GM Derek W's Dragon's Demand Playtest (Inactive)

Game Master Derek Weil

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Belhaim Map

Belhaim Locations


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Technic Siege/Full Map

Bump. Darian, Nat and Yasmin are up!


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

Nat shifts her spear into position and jabs it past Gio towards the kobold.

attack: 1d20 + 3 ⇒ (6) + 3 = 9 Not sure what other buffs are active.

damage: 1d6 + 1 ⇒ (3) + 1 = 4


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin loads her crossbow and shoots at the kobold, but misses

Attack, Bard, Melee + Cover: 1d20 + 4 + 1 - 8 ⇒ (10) + 4 + 1 - 8 = 7


Technic Siege/Full Map

Bardic Performance. Basics are +1 to hit and +1 to AC and certain saves.

Nat and Yasmin miss.

Darian stabs at the wounded kobold!

Attack: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

The stab connects with the prone creature. It tries to stand, allowing Darian another attack!

AOO: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

The second blow kills the beast!

The three others stab out with spears!

Attack #1: 1d20 + 1 ⇒ (8) + 1 = 9

Attack #2: 1d20 + 1 ⇒ (3) + 1 = 4

Attack #3: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6

All miss!

The party is up again!


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin loads her crossbow and takes another shot at a kobold, Although she misses the kobold she manages to hit the ceiling of the cave.

"Shooting crossbows is harder than I though!" she exclaims

Attack, Bard, Melee + Cover: 1d20 + 4 + 1 - 8 ⇒ (2) + 4 + 1 - 8 = -1

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni continues to perform as he steps up next to Darian.

He strikes out with his rapier.

Rapier: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 151d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Human (Taldan) Swashbuckler 2 Init: +3; Perception: +6; AC: 18; HP: 21/23; F: +1, R: +6, W: +1; Panache 2/2

Darian stabs at the next Kobold.

Attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Crit Confirm: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Crit Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Technic Siege/Full Map

Yasmin misses her target!

Gio just manages to sneak a blow in, and it fells a kobold warrior! Darian's strike is a hit, but he can't drive the point home quite hard enough to slay the creature!

Nat still to go.


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

Long spear attack: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
confirm: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
damage: 3d6 + 2 ⇒ (6, 6, 3) + 2 = 17

-Posted with Wayfinder


Technic Siege/Full Map

Nat's spear plunges through the kobold's body, and the head emerges on the far side. The beast slumps to the ground, light gone from its for all time.

The final kobold throws down its spear and shouts:

"No kill! I give up!"

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni--slightly--lowers his rapier.

Perhaps, you may want to assist us, yes?
We are friends now, yes?

diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28


Technic Siege/Full Map

"Yes, friends we are. Help you I can. What shall we do?" The kobold seems mesmerized by Gio's smooth tongue.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni points to the captives.

Who are they? And where is your Sorcerer?


Technic Siege/Full Map

"The prisoners? Just a few of your wretch4ed kind from that town nearby. They make excellent slaves. Or did. As to our leader, pah! Roaghaz is a fool. He keeps himself down below, in the lower level of our home here. Usually with a handful of loyal guards, mind you. And a fair number of my brethren live between here and there..."


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

Nat goes over to the captives, examining them and helping them out of their bonds.

-Posted with Wayfinder

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni reaches into his pack, bringing out some paper and ink.

I would appreciate it--my new friend--if you could draw me a map to your leader, Roaghaz, home?


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin goes to help Nat.

"Do not worry, you are free now. Are you from Belhaim? How did you get to be here? Do you think you can find your own way back to Belhaim or do you want us to escort you?"


Technic Siege/Full Map

One of the slaves introduces herself as Bophre Malak.

"I've been here the longest. Yes, we're all from Belhaim. I'm a farmhand from the Malak dairy. I just went out for a walk one day a few months ago, when I got jumped by these kobolds. These other two are Carlo and Sela Bellathi."

The pair nods, and the man speaks. "We're peddlers of religious charms. We got caught 2 months ago while traveling east on the Verduran Highway, just having plied our wares in Belhaim. The kobolds were plenty mean, but they kept us fed well enough to work, anyway. We can't thank you enough for the rescue!"

All three have looks of extreme gratitude on their faces.


Technic Siege/Full Map

The captured kobold willingly sketches the lower level of the lair and completes your map, indicating Roaghaz's quarters.

I'll update your map as well.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni looks over the map, comparing it with the other one.
If he thinks it is a good match, then he will nod his head at the Kobold toward the exit back the way they come.

Time for you to go on a vacation. Perhaps far North of here!


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

"We'll need to lead these three out, and the kobolds too to make sure they leave."


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Do you really want us to walk back to Belhaim to make sure they arrive there? They seem like a capable bunch to me"


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

"No, just to the entrance."


Technic Siege/Full Map

Nat escorts the group outside. The kobold scrambles away to the north, while the humans head for the road back to town.

"Come by the ranch when you have a chance! Our master may be able to pay a small reward for saving us!"

You head back inside the lair, the prison room contains no other noteworthy items.

The five-point star is the chief's lair as indicated by the kobold (scroll right). Actually on the third level. Four-point stars mark rooms you'v already explored.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni studies the map for a moment.

We will need to go directly East through the previous chamber to continue.

He prepares himself by waving his hand over his clothing, darkening the color.

spell:
Prestidigitation

School universal; Level bard 0, magus 0, sorcerer/wizard 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

DESCRIPTION
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Once finished, he looks up at everyone, smiling, We ready? I will take the lead!

And--with enthusiasm, along with a torch, Giovanni begins peering for traps, or magic.

spell:
Detect Magic

School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING
Casting Time 1 standard action
Component: V, S

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.


perception: 1d20 + 7 ⇒ (8) + 7 = 15


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"take the lead oh stalwart bard!"


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

Let's rewind to when we bring the captives to the entrance so Eilis can make her appearance.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Why am I getting the "Wayne s World" scene where they continually decide on the ending? I can hear the do-dee-doo sound...lol!

Sovereign Court

F Human Slayer 2 |HP 26/26| |AC 17 T 12 FF 15| |Init +2| |Perc +6| |Fort +5 Ref +5 Will +3|

As the freed captives walk away, you see a very tall woman in full armor approach. The armor bears the crest of Baroness Devy

"Hold, adventurers! The Baroness thought you may need another sword..."noticeably resting her hands on the swords at each hip"or two. I am Eilís Leon de Champlain, of my lady's guard. My mission is to help you root out these vile creatures so that the citizens of Belhaim can once again live in peace."

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni steps froward. He smiles warmly, bowing low as he sweeps out his feathered hat.

We, too, are under direction from the Baroness, my Dear.

Giovanni waves his hand over his clothing, speaking a short arcane phrase.

His clothing's coloring seems to be matching Eilis'!

spell:
Prestidigitation

School universal; Level bard 0, magus 0, sorcerer/wizard 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

DESCRIPTION
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Midway on our life’s journey, I found myself
In dark woods, the right road lost.


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

"You're a soldier? "

-Posted with Wayfinder

Sovereign Court

F Human Slayer 2 |HP 26/26| |AC 17 T 12 FF 15| |Init +2| |Perc +6| |Fort +5 Ref +5 Will +3|

Eilis smiles wryly at Giovanni and thinks 'I hope this boy can do more than wave his hat around.' She suppresses a laugh and looks at the halfling.

"Aye, lady, I protect the baroness' estate. Local militia, mind, I'm no Ulfen brute. And who might you be?"


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

The wild-haired, wood-and-leather wearing halfling looks a little wary, but offers the human woman a smile and a bow.

"Nátulcien Ar-Feiniel, but you can call me Nat, as the full name is hard to say unless you're familiar with Elven pronunciation. This is Phil, my bird friend. What were you told about these tunnels?"

A thrush sits on her shoulder, peering at the newcomer and then giving its wings a brief flutter.

Grand Lodge

Human (Taldan) Swashbuckler 2 Init: +3; Perception: +6; AC: 18; HP: 21/23; F: +1, R: +6, W: +1; Panache 2/2

Greetings and salutations, M'Lady," Darian introduces himself with a bow after Nat has finished her questioning. "I am Darian D'Tanquil, at your service."


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Hi there misses! I am Yasmin, illusionist extraordinaire!" Yasmin exclaims.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni blushes a bit before repeating his performance.

How rude of me! I am Giovanni Cicero BrokenCrown--Minstrel, Poet, Orator!

Giovanni begins to recite:

poem:
TWO roads diverged in a yellow wood,
And sorry I could not travel both
And be one traveler, long I stood
And looked down one as far as I could
To where it bent in the undergrowth;

Then took the other, as just as fair,
And having perhaps the better claim
Because it was grassy and wanted wear;
Though as for that, the passing there
Had worn them really about the same,

And both that morning equally lay
In leaves no step had trodden black.
Oh, I marked the first for another day!
Yet knowing how way leads on to way
I doubted if I should ever come back.

I shall be telling this with a sigh
Somewhere ages and ages hence:
Two roads diverged in a wood, and I,
I took the one less traveled by,
And that has made all the difference.

Sovereign Court

F Human Slayer 2 |HP 26/26| |AC 17 T 12 FF 15| |Init +2| |Perc +6| |Fort +5 Ref +5 Will +3|

Eilis nods as each introduction is made. She waits patiently as Giovanni recites the poem. For a moment she is lost in his words. It reminds her of when she was young playing at the edge of the Verduran forest. 'It was safe in that forest alone then. No fear of kobolds snatching children and farmers. KOBOLDS! GET BACK TO YOUR MISSION SOLDIER!' She shakes herself out of her reverie.

"Uh...I haven't been told anything about these tunnels, specifically ma'am. The Baroness sent me to help you after your confirmation of Henclay's death." she makes a small gesture and mumbles 'may he be judged fairly' "I'm to assist you in your quest to root out the kobolds. I tracked you to these tunnels and just now saw the lizard cowards running. Nice work on the wolves, by the way, color me impressed. Was that all of the creatures, or are there more inside?"


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Oh, no. We barely started driving out the pests. Nat, why don't you show the corporal the map that kobold made for us?"

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni studies the map for a moment,along side the group.

We will need to go directly East through the central chamber to continue.

He prepares himself by waving his hand over his clothing, darkening the color.

spell:

Prestidigitation
School universal; Level bard 0, magus 0, sorcerer/wizard 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

DESCRIPTION
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Once finished, he looks up at everyone, smiling, We ready? I will take the lead!

And--with enthusiasm, along with a torch in one hand and his trusty rapier in the other, Giovanni begins peering for traps, or magic.

spell:

Detect Magic
School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING
Casting Time 1 standard action
Component: V, S

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

perception: 1d20 + 7 ⇒ (14) + 7 = 21


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

Nat pads along behind Giovanni with a spear more than twice as long as she is tall at the ready.

-Posted with Wayfinder

Sovereign Court

F Human Slayer 2 |HP 26/26| |AC 17 T 12 FF 15| |Init +2| |Perc +6| |Fort +5 Ref +5 Will +3|

Eilis draws her weapons and follows the halfling.


Technic Siege/Full Map

I am very sorry for the long delay! I finaly got some computer issues sorted out, and have enough rest to think more clearly.

Straw is strewn across the floor of this large cave. The ceiling vaults to a height of twelve feet. Three ledges, eight feet off the ground, look out over the main cavern. A five-foot wide, twenty-foot-deep trench runs north to south through the western half of the cavern, with just one five-foot wide bridge of natural stone allowing passage from one side to the other.

So far you see no traps or other creatures.

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni turns to the group with his finger to his mouth.

He then produces a piece of copper wire, reciting arcane words and pointing at Nat and Yasmin.

spell:
Message
School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)

EFFECT
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no

DESCRIPTION
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

He then whispers, I don't see any movement, but I am thinking that the bridge is probably going to be trapped.

Giovanni smiles, shrugging, I will attempt to secure it, if you may watch my exposed backside!


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

"With kobolds, everything is likely to be a trap," Nat grumbles.

She gets out and loads her sling.

-Posted with Wayfinder

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni nods his head at Nat, whispering, Remember you need only whisper to communicate with me for a time.

He then waves his hand in front of his eyes, reciting more arcane words.

spell:
Detect Magic

School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING
Casting Time 1 standard action
Component: V, S

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

He then begins to creep--stealthily?--toward the bridge.

stealth: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13

And Giovanni peers--suspiciously--about for traps--magic or mundane...

perception: 1d20 + 7 ⇒ (18) + 7 = 25


Technic Siege/Full Map

Giovanni's careful approach is wise, but he finds no traps on the small bridge. However, as the reaches the center, kobolds spring up on the various ledges around the room, eight of them in all!

Ledges are climbable if you can find a free square to stand. They are 5' high, so within melee for medium folks or those with reach weapons.

Initiative:

Giovanni: 1d20 + 3 ⇒ (1) + 3 = 4
Darian: 1d20 + 3 ⇒ (8) + 3 = 11
Eilis: 1d20 + 2 ⇒ (12) + 2 = 14
Yasmin: 1d20 + 2 ⇒ (14) + 2 = 16
Natulcien: 1d20 + 1 ⇒ (7) + 1 = 8

Kobolds: 1d20 + 1 ⇒ (19) + 1 = 20

Round 1:
Kobolds
Yasmin
Eilis
Darian
Nat
Gio

The front few kobolds sling stones at Giovanni!

Attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Attack: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Attack: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

Attack: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

Attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Two stones hit him, leaving minor scrapes!

The party is up!

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni winces as each stone flies pass him.

Ambush!...Ouch!


F Halfling Oracle (Lunar mystery) 2 | HP 15/15 | AC 20 T 14 FF 17 | Init +3 | Perc +7 | Spells 4/5

Nat casts a blessing on the party.

Bless, 2 minutes duration.

-Posted with Wayfinder

Sovereign Court

F Human Slayer 2 |HP 26/26| |AC 17 T 12 FF 15| |Init +2| |Perc +6| |Fort +5 Ref +5 Will +3|

Eilis yells "For Taldor!" and moves to the east ledge

Shortsword 1: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

If that takes care of the 1st one then she will target the 2nd with the next attack. If not then she will swing until the thing is down.

Shortsword 2: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Grand Lodge

Male Hobgoblin Hunter 1 Hp 11/11 Ac 15 Initiative +1 Fort+4 Ref +3 Will +1 Perception +9

Giovanni brings forth some rose petals, flinging them in the direction of the 3 kobolds across from him.

spell:
Sleep
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1; Domain Night 1

CASTING
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)

EFFECT
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes

This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.

DESCRIPTION
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Will DC 14

He will then look to take cover from any further sling stones!

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