Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
GM: Which way is north on the map? It looks like the area to the east is the stairs we came down, so I'm guessing that the right side of the map is North?
"But these passages bend..." says Morthak thinking. "Does the inscription mean east of here? Or the eastern passage? They may not be the same thing."
The eastern passage begins to slope down after leaving the chamber, water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places. The corridor splits, you can go either left or right.
Perception DC15:
You hear a strange, gurgling noise coming from the right
I have interpreted that as the right side of the map, i.e. you go left. I also assume Tyrek checks for traps at doors with a take 20.
The water grows deeper, eventually reaching a depth of just over 2 feet. At the end of the corridor is a swollen wooden door, barely contained by its decaying frame. Tyrek checks it for traps and does not find any. He does let you know that he heard the croaking of frogs from behind the door.
With some effort you manage to push open the door. The room is filled with water, probably as deep as the outside corridor. The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus. On top of each sarcophagus sits a giant frog, that gazes at you. It is not difficult to make out what they see in you; lunch!
Initiative Difficult terrain for medium creatures, swim checks for small creatures Grazyra
Vivian
Tyrek
Tick Tock
- - -
Frogs
- - -
Asgoro
Morthak
Karlos
Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft
Vivian waits to see what happens, her wand at the ready to help the others... Tick tock however, sees lunch as well! Family sized!
Ticktock will go forth into the water, holding breath and submerging, giving it appropriate bonuses for being attacked by things above water if a frog decides to try it.
I did not roll for acrobatics to jump because the frogs can't fail the DC 10 acrobatics check (5 ft gap doubled because they don't have a running start).
Tyrek moves forward and hits an oversized frog while Grazyra and Tick Tock move closer, Vivian is fine where she is. The yellow frog attempts to bite the nagaji, but misses. The green frog jumps towards the pathfinders and attempts to bite Grazyra; that also fails. Finally the blue frog jumps closer, it's tongue lashing out to hit Ticktock. This frog also fails to make an impression...
Initiative Difficult terrain for medium creatures, swim checks for small creatures Grazyra
Vivian
Tyrek
Tick Tock
Asgoro
Morthak
Karlos
- - -
Yellow -8hp
Green
Blue
- - -
Tyrek dismembers the yellow frog, but Ticktock has trouble hitting the green one
Initiative Difficult terrain for medium creatures, swim checks for small creatures Grazyra
Vivian
Asgoro
Morthak
Karlos
- - -
Green
Blue
- - -
Tyrek
Tick Tock
Initiative Difficult terrain for medium creatures, swim checks for small creatures Vivian
Asgoro
Morthak
Karlos
- - -
Blue
- - -
Tyrek
Tick Tock
Grazyra
Difficult terrain for medium creatures, swim checks for small creatures
Morthak swim:1d20 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Morthak attempts to move forward, but he starts to sink! Asgoro is waiting for the others to deal with the frog while Karlos shoots and misses. The frog hops forward and bites Tyrek
Initiative Difficult terrain for medium creatures, swim checks for small creatures Vivian
Asgoro
Morthak (underwater)
Karlos
Tyrek -4 hp
Tick Tock
Grazyra
- - -
Blue
- - -
The pathfinders quickly deal with the last frog and investigate the room. At the end of the room you find the decaying corpse of a man. On his right hand you notice a gold ring inset with a blue gem.
You open the other door in the room and enter corridor, after only a few steps you see an opening to your right. A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching
and swaying in an unseen breeze. Floating in the water are four decaying corpses—three large rats and one giant frog—with strange burn marks all over their bodies.
Male Human(Taldan) Spiritualist(Phantom Blade) 1 | HP 13/13 | AC 15(T 11 FF 14) | CMB +4 CMD 15 | Fort +3 Ref +2 Will +4 | Init + 1 Perc + 9
"Well, this is disturbing." Asgoro pokes at the fungus with his sword. "I'd be prepared for something that uses fire and has a vendetta against animals then."
Asgoro moves into the room and pokes the fungus. You are momentarily blinded by a flash, coupled by the sound of thunder striking. Asgoro feels his sword-hand burn by the impact of an electrical discharge.
Knowledge (Nature) to identify the fungus
Wounded
Asgoro: -4 hp
Morthak: -3 STR
Tyrek: -4 hp
Male Human(Taldan) Spiritualist(Phantom Blade) 1 | HP 13/13 | AC 15(T 11 FF 14) | CMB +4 CMD 15 | Fort +3 Ref +2 Will +4 | Init + 1 Perc + 9
Asgoro nearly drops his sword, but manages to hold on to it despite the pain. "Ugh, I hate mushrooms. First some chef insists on putting them in your food, and next, they start exploding everywhere."
"Thanks for the help, Vivian. So I suppose don't do what I did, and stay away from the walls."
Yes, if you are very careful. However you can see that the room exits to the same corridor that you traversed earlier. I have marked the room with the fungus as A on the map. You can also move forward to room B...
This large chamber is partially flooded, with the south end just barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber. Tyrek steps into the room and raises his hand "There are pits below the water, do you see them?"
As he says this skeletons start to rise from below the water. They quickly close in on Tyrek and try to hit them with their claws, but the nagaji's armor prevents all damage.
Initiative This room is difficult terrain for Morthak Asgoro
Morthak
Vivian
Tyrek
Karlos
Tick-Tock
Grazyza
- - -
Skeletons
Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Karlos Therinor wrote:
Karlos moves forward, ready to close when a spot opens up.
forward 10ft and wait
Karlos: if you are taking the spot between Grazya and Asgoro, you can still attack red or blue. They will have cover, but you will also have cover from them.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Day job would be in game if you have a profession for example.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
I am going to try and get started tonight. This mess up with the site is becoming very obnoxious and more frequent.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Does anyone happen to have a Googleslide of the maps?
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Just an FYI, I am having surgery tomorrow to get rod if a cyst on my right hand. I hope that it wont put me out of commission too much or for too long.
Sorry for long delay.. i had been using wayfinder app to post but completely quit working so alot of catching up to do. If at all possible i will bring a different character instead of gripli
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
I forgot to ask for your Ini. Modifier, can you add it in the appropriate code so that I can just copy and paste to make things run smoother please?
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
The website was acting up for me last night when I got home.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Can We do a check in just so I know who is here, it looks like we might have lost Giacomo.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
I have been home sick most of the day today but had to take my cat to the vet because he hadn't eaten in two days and vet was concerned. I should be back tomorrow night.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Could some one right up the groups iniative modifiers in code so that I would just need to copy and paste them for combat please?
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
it has been about a month since Giacomo has posted. I do not think that he is with the group any longer. Do we have enough to continue?
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
We have a legal party but I am concerned with the lack of healing.
Male Human(Taldan) Spiritualist(Phantom Blade) 1 | HP 13/13 | AC 15(T 11 FF 14) | CMB +4 CMD 15 | Fort +3 Ref +2 Will +4 | Init + 1 Perc + 9
Well, Spiritualist do have cure light wounds on their spell list, I just didn't learn the spell. Thus, I can use the wand without UMD, but in this situation in which I am unconscious... not very helpful.
Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none
Asgoro wrote:
Well, Spiritualist do have cure light wounds on their spell list, I just didn't learn the spell. Thus, I can use the wand without UMD, but in this situation in which I am unconscious... not very helpful.
Yeah, I didn't put a rank into UMD because I didn't think I'd need it at first level.
So you are going to need to hang on to the wands and then try not to expose yourself to hits too much.
I'm ok with continuing as-is but if you want to recruit one more, go ahead. The society may have decided to have another agent rendezvous with us enroute to the tomb.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Okay. Let me put something in the Flaxseed unless someone has a friend in mind that would be willing to jump in.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Looks like we have some people who are interested.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
I put a new google slide presentation in the Campaign Tab, can you be so kind as to fill in the first 2 slides. I want to see if this makes things easier.
Naiad Water Dancer Monk 2 Aquatic Beastmaster 2 / 31 HP/ AC 19 FF 10, TAC 19/ Fort +9 Reflex +10 Will +4/ Int +5/Swim Speed 30ft
Name:Matthais777
Character Name: Vivian Nimue
PFS # 176948-14
Faction- Grand Lodge (Will be switching to concordance when made avalible.)
Day Job preform:1d20 + 11 ⇒ (17) + 11 = 28
Info here.
Vivian has no Interest in fighting herself. The monk level dip is purely defensive, and will be focused on buff spells and healing, directing her alligator.
GM, the page is view only at the moment, can't edit in my stuff or add picture.
M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Please add the relevant info on the slides, if you haven't.