GM Endless Forms' PFS 04-22 Glories of the Past Part I: Halls of Dwarven Lore (Inactive)

Game Master Mike Tuholski

A 5-9 PFS scenario played at the 5-6 tier. Map!


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Liberty's Edge

(8) Female Half-Elf Bard 4 / Lore Warden 4 | HP 57/59 | AC 26* | T 15 | FF 21 | Fort +7 | Ref +9 | Will +7 (+2 vs. ench) | CMD 26 | Init +3 | Perc +6 | SM +8 | BP: 14/14

"Oh silly me. That's right - we're going to spring the traps safely, or something?"


The Flaxseed Pathfinder Lodge

@Luisila: yep! I finally made the switch a while ago (and the people rejoiced! yay!) except for my Shattered Star game because those maps are gigantic and the players don't mind Roll20.

Good catch Linnea. Those are 10' squares. I'll adjust the map to make it annoyingly large now.

Brachus and Luisila safely set off the arrow traps with a gush of water, sending the last four arrows crashing into the wall.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Shan gives a solemn nod of approval of by passing the traps. The monk continues forward in silence ahead of the party to make sure nothing else surprises them.

Stealth: 1d20 + 10 ⇒ (9) + 10 = 19

Sovereign Court

Barbarian Invulnerable Rager/7; HP: 82/82 (96/96); AC: 24 (23 Rage), DR: 3; F: 9, R: 8, W: 4; Perc: +9; Init: +2

Varg follows the dwarf into the room at a 10 foot distance.

Silver Crusade

Male Human Cleric/10 HPS 54/73 (+NL 10) AC 16(19)/touch 10/FF 16 CMD 15 Fort+8/Ref+3/Will+12 init +2/Per.+18/Sense motive +7

"That was a clever idea Luisila...I've got to remember that for a possible next time I run across something like that."

Sovereign Court

Barbarian Invulnerable Rager/7; HP: 82/82 (96/96); AC: 24 (23 Rage), DR: 3; F: 9, R: 8, W: 4; Perc: +9; Init: +2

That's my girl...always thinkin'.

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

"Good ah, good thinking." Quintus says. He passes the Adamantine-tipped arrow to Linnea. "You may be able to use this." he says, then follows the others into the next room.


The Flaxseed Pathfinder Lodge

Shan progresses further in around a narrow winding hallway into the next chamber. The central feature of this nearly square room is the wide set of shallow stairs that leads upward to a pair of passageways on the eastern side of the room. A row of ancient and splintered desks lies at the top of the stairs, and an empty room is visible beyond.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Shan will scan the passageways for traps (Take 10 for 28). If everything looks clear, he'll go back to inform the party what he has found. After they have advanced, he'll continue on into the "empty room" and beyond.

Grand Lodge

Female CG Half-elf Cleric 15 | HP 168/168 | AC 29, T 18, F 24 | CMB +13, CMD 30 (31 grapple) | F +23, R +19, W +23 (+2 vs enchantments) | Init +10 | Perc +27, SM +6 | Speed 30 ft | 7/7 Channels | 8/8 BoL | 2/2 GF | Active conditions: none

Luisila nods and smiles at Brachus. She notices a foam forming on the water produced by Cayden’s clergyman.

“I think I can smell hops in the air too.”

Varg "Cleaver" Stollufsen wrote:
That's my girl...always thinkin'.

Luisila claps Cleaver on the shoulder and follows the big Ulfen into the next chamber where she will wait quietly for Shan, watching and listening for any threats.

Take 10 Stealth + Guidance: 10 + 6 + 1 = 17
Take 10 Perception: 10 + 17 = 27


The Flaxseed Pathfinder Lodge

Shan:
Left/right designations are from Shan's perspections (i.e. backwards from the way you are looking at the map)

You again notice an empty arrow trap (on the right) but also two more loaded arrow traps (solid yellow lines on the left) as well as a two grapple bolt traps (hashed lines) down either hallway. The left grapple bolt trap would drag the victim over the plates for the two armed arrow traps.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Shan returns to the party.

"Both hallways are trapped with grapple bolts. The one on the left leads into a secondary arrow trap. I recommend trying our water trick to spring the right hallway, avoiding the left all together."

Liberty's Edge

(8) Female Half-Elf Bard 4 / Lore Warden 4 | HP 57/59 | AC 26* | T 15 | FF 21 | Fort +7 | Ref +9 | Will +7 (+2 vs. ench) | CMD 26 | Init +3 | Perc +6 | SM +8 | BP: 14/14

Linnea catches up with the party, "More water-making? I'd be glad to help out, but I didn't drink much before we started this little exploration." She nervously chuckles at her own crude joke.

"Anyway, I guess it's time for the water-works again."

Silver Crusade

Male Human Cleric/10 HPS 54/73 (+NL 10) AC 16(19)/touch 10/FF 16 CMD 15 Fort+8/Ref+3/Will+12 init +2/Per.+18/Sense motive +7

Brachus nods at Luisila
"Ready when you are."


The Flaxseed Pathfinder Lodge

Brachus and Luisila stand to the side and create a second waterworks on the pressure plates. The party watches as a grapple bolt flies past and lands on the floor. It then slowly clinks across the ground as the rope is automatically winched back in. The grapple bolt now dangles loosely from the far wall however, as it would need to be manually reset.

Grand Lodge

Female CG Half-elf Cleric 15 | HP 168/168 | AC 29, T 18, F 24 | CMB +13, CMD 30 (31 grapple) | F +23, R +19, W +23 (+2 vs enchantments) | Init +10 | Perc +27, SM +6 | Speed 30 ft | 7/7 Channels | 8/8 BoL | 2/2 GF | Active conditions: none

“I’m enjoying doing wet work for the Pathfinder Society more than I thought I would.”

The priestess thinks about the implications of this particular trap. “A grapple bolt? That would work better if an adversary wanted an intruder immobilized before an ambush, wouldn’t it?”

Assuming they proceed, Luisila will stick close to Cleaver, moving as silently as she can while keeping her eyes and ears open for traps and threats.

Take 10 Stealth: 10 + 6 = 16
Take 10 Perception + Guidance: 10 + 17 + 1 = 28

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

"These halls have been hollow for generations. But these traps have been reset . . . and we do know at least one if not two parties have come through here already.

Actually, Lady Luisila, the grapple bolt would grab the intruder and pull him through the trip lines of another arrow trap."

Shan shows the priestess where the trap triggers are on the north side of the room.

Once everybody has advanced safely, Shan continues down the cooridor to see what is around the bend.

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
Take 10 Perception vs Stone: 10 + 18 = 28

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Quintus follows, safe among the other Pathfinders, though moving with as much stealth as he can muster.

Stealth 1d20 + 17 ⇒ (13) + 17 = 30


The Flaxseed Pathfinder Lodge

Shan and the party work themselves around a series of narrow tunnels. A few broken chairs complete with moldering cushions line the outer walls of the circular room ahead. Four sconces sit lonely and empty around the room’s perimeter. To the west, a short passage leads to another circular room. The floors of both rooms are unbroken but etched with a geometric pattern that sharply contrasts with the flagstones to the east.

Grand Lodge

Female CG Half-elf Cleric 15 | HP 168/168 | AC 29, T 18, F 24 | CMB +13, CMD 30 (31 grapple) | F +23, R +19, W +23 (+2 vs enchantments) | Init +10 | Perc +27, SM +6 | Speed 30 ft | 7/7 Channels | 8/8 BoL | 2/2 GF | Active conditions: none

Upon being shown how the grappling bolt trap was designed to work. “Ah, I get it now. Thanks, Shan.”

Later …

Luisila exchanges looks with Linnea and Varg, as she stands some distance from the pattern.

“Remember the pattern on the floor of that dungeon when you played Thestil Shadowtongue, Linn? That was pretty bad.”

Knowledge (Religion) regarding the pattern + Guidance: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10

“Could it be a summoning circle or teleporting device? Shan, do you think we should Detect Magic?”

Luisila will wait for the dwarf’s response and will cast the orison if asked to.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Shan nods at Luisilia's suggestion of magic use.

The dwarf then tries to remember if this pattern has any signficance in Dwarven History Knowledge History (Dwarf): 1d20 + 7 ⇒ (15) + 7 = 22 or represents something else (Take 10 for 28)

Liberty's Edge

(8) Female Half-Elf Bard 4 / Lore Warden 4 | HP 57/59 | AC 26* | T 15 | FF 21 | Fort +7 | Ref +9 | Will +7 (+2 vs. ench) | CMD 26 | Init +3 | Perc +6 | SM +8 | BP: 14/14

"Luisila, I totally do remember that. Oh, that was bad news." She tries to strain her neck to get a glimpse of the floor pattern.

"Hey Luisi - why don't you hang back and I'll try to detect any magic here. You and Brachus took care of those traps so well - I just wanna help."

Linnea shoulders her way gently past her cohorts and steps into the circular room, holding her hands up in an attempt to detect magic.


The Flaxseed Pathfinder Lodge

Linnea:
You detect a conjuration aura in the center of the room.

Shan:
You don't recall any connection to Dwarven history.

DC 20 KN (engineering):
There is a narrow break in the floor at the entrance to the next room, indicating that the further room is an elevator and the first circular room is a waiting chamber. Operating the elevator is as simple as turning the wheel clockwise to move up or counterclockwise to move down. But we'll get to that in a minute after the waiting chamber room is dealt with.

Liberty's Edge

(8) Female Half-Elf Bard 4 / Lore Warden 4 | HP 57/59 | AC 26* | T 15 | FF 21 | Fort +7 | Ref +9 | Will +7 (+2 vs. ench) | CMD 26 | Init +3 | Perc +6 | SM +8 | BP: 14/14

Knowledge (Engineering): 1d20 + 7 ⇒ (8) + 7 = 15

"Hmmm, there's a definite aura of conjuration magic emanating from the center of the room. Luisila, your thinking was pretty spot-on."

She takes a careful step further into the room.

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

"Let me -ah, have a look" Quintus steps up and casts a spell of his own, his eyes glowing a pale blue as he looks into the room.

Cast Detect Magic and try to identify what he sees with Spellcraft.
1d20 + 16 ⇒ (16) + 16 = 32
Also; Knowledge: Engineering 1d20 + 11 ⇒ (4) + 11 = 15


The Flaxseed Pathfinder Lodge

Jakarno identifies it as a heightened spiked pit effect.

You can see it on the map now since you guys noticed it.

Silver Crusade

Male Human Cleric/10 HPS 54/73 (+NL 10) AC 16(19)/touch 10/FF 16 CMD 15 Fort+8/Ref+3/Will+12 init +2/Per.+18/Sense motive +7

"So how are we going to get around this one? ...Drop some water on it.? Then when it triggers a pit....fill it with water and swim across? Or doesn't that work?..so far everything seems to be fixable with enough water."

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

We can go around it?

Silver Crusade

Male Human Cleric/10 HPS 54/73 (+NL 10) AC 16(19)/touch 10/FF 16 CMD 15 Fort+8/Ref+3/Will+12 init +2/Per.+18/Sense motive +7

Sure if you want the simple solution ;)

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

We can rig something up with ropes and pulleys if you like. Anyone have a bucket? ;)

Grand Lodge

Female CG Half-elf Cleric 15 | HP 168/168 | AC 29, T 18, F 24 | CMB +13, CMD 30 (31 grapple) | F +23, R +19, W +23 (+2 vs enchantments) | Init +10 | Perc +27, SM +6 | Speed 30 ft | 7/7 Channels | 8/8 BoL | 2/2 GF | Active conditions: none
Linnea Joculus wrote:
"Hey Luisi - I just wanna help.".

"I know. And you always do."

Luisila smiles behind her hand at the looks and silent banter between Brachus and Quintus. Then she walks around the magical trap, ready for the party's approach into the next chamber.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

If there is a border to walk around, Shan will do so. If not, he will hop across the pit.


The Flaxseed Pathfinder Lodge

Looks to me like you can walk around it!

A three-foot-diameter iron wheel mounted horizontally on a short stone pedestal is the only feature in this large, circular room. Spaced evenly around the pedestal are six hexagonal keyholes, each a slightly different size, and keys protrude from four of these.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Shan begins to hum a tune he remembered as a child as he looks at the iron wheel.

Shan inspects the keys to see if they fit in their respective holes correctly. He also looks (Take 10 perception=26) around either at the base of the wheel or around the room for any insight at the purpose of the wheel.

Grand Lodge

Female CG Half-elf Cleric 15 | HP 168/168 | AC 29, T 18, F 24 | CMB +13, CMD 30 (31 grapple) | F +23, R +19, W +23 (+2 vs enchantments) | Init +10 | Perc +27, SM +6 | Speed 30 ft | 7/7 Channels | 8/8 BoL | 2/2 GF | Active conditions: none

Luisila first *casts* Guidance on herself. “Threv, Tordurbar, Menotherian. Lend me your ears!”

She then searches the area carefully for traps and items of interest, WITHOUT touching the keys, keyholes or iron wheel. She is particularly looking for stylized arrow-heads lining up with the keyholes, writing/symbols or other clues on how many turns of the wheel to orientate an “arrow-head/sight” with "the correct" keys/key-holes.

Take 10 Perception + Guidance: 10 + 17 + 1 = 28

“Hmm … here’s some speculation …”

“Maybe this room is about getting us to another part of the dungeon safely. I guess we need to gather any clues regarding which key unlocks the door/passage to the next level.”

“I’m guessing the wheel allows us to turn something to orientate it with one of the keys/key-holes. Hmm … keys of differing sizes suggests an order to follow – maybe smallest to largest?? Let’s see if we can find any other clues without setting off any traps.”


The Flaxseed Pathfinder Lodge

Neither Shan nor Luisila note any traps in this room. The keys seem to fit in the holes just fine.

The KN (engineering) check is the best way to know how it works. Otherwise it's trial and error I suppose.

DC 20 KN (engineering):
There is a narrow break in the floor at the entrance to this room, indicating that it is an elevator. Operating the elevator is as simple as turning the wheel clockwise to move up or counterclockwise to move down. The elevator, however, will not descend to a floor unless its key is placed within the corresponding keyhole.

Silver Crusade

Male Human Cleric/10 HPS 54/73 (+NL 10) AC 16(19)/touch 10/FF 16 CMD 15 Fort+8/Ref+3/Will+12 init +2/Per.+18/Sense motive +7

"Does anyone have an idea on how this works? It doesn't look _too_ difficult to try to figure out..but looks often are deceiving. Anyone have a better idea then to just try to see if that wheel in the middle of the room can be turned and see what it does?"

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Quintus steps up and looks the device over as well.

Knowledge: Engineering 1d20 + 11 ⇒ (13) + 11 = 24

"Ah! -ah. It is a vertical conveyor! Operating the elevator is as simple as turning the -ah, wheel clockwise to move up or counterclockwise to move down. The conveyor, however, will not -ah, descend to a floor unless its key is placed within the corresponding keyhole." he says. "We have four of six keys here. Perhaps -ah, the remaining two keys are on one -ah, of the accessible four levels?"

Grand Lodge

Female CG Half-elf Cleric 15 | HP 168/168 | AC 29, T 18, F 24 | CMB +13, CMD 30 (31 grapple) | F +23, R +19, W +23 (+2 vs enchantments) | Init +10 | Perc +27, SM +6 | Speed 30 ft | 7/7 Channels | 8/8 BoL | 2/2 GF | Active conditions: none

Luisila nods. "That sounds plausible, Quintus. So where to first?"

"Maybe up to the next level? Up can be safer than down in many dungeons for some reason."

Luisila will help turn the wheel once everyone is ready.

Strength (if required): 1d20 + 1 ⇒ (13) + 1 = 14

"Shan, Cleaver ... Might need your help."

Sovereign Court

Barbarian Invulnerable Rager/7; HP: 82/82 (96/96); AC: 24 (23 Rage), DR: 3; F: 9, R: 8, W: 4; Perc: +9; Init: +2

Here I am!

Str: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

"This is true, priestess. But our journey require us to descend into the depths of these tunnels."

Shan gives aid while humming the familiar tune.

Strength Aid Check: 1d20 + 4 ⇒ (7) + 4 = 11

Silver Crusade

Male Human Cleric/10 HPS 54/73 (+NL 10) AC 16(19)/touch 10/FF 16 CMD 15 Fort+8/Ref+3/Will+12 init +2/Per.+18/Sense motive +7

Brachus gets on the elevator ride.

"Going down seems to make more sense."


The Flaxseed Pathfinder Lodge

Just before the party begins to turn the wheel to head down, suddenly the ghostly image of a hand appears behind Varg's head.

DC 18 Spellcraft:
helping hand

The ghostly hand taps him on the shoulder and then floats over to the control panel to point at the sixth slot. Unfortunately this slot does not have a key.

Still heading to the first level then? Seems like the best way to go.

Silver Crusade

Male Human Cleric/10 HPS 54/73 (+NL 10) AC 16(19)/touch 10/FF 16 CMD 15 Fort+8/Ref+3/Will+12 init +2/Per.+18/Sense motive +7

After being spooked a bit Brachus looks at the rest of the party.

"Since we haven't found any keys up here yet..we'll have to go to one of the other floors to find one right? Unless someone of you is able to bypass locks without keys? Or forge a key some how?"

I haven't figured out how to solve this one with water yet...but I'm sure there's must be a way..somehow. Maybe we can fill the lock with water..freeze it..then turn the icicle ? ;)

Liberty's Edge

(8) Female Half-Elf Bard 4 / Lore Warden 4 | HP 57/59 | AC 26* | T 15 | FF 21 | Fort +7 | Ref +9 | Will +7 (+2 vs. ench) | CMD 26 | Init +3 | Perc +6 | SM +8 | BP: 14/14

Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14

"That is a splendid idea, Brachus. Let's manipulate this mechanism and start looking for these missing keys."


The Flaxseed Pathfinder Lodge

Haha! Creative but unfortunately no, you have to search the other floors and (hopefully) find the missing keys.

Also, since it was worded poorly before: you are on the top floor, all the other floors are below you. But if you want to get back up you just have to turn the wheel the other way.

Down to the first level then!

With the first key turned and Varg working the wheel in the center, the room slowly begins to turn, corkscrewing down to a lower level. Eventually the elevator clicks in place a large stone door appears before you. It is easily rolled to the side to reveal a room.

Whether due to partial collapse or by intention, the floor of this fifty-foot-square room slopes gently down from the western entryway. A second set of walls creates a smaller space within the room, and cracks riddle the inner chamber’s walls, obscuring what might have once been intricate carvings and offering glimpses of the corridor that rings the walls’ perimeter.

A variety of tools lie scattered and abandoned about the room, and to the east a few of the heaviest implements are arrayed in a half circle around the base of a highly polished and unused anvil.

DC 18 KN (religion):
The tools spread around the anvil are a final homage left to the god Droskar.

There are several things of note moving about the room. The first and move obvious are the four fey creatures moving about the room. The largest is a hideous, hunchbacked creature with three glowing blue eyes and oily hair growing from its head and back covering it like a cloak. It is attended by three lean little bat-eared horrors with mouths full of needle-like teeth and with glowing orange eyes.

Also of note is a frayed length of rope which seemingly knots and unknots itself. A bag of caltrops fills and then empties itself. In another corner a nut and bolt seem to screw and unscrew themselves. And last several coins seem to be floating in midair moving back and forth in another corner.

Much more relevant for the moment, however, are the four creatures which do not look happy to see you.

GM rolls:

wedderwark: 1d20 + 4 ⇒ (18) + 4 = 22
Brachus: 1d20 + 2 ⇒ (9) + 2 = 11
Shan: 1d20 + 2 ⇒ (6) + 2 = 8
Varg: 1d20 + 2 ⇒ (13) + 2 = 15
Luisila: 1d20 + 2 ⇒ (2) + 2 = 4
Jakarno: 1d20 + 7 ⇒ (8) + 7 = 15
Linnea: 1d20 + 2 ⇒ (15) + 2 = 17

Initiative:

1. Wedderwark and friends
2. Linnea, Jakarno, Varg, Brachus, Shan, and Luisila

The oily-haired blue-eyed creature (W) begins casting a spell.

DC 18 Spellcraft:
deep slumber

The three orange-eyed toothy creatures (J1-J3) fire tiny little crossbows at the party before rushing to hide in some holes in the crumbled inner walls.

crossbow on Varg: 1d20 + 8 ⇒ (6) + 8 = 14
damage with sneak: 1d4 + 1d6 ⇒ (2) + (5) = 7

crossbow on Varg: 1d20 + 8 ⇒ (10) + 8 = 18
damage with sneak: 1d4 + 1d6 ⇒ (1) + (5) = 6

crossbow on Shan: 1d20 + 8 ⇒ (20) + 8 = 28
damage with sneak: 1d4 + 1d6 ⇒ (3) + (2) = 5

Confirm:
crossbow on Shan: 1d20 + 8 ⇒ (18) + 8 = 26
damage with sneak: 1d4 ⇒ 1

Finally, unseen until now, a long, moist streak along the dark stone suddenly begins to undulate like a serpent and rise to move towards the party! (ST)

Initiative:

1. Wedderwark and friends
2. Linnea, Jakarno, Varg, Brachus, Shan, and Luisila

You guys are up!

Wedderwark (blue-eyed, oily-haired creature):

DC 17 KN (nature):
This is a fey known as a nuglub. It has DR/cold iron and spell resistance.

DC 22 KN (nature):
It has a climb speed, can grab with its bite, and this one apparently is trained in magic. Their natural spell like abilities include prestidigitation, heat metal, shocking grasp, and snare.

Orange-eyed toothy creatures:

DC 12 KN (nature):
These are known as jinkins. They have DR/cold iron and spell resistance.

DC 17 KN (nature):
They have sneak attack, can dimension door once an hour, and six of them working together for an hour can tinker with a living creature to create a bestow curse-like effect.

Slithing snake-like creature:

DC 14 KN (dungeoneering):
This is an ooze known as a slithering tracker. It is immune to mind-affecting effects and has standard ooze traits. It can paralyze victims.

DC 19 KN (dungeoneering):
Slithering trackers can grab creatures up to Colossal size and can drain blood from their victims (Con drain). They are also generally transparent and difficult to discern from their environment until they let themselves be known.

Grand Lodge

.:
Male Dwarf Monk 6 | 32/51 HP / AC:(25) 21 / T: 20/ FF:(22)18 / Fort: +8(10) / Ref: +8(10) / Will: +10(12) / CMD: 28(30) / Init: +2 / Perc: +16(18)/ SM: +9

Knowledge Religion: 1d20 + 5 ⇒ (5) + 5 = 10

The bolt strikes Shan's knee, almost ending the monks adventuring career.

"Nothing good ever comes with three eyes. Varg get to the caster before he finish his spell. I'll hold off the snake to provide safe exit."

Shan quickly exits the elevator and darts toward the serpent creature. He then tries to grapple it, hoping it will allow his fellow Pathfinder safe passage into the room.

Grapple vs Snakey: 1d20 + 12 ⇒ (6) + 12 = 18

T-shirt Re-roll: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22

Grumble grumble

Sovereign Court

Barbarian Invulnerable Rager/7; HP: 82/82 (96/96); AC: 24 (23 Rage), DR: 3; F: 9, R: 8, W: 4; Perc: +9; Init: +2

Round 1, Power Attack, Furious Focus

Varg moves forward, tumbling past the snake creature to attack the caster.

Acro: 1d20 + 2 ⇒ (7) + 2 = 9

GA Att: 1d20 + 10 ⇒ (8) + 10 = 18
GA Dam: 1d12 + 7 + 6 ⇒ (7) + 7 + 6 = 20

Liberty's Edge

(8) Female Half-Elf Bard 4 / Lore Warden 4 | HP 57/59 | AC 26* | T 15 | FF 21 | Fort +7 | Ref +9 | Will +7 (+2 vs. ench) | CMD 26 | Init +3 | Perc +6 | SM +8 | BP: 14/14

Knowledge (Nature) - Weddermark: 1d20 + 7 ⇒ (10) + 7 = 17

Knowledge (Nature) - Orange Eyes: 1d20 + 7 ⇒ (2) + 7 = 9

Knowledge (Dungeoneering) - Snakey Thing: 1d20 + 8 ⇒ (6) + 8 = 14

Linnea rushes to the opening into the chamber where Varg and Shan have rushed in to engage the enemy. Linnea calls out to her companions, "Hey there! Shan - that things a slithering tracker and it's an ooze. Watch out - it can paralyze you. Varg, that nuglub you're facing is a fey creature - use cold iron weapons if you have 'em."

Linnea is able to share this information using a funny voice, providing her companions with inspiring courage.

Bardic Performance: Inspire Courage. +1 Competence bonus on attacks and damage rolls, +1 morale bonus on saves vs. charm and fear effects to everyone within 30 feet of my voice.

Silver Crusade

Male Human Cleric/10 HPS 54/73 (+NL 10) AC 16(19)/touch 10/FF 16 CMD 15 Fort+8/Ref+3/Will+12 init +2/Per.+18/Sense motive +7

Brachus moves a bit to the side to get a better overview and then summons a burst of sound slightly of center in the other room.

Sound burst at W and J3 for Sonic damage: 1d8 ⇒ 6 No save for damage. Fort save DC 17 or stunned for 1 round. If W is not stunned, concentration check for the damage to disrupt spell casting.

To over come SR for the Weddermark: 1d20 + 6 ⇒ (14) + 6 = 20

"Thanks for the information Linnea, does anyone have any idea what the orange-eyes toothy things are?"

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