into the room, but before they can make any thorough inspections, a cacophony of rattling can be heard from further down the corridor. Out of alcoves lining the hall, half a dozen armored skeletons appear. Wordlessly but by no means quietly, they begin to shuffle towards the intruders!

Knowledge (religion) DC 10:
These are simple skeletons, mindless animations of a dead body. Not particularly powerful on their own, they tend to be created in groups and are susceptible to being smashed. For every 5 by which you beat the DC, you can ask me another question.

Initiative:
Ako: 1d20 + 3 ⇒ (6) + 3 = 9
Essa: 1d20 + 2 ⇒ (13) + 2 = 15
Lancyn: 1d20 + 1 ⇒ (12) + 1 = 13
Charis: 1d20 + 3 ⇒ (14) + 3 = 17
Hunter: 1d20 + 3 ⇒ (19) + 3 = 22
Whendel: 1d20 + 5 ⇒ (13) + 5 = 18

Skeletons: 1d20 + 6 ⇒ (9) + 6 = 15

Hunter
Whendel
Charis

Skeletons
Essa
Lancyn
Ako

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Hunter moves to one side of the doorway and waits for them to amble into range for an attack.

readied action, attack first skeleton to emerge from the passage.: 1d20 + 6 ⇒ (17) + 6 = 23
dmg if hits: 1d4 ⇒ 3 (bludgeoning - kick)

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

"Why have spells if you don't cast them."
knowledge religion untrained: 1d20 ⇒ 2
Well, Plan B then.

"Die, again, you moldy metal monstrosities."

Whendel points is finger at the oncoming armored skeletons and says something arcane under his breath. 2 glowing red darts streak into the first skeleton.

magic missiles #1 dmg: 1d4 + 1 ⇒ (3) + 1 = 4

magic missiles #2 dmg: 1d4 + 1 ⇒ (1) + 1 = 2

For accounting purposes, used 2x 1st level spell and used 1x fire bolts to this point.
I think the religion check counts as a move action??? Else Whendel will pull his morning star.

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

Knowledge(Religion): 1d20 + 6 ⇒ (5) + 6 = 11

"Skeletons. If you have a way to smash them, it would be best."

She draws her silver light mace and moves up to the corner. She draws upon her visions of the future to guide her aim.

Readying an action to hit the first skeleton who enters melee range.
Silver Light Mace, Archaeologist’s Luck: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Sovereign Court

Bandits of Immenwood | Before the Dawn

I believe making Knowledge checks is not an action, per the Core Rulebook.

The foremost skeleton crumbles under Whendel's magical assault, but the others mindlessly shamble forward. Hunter and the Maiden are prepared for the first one, the former kicking a fair few of its old ribs in and the latter missing as it shambles past. It slowly lashes out with a bony claw at its attacker, while the one behind it looks for other prey. Fortunately, neither are quick enough to find their mark.

Claw vs. Hunter: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Claw vs. Maiden: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Hunter and Maiden, you both get an AoO against the blue skeleton as it goes past.

Hunter
Whendel
Maiden

Skeletons (blue -3)
Essa
Lancyn
Ako

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

As the skeleton shambles past her, the Maiden swings immediately.
Silver Light Mace, Archaeologist’s Luck: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Missing utterly, she swings again.

Silver Light Mace, Archaeologist’s Luck: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Much better. "Incoming!"

Silver Crusade

AC 18 Currently 22 with Shield, T 12, FF 16 | hp 7/25 Female human (Mwangi) ranger (drake warden) 2 Init +2; Senses Perception +7 | Fort +5, Ref +5, Will +2

"Blunt I can handle." she steps up and swings with all her power at the skeleton.

Heavy Flail, Power Attack, IC: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage, Power Attack IC: 1d10 + 7 + 1 ⇒ (10) + 7 + 1 = 18

Grand Lodge

hp 26/28; AC (18, 18t, 15ff); saves F 5 ref 7 will 8; bab 3 melee 6 ranged 7; cmb 7, cmd 20; init 3; wand clw 47; inspire 4/6; elem fist 4/4; ki pool 5/5 | Grippli drunken master of the four winds, sensei, quinggong monk / 4 | - 14 *| image
skills:
acro 10*, climb 5, escape 7, ling 2, perc 11, prof: brewer/vintner/distiller 11, sm 4, stealth 14, surv 4, swim 5

Aoo on blue..

1d20 + 6 ⇒ (5) + 6 = 11 +2 for flank?
1d4 ⇒ 4

Silver Crusade

Free| Human (Varisian) Male LG Paladin of Iomedae 6 | HP 58/58 | AC 24, T 13, FF 22 | CMD 22 | F +11 R +8 W +9 | Init +2 | Per +0, SM +8, Ling +7 | Speed 30 ft | Smite Evil 2/2 Light 1/1 Lay on Hands 6/6 | Spells - 1st: 2/2 | Active Conditions: none. | Aura of Good, Aura of Courage | Re-Roll (+2) 1/1

Wayback machine
As we pass the threshold Lancyn reaches up the hilt of his Longsword sheathed on his back. Muttering a prayer, the hilt lights up shedding light lasts 40 minutes

Fast forward
Lancyn mirrors Essa's movement coming up to the right drawing his Cold Iron Morningstar as he steps. Seeing the shambling animated dead Lancyn let's out a battle cry swinging at the one with the blue tattered cloth hanging from its shoulders.
Cold Iron Morningstar, flank, Power Attack: 1d20 + 5 + 2 - 1 ⇒ (14) + 5 + 2 - 1 = 20
B & P, Power Attack: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7

-Posted with Wayfinder

Grand Lodge

Sorcerer 3 | Kitsune Female | HP 17/17 | AC 14 (T 13, FF 11) | Init +3 | Perception +1 (Low Light) | Saves 3/5/5

AS the skeletons appear, Ako sighs oh great, the one thing I really cannot deal with. at least not without hurts some of you guys.

Ako draws a wand with some flames painted on it.

burning hands wand but will have to hold off using it right now so I don't hit party members. don't want to exhaust all my spells so soon in the adventure. only 4 level 1 spells left.

Silver Crusade

male Sorcerer/5|hp 37/37|AC:14{18 mage armor} T:14 FF:11|CMB 1 CMD 14|Fort+5, Ref+6, Will+6|Init+5|Perc:+4 halfling sorcerer/5

Whendel step forward and stretching his arm palm out and a flaming bolt streaks at the next sketeton coming down the line. "Burn."

firebolt w/ pbs w precise: 1d20 + 5 ⇒ (14) + 5 = 19
dmg: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

2 x 1st and 2x bolts used.

Sovereign Court

Bandits of Immenwood | Before the Dawn

Yeah, these guys go down easily, what with their 4 HP apiece. Can't even murder Lancyn....

The Maiden rams her mace into the skeleton as it passes by, shattering it utterly. Lancyn steps forward and smashes the next one, and Essa moves even further into the corridor and destroys another. Whendel then shoots a ray of fire at the undead, which continue to plod resolutely forward to no gain, charring its dry bones and causing it to crumble. Only one remains, and, oblivious to its plight, it shambles forth and claws away at Lancyn.

Claw vs. Lancyn: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Claw vs. Lancyn: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Hunter
Whendel
Maiden

Skeletons
Essa
Lancyn
Ako

The Exchange

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison) | Archaeologist’s Luck 6/6 | Spells -/4 |

"Let's finish this."

Silver Light Mace, Archaeologist’s Luck: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

"And by that, I mean one of you finish it." She takes a step back.

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