GM Cwethan's Rose Street Revenge (Inactive)

Game Master Cwethan

Maps & Handouts


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Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

"Think we need to move on...since the Barbers are looking for the killer as well, they're probably not involved..."


Female Human Monk 1 | AC 16 TAC 16 | HP 19/19 | F +3 R +6 W +3 | Perc +2 | Res 1/1 | Hero 1/1 | Active Status:

Weird adventure writing from Paizo if the Barbers have a lead (ie. they've done their own investigation) but there's no support for drilling them for info. Turning away at this point seems... weird. Definitely not the obvious next step for me.

Min shrugs "Alright, maybe you're right Flynt. And maybe Valsin has gathered a more promising lead than this squandering of time." She peers over the scattered remnants of the thugs and then points her head back towards the Venture Captain's office. If no one protests, she leads the way back to report what the group has learned.


Reach of Corruption Map

Yeah, I'm with you there, thence the nudge. In retrospect, I think it might work a little better if this isn't the first of Valsin's leads that you run down. Unfortunately since it's the first one in the file, I think that's pretty likely how it'll mostly be run.

Back at the lodge, Ambrus Valsin is relieved to hear that resolving this situation won’t involve going toe to toe with such a formidable opponent as the full guild of Bloody Barbers, but he remains troubled that the killer is still at large. "Not to worry though. I'm sure we'll find further leads soon enough."

A couple of days later...

A new note awaits you at your quarters, wrapped around a vial.

"Pathfinders,

With the ongoing rash of disappearances in the streets of Absalom, it seems prudent to strengthen ties with our allies. I’m sending you into the sewers to meet with one of the Society’s most dependable, albeit more unconventional, allies in Absalom: the Sewer Dragons Kobold tribe. You’ll be meeting with their speaker, Dragonspeaker Engashez, and offering whatever assistance you can. When people disappear on the surface, bodies usually end up in the sewers, and having the eyes of the Sewer Dragons helping us could prove invaluable.

-Venture-Captain Ambrus Valsin

P.S. The investigation seems to be getting more dangerous. Please accept the enclosed elixir in case of emergency."

The meeting is set in a cramped operating base near the surface of the sewers. A kobold festooned in scaly jewelry introduces herself as Dragonspeaker Engashez in between wild gesticulations as she paces within the tight confines of this foul-smelling side chamber in the sewers. The energetic and elaborately attired kobold strides around a deep circular pit in the center of this chamber, waving her hands to accent her ongoing speech.

“Bandits! Intruders! Not-true dragons! These new kobolds, these so-called ‘Dragon Sharks,’ are a blight upon the Sewer Dragons’ dominion of Absalom’s most grand sewer ways. They cannot be allowed to continue their intrusion into our territory and must be stopped. You will help us, yes? The Pathfinders have always proven to be firm allies in the
past, and it’s time our allies made their presence known in these sewers.”

Engashez looks down into the out-of-place pit, a hint of disappointment in her eyes. “Especially after one of our other allies decided to wander off!” She then looks up and nods her head vigorously. “Yes, you can go with Fazgyn. Trap the Dragon Sharks between two sides and crush them for the glory of the Sewer Dragons and Queen Yiddlepode!”

Any questions?


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Who is this ally that decided to wander off? Are the Dragon Sharks up to any particular no-good, beyond just infringing on your territory?

Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

As everything seems straightforward and Taldidri has already asked the one question he wanted an answer to, Flynt just nods at the speaker, gripping his bow, ready to go when called...


Sippit | Male Goblin | N Sorcerer / 1st | HP:15/15 | AC:14 TAC:14 | F:+4 R:+3 W:+1 | Per: +0 | Stealth: +1

Sippit shrugs. "Pathfinders say help, Sippit helps." He looks unimpressed by these 'Sewer Dragons'.


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Greta's eyes widen as she meets kobolds for the first time. Though the stench in the sewers are making her eyes water a bit, still it is quite exciting for the young halfling who has long dreamed of adventuring in the world.

"That's why we're here! Say, ummm... what's the story on that pit there? Is that where your ally wandered off?"

I'm presuming Greta is healed up after a couple days' rest?


N/N male dwarf barbarian/1 | HP: 8/24 | AC/TAC: 16/13 (-1 raging) | F/R/W: +lvl +4(2)/+2(0)/+4(2) | Speed 20 ft | Athletics +2, Perc +3, Survival +2 | Active Conditions: raging

"Pleasure to do business with you. Let me get this straight. You want us to strong-arm your competitors and in exchange you help us find out what is going on?"


Reach of Corruption Map

"Strong arms good. Strong minds better! But yes, we want you to strongmind the dragon sharks. And of course you help! Pathfinders and Sewer Dragons are allies for a long time, great powers of the world. Queen Yiddlepode help you real soon. Just sooner if dragon sharks are gone."

"No, we checked the pit." She shrugs, "Oh well, he was just a loud oaf who was supposed to be guarding this section of sewer! I wonder where he and the other man want off to? It doesn’t really matter though; we have you to help us now! Probably the dragon sharks got 'em...

Society or Underworld Lord DC 10:
: Kobolds are small reptilian humanoids that often inhabit deep forests or underground areas with little sun, largely because kobolds’ eyes are sensitive to bright light.

Society or Underworld Lord DC 14:
Kobolds love to engineer traps. As most other humanoid creatures are far more physically powerful than a kobold, most kobold tribes line their camps with countless traps to even the odds against intruders.

Society or Underworld Lord DC 18:
Kobolds tend to follow the most powerful member of their tribe or scouting party. Defeating the leader often causes the remaining kobolds to panic and lose combat cohesiveness. Spellcasters often take leadership roles among kobolds by citing a lineage going back to a true dragon.


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Society/Underworld Lore: 1d20 + 1 ⇒ (5) + 1 = 6

Greta glances at the pit and shrugs. She is ready to head out when the others are.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Society: 1d20 + 5 ⇒ (12) + 5 = 17

Still really didn't hear what the Dargon Sharks are doing besides existing.

Okay, but to be clear little one, the Dragon Sharks haven't been doing anything unusual down here? Are they killing off members of your group, or just taking up space?


Female Human Monk 1 | AC 16 TAC 16 | HP 19/19 | F +3 R +6 W +3 | Perc +2 | Res 1/1 | Hero 1/1 | Active Status:

Society: 1d20 - 1 ⇒ (19) - 1 = 18

The sewers are hardly Min's idea of a good time, but the Pathfinder job is a job, and ultimately another stepping stone towards opening her restaurant.

She listens to the Dragonspeaker with her arms crossed, skepticism and caution clear on her face. "Strongminding the Dragon Sharks? You want us to intimidate them into leaving you lot alone? We can give that a try..." She leans forwards "And what was that about trapping the Dragon Sharks between two sides? You're not making a lot of sense here Dragonspeaker. Ah, and who is Fazgyn?"

After hearing the response, Min finds she can't help her curiosity: she leans forward enough to peer down into the pit. If she can't see down into it for some reason, she pulls out her 10ft pole and swirls it about down there.


Reach of Corruption Map

"What? No! Strongmind them with lightning! You go with Fazgyn, master trapper of the Sewer Dragons. He brings the best cutters of the tribe to one side of their outpost. You go to the other side. You Strongmind the murdering Dragon Shark invaders until you moosh them in the middle!"


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Greta smiles at the others. "So we're the rock, and this Fazgyn and his cutters are the hard place. Or vice versa, I suppose. Either way, these Dragon Sharks end up squashed." The halfling grins at the kobold and winks. This Pathfinder work was so exciting!


N/N male dwarf barbarian/1 | HP: 8/24 | AC/TAC: 16/13 (-1 raging) | F/R/W: +lvl +4(2)/+2(0)/+4(2) | Speed 20 ft | Athletics +2, Perc +3, Survival +2 | Active Conditions: raging

Grinwald is starting to warm up to this team. He likes the straightforward philosophy of crushing one's enemies, though he's still trying to puzzle out the phrase strongminding.

"Well enough prattling. Let's move."

If there is a rope in place he starts descending before anyone else can get in front of him.


Female Human Monk 1 | AC 16 TAC 16 | HP 19/19 | F +3 R +6 W +3 | Perc +2 | Res 1/1 | Hero 1/1 | Active Status:

Min starts stretching out her arms. "Good enough, Dragonspeaker. Seems like the kind of job this group will do great with."

She stows her 10ft pole and heads on after Grinwald (and Fazgyn).


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri doesn't quite get the explanation he expected, but shrugs and follows the others. Okay, I guess we'll find out why the Dragon Sharks are so terrible.


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Greta smiles up at Taldidri, though the expression is a bit sadder than usual. "They're probably no better or worse than the Sewer Dragons. They just chose the wrong friends."


Sippit | Male Goblin | N Sorcerer / 1st | HP:15/15 | AC:14 TAC:14 | F:+4 R:+3 W:+1 | Per: +0 | Stealth: +1

"Maybe them is actual sharks? Sippit is never seeing shark-dragon before." He sighs, for the image is grand and he may never see it.


Reach of Corruption Map

A gnarled and scarred kobold, Fazgyn you assume, gives you a quick nod, and sets off into the sewers.

"Dragon Sharks are worse. They keep no pacts. They grow and expand from shore to shore to sewers. I remember times before Society and Sewer Dragons made their pact. Many wars in our sewers then. Since Yiddlepode? Peace."

As you continue into the sewers, he leaves his cutters as a rearguard, growing visibly alert as you get farther along, explaining himself in a low voice.

"To find traps, you have to be trap-smart, and you get trapsmart by dealing with traps, or being really good at spotting traps. If you’re not good at looking, you might miss the trap that kills you!"

Some hazards can be spotted only by creatures with a minimum proficiency rank in Perception.

"It’s easy to get distracted by enemies and arrows and forget to watch for tripwires. Want to stay alive? Take a moment to look around."

In combat situations (encounter mode), a PC needs to actively look for hazards with the Seek action.

"When I’m walking like this, I’m always looking. It takes effort unless you get really good at it. Some dragonbloods can sense magic and magic traps, but that also takes effort. You want to focus on sneaking? Hiding behind shields? Life’s full of choices. My choice is to look for traps and stay alive."

In less strenuous situations (exploration mode), a PC needs to use the searching tactic or detecting magic tactic to uncover hazards.

Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

Flynt nods and takes note at the mention of traps...he'll keep a sharp eye out...


N/N male dwarf barbarian/1 | HP: 8/24 | AC/TAC: 16/13 (-1 raging) | F/R/W: +lvl +4(2)/+2(0)/+4(2) | Speed 20 ft | Athletics +2, Perc +3, Survival +2 | Active Conditions: raging
Fazgyn wrote:
"I remember times before Society and Sewer Dragons made their pact. Many wars in our sewers then. Since Yiddlepode? Peace."

Peace is overrated. I'd be out of a job. Why do folks like peace so much?

Fazgyn wrote:
"When I’m walking like this, I’m always looking..."

Now THAT is good advice!

Indeed, Grinwald moves slowly and searches for traps.


Female Human Monk 1 | AC 16 TAC 16 | HP 19/19 | F +3 R +6 W +3 | Perc +2 | Res 1/1 | Hero 1/1 | Active Status:

Lol, I'm getting tutorial vibes! Which is actually good, because the Playtest is still pretty new for folks.

Min nods along with the explanation, clearly impatient as the kobold explains the basics. "That much anyone knows." She catches herself. "But, of course the advice is welcome." She makes a tiny bow to the kobold tracker and trapfinder. 'Better to not insult some allies of the Society...'

Rather that specifically seek out traps, Min keeps her eyes and ears open for any potential ambushes (or any kobolds in the tunnels ahead).

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Great. Not only is it foul down here, but there are traps that some of us might be killed in the muck.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


N/N male dwarf barbarian/1 | HP: 8/24 | AC/TAC: 16/13 (-1 raging) | F/R/W: +lvl +4(2)/+2(0)/+4(2) | Speed 20 ft | Athletics +2, Perc +3, Survival +2 | Active Conditions: raging

Do you want us to roll perception or are you going to handle it as a secret roll?


Sippit | Male Goblin | N Sorcerer / 1st | HP:15/15 | AC:14 TAC:14 | F:+4 R:+3 W:+1 | Per: +0 | Stealth: +1

Sippit shrugs and uses the SEARCH action to look out for traps as directed.


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Greta nods at the kobold's words and keeps an eye out for traps.

I'm thinking it's a GM roll in 2e? If not, I'll roll a Perception check with my next post.


Female Human Monk 1 | AC 16 TAC 16 | HP 19/19 | F +3 R +6 W +3 | Perc +2 | Res 1/1 | Hero 1/1 | Active Status:

Oops, that's right, perception *did* become a secret roll. That's going to take a bit to get used to.


N/N male dwarf barbarian/1 | HP: 8/24 | AC/TAC: 16/13 (-1 raging) | F/R/W: +lvl +4(2)/+2(0)/+4(2) | Speed 20 ft | Athletics +2, Perc +3, Survival +2 | Active Conditions: raging

The rules do give the GM the choice to allow players to make their own rolls, so it still may be valid for you to roll.


Reach of Corruption Map

When we're in exploration mode, I'll go ahead and make the rolls since everyone would in theory be deciding on roles before seeing any of those outcomes, but in encounter mode feel free to roll your own.

Super Secret Perceptions:
1d20 + 5 ⇒ (7) + 5 = 121d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (14) + 3 = 171d20 ⇒ 21d20 + 3 ⇒ (5) + 3 = 81d20 + 2 ⇒ (20) + 2 = 22

Grinwald, Flynt, and Min are quick to notice a pit trap partway through the sewers, and as they turn to warn their compatriots they see Fazgyn peering at them approvingly as well.

"Good. You keep head on shoulders even out of your homes. Now you've found the pit. What do you do?"

Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

Still getting used to the new rules...Disable Device falls under thievery, correct?


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Greta shrugs, annoyed that she hadn't noticed the trap. "I'd say if it can be avoided, why not do so rather than risk messing with it? Of course, we'll have to remember it's there when we come back this way again. Maybe marking it with chalk or something."

The halfling frowns as she realizes she has nothing of the sort. Maybe when she gets back to the surface she'll have to correct that issue.

Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

I'll go ahead and roll for it and you can let me know if that's right...

Flynt will carefully approach the trap and try to disarm it...

Thievery (Disable Device): 1d20 + 5 ⇒ (17) + 5 = 22


Female Human Monk 1 | AC 16 TAC 16 | HP 19/19 | F +3 R +6 W +3 | Perc +2 | Res 1/1 | Hero 1/1 | Active Status:

Min looks around the area as she responds to Fazgyn "Is there maybe a way around it? Filling in something like this might take a while, and expose us to being ambushed." She searches for a way to bypass the pit without disabling it. She also checks the pit's depth in case it can be vaulted over with a 10ft pole.

Or alternatively...
If Flynt needs it, she gathers some loose rubble (if she can find any) from nearby in the sewers to help fill in the hole!


Reach of Corruption Map

Thievery is indeed the skill

"Around is good, jumping is good," Flynt manages to jam the trapdoor shut as Fazgyn explains, "Jamming the trap is good. But remember, it all starts with the eyes. Can't do any of that if you fell in.

"Okay, now we close to dragon shark outpost. We take these tunnels, you take that one, then go right, left, right, right?" He turns to one of his cutters who nods authoritatively.

"Don't attack before five-score heartbeats. But don't attack too much after either!"

Fazgyn gives any Pathfinder who doesn't specifically object a farewell handshake, then he and his squad begin to disappear into the sewers.

Anyone switching tactics from Searching?


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Greta nods at the advice of the kobold, finding his remarks to be helpful to her, now that she is truly an adventurer and no longer a carny. She grins and shakes his hand when its offered. "Good luck to you. We've got your backs."

As they head out, Greta offers to help search for more traps or even an ambush - but if it seems like others have that covered she'll stick to the shadows and try to get an edge whenever they run across the Dragon Sharks.

With a +5 Perception Greta will offer to Search, but if we've already got someone doing that she'll Sneak instead. Both are half movement, so having different party members doing both won't cut any more into our speed. Would be helpful maybe to have a spellcaster type Detecting Magic as we go as well.


Female Human Monk 1 | AC 16 TAC 16 | HP 19/19 | F +3 R +6 W +3 | Perc +2 | Res 1/1 | Hero 1/1 | Active Status:

Min claps Greta on the shoulder. "If you're on the lookout for dangers, keep an eye a little further ahead. I'll try to sneak forward and see what I can see of these Dragon Sharks and their camp. But I'd rather not fall into another pit before getting there." She grins at the halfling.

Switching to sneaking tactic! Min has a +3 sneak mod.


N/N male dwarf barbarian/1 | HP: 8/24 | AC/TAC: 16/13 (-1 raging) | F/R/W: +lvl +4(2)/+2(0)/+4(2) | Speed 20 ft | Athletics +2, Perc +3, Survival +2 | Active Conditions: raging

Grinwald will stick to searching as he goes, not happy about all the doom and gloom prospects the negative kobold keeps harping on.

Unless they run into any tracks, which might change things up a bit for him.

Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

Flynt will draw his bow and sneak behind Min, covering her as they go...

Flynt's stealth is +5...looking at Min's post, I take it we're not supposed to roll?


Female Human Monk 1 | AC 16 TAC 16 | HP 19/19 | F +3 R +6 W +3 | Perc +2 | Res 1/1 | Hero 1/1 | Active Status:

IIRC, stealth is also a "secret" roll, so the GM rolls it.


Male NG Elf Wizard 1 | HP 10/12 | Hero Points 1/3 | Resonance 1/1 | AC 12 TAC 12 | F +1, R +4, W +4 | Perc: +3, low-light vision | Speed 30ft | Arcane Focus: 1/1 | Spells: burning hands, color spray | Active conditions: None.

Taldidri watches his stealth teammates move ahead of the group. He remains searching alongside Grinwald as he stays back.


Reach of Corruption Map

And Greta, if you're mainly concerned about traps, because you have the Trap Spotter ability, you can actually make Perception checks to find them even while in a different Exploration Mode

Super Secret Exploration Rolls:
Perceptions: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 161d20 + 3 ⇒ (19) + 3 = 221d20 ⇒ 81d20 + 3 ⇒ (14) + 3 = 17
Stealth: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (19) + 5 = 2420 + 3 = 23

As you approach the outpost you find another rather nasty trap - a wall socket loaded with jagged blades connected to a series of floor tiles that stretch in a 5' line across the tunnel. It should be possible for someone with some experience in such things to disable the pressure plates or the launcher. Of course, you could just try to jump over it, find another way around, or even smash the mechanisms with a big hammer. But Fazgyn's five-score heartbeats are ticking down...

Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

Flynt sighs, "Another trap...I'll see if I can disarm this puppy..."

The ranger will attempt to disable the trap...

Disable Device: 1d20 + 5 ⇒ (20) + 5 = 25


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Greta watches Flynt intently, then smiles at the ranger when he disarms it easily.

"Nicely done!" She congratulates the elf. Then she slips forward again, scouting for more dangers.

Oh nice! OK then, will go ahead and Sneak as exploration mode, since my Trapspotter ability lets me look for traps automatically?


N/N male dwarf barbarian/1 | HP: 8/24 | AC/TAC: 16/13 (-1 raging) | F/R/W: +lvl +4(2)/+2(0)/+4(2) | Speed 20 ft | Athletics +2, Perc +3, Survival +2 | Active Conditions: raging

Grinwald nods in appreciation too, giving the trap a prod with his ax, first, just in case, before proceeding


Reach of Corruption Map

Flynt ably jams the launcher and leads the way on through, getting closer to the turns Fazgyn had instructed you to take.

Super Secret Exploration Rolls:
Perceptions: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 121d20 + 3 ⇒ (8) + 3 = 111d20 ⇒ 71d20 + 3 ⇒ (3) + 3 = 6
Stealths: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (13) + 5 = 181d20 + 3 ⇒ (19) + 3 = 22

Unfortunately, as the stealthy trio continue, their silence is broken by a quiet **click** another blade launcher triggers, sending a rusty blade swinging across the front two scouts in a screech of rusty mechanisms, catching poor Greta full across the body!

Blade @Min: 1d20 + 10 ⇒ (10) + 10 = 20
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
Blade @Greta: 1d20 + 10 ⇒ (16) + 10 = 26
Slashing: 1d6 + 4 ⇒ (1) + 4 = 5
Crit Damage: 1d6 + 4 ⇒ (5) + 4 = 9

The sound of the trap echoes through the tunnels as it resets. Any nearby kobolds must have heard that. You have to move - now!

Initiative:
Flynt: 1d20 + 5 ⇒ (17) + 5 = 22
Greta: 1d20 + 5 ⇒ (11) + 5 = 16
Grinwald: 1d20 + 3 ⇒ (5) + 3 = 8
Min: 1d20 + 3 ⇒ (16) + 3 = 19
Sippit: 1d20 ⇒ 4
Taldridi: 1d20 + 3 ⇒ (12) + 3 = 15
???: 1d20 + 4 ⇒ (15) + 4 = 19
???s: 1d20 + 4 ⇒ (2) + 4 = 6

Bold may go!
Path of the blade in red

Flynt
???
Min -7
Greta -14
Taldridi
Grinwald
???s
Sippit


NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1
Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Greta hears the click, and before she can react the blade slices deep into her shoulder, which she has raised just in time to avoid being decapitated by the scythe slicing through her neck!

The halfling gasps in pain and leans against the wall. "That... hurts..." She whimpers softly. Why did she leave the circus again? Her thoughts are convoluted and distracted as she tries to staunch the bleeding.

No actions at the moment, I'll see what happens before I post my action. If I'm alive to do so!

Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

Sorry, tried to post earlier and thought it went through...since we're in initiative, can I still do a Disable Device check?


Reach of Corruption Map

Sure thing! It's an action, and you'll have to be adjacent to the wall or the floor tiles (which you are), but aside from that you're in the clear!

Grand Lodge

Flynt | Male Elf | NG Ranger / 1st | HP:16/17 | AC:16 TAC:15 | F:+3 R:+6 W:+3 | Per: +3 | Stealth: +5

Flynt will try to disarm the trap...

Disable Device: 1d20 + 5 ⇒ (6) + 5 = 11

Since the mods are lower in PFS2, hope the DC checks are likewise...

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