GM RePete's Hall of the Flesh Eaters: GD VI (Inactive)

Game Master RePete

Maps & Handouts


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|Kintargo Area Map | Combat Slides |

Yelek - can't 5ft step due to difficult terrain, unless you have something to negate that. Can try acrobatics, just screw it and provoke, or stay where you are (moved you back for the moment)
Quint do you have Precise Shot?

On percentile rolls, I always have lows benefit the player.

Concealment 20% Miss Chances:

Quint Miss: 1d100 ⇒ 31
Yelek Miss: 1d100 ⇒ 60
Egg Miss: 1d100 ⇒ 14
Pavo Miss: 1d100 ⇒ 75

Quint's stellar eyes manage to catch a break in the trees. Moving forward, he tries to utilize the line to take down his foe.

Yelek sinks his blade deep into his target, but somehow it manages to remain upright.

Sighting in one of the visible foes, Egg launches an arrow straight into his shoulder. The satisfying *Thud* of the arrow followed quickly by a shriek from the man.

Pavo, focusing on the more injured man swings his blade hard and true, separating the foes head from his shoulders.

Another of the blood thirsty men jumps to his feet and rushes to take the fallen mans place. Meanwhile another comes into view of the group, squeezing through the break in the trees, he heads for the pistol wielding man. Out of the corner of his eyes, Quint spies a third making his way through the mist.

Round 1:
Order:

Pink Enemies (-8); (-26, Down)
Quint
Yelek
Egg
Pavo
Blue Enemies
John

John Up Rnd 1

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Working his way through the thick underbrush John makes it up to the fray. Seeing one enemy lying in pieces on the ground he yells out at one of the remaining humans, "don't you see your friend there hacked to bits? That will be your fate too!"

Move 15 difficult feet and Standard to Demoralize Pink standing SW of Yelek.

Demoralize: 1d20 + 11 ⇒ (20) + 11 = 31

Demoralize:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

"The cannibals might just see him as more food," Pavo quips in response to John's challenge, his face and bloody blade much more grim than the tone of the joke. "Quint! Fall back behind me."


|Kintargo Area Map | Combat Slides |

Moving closer to the fight, John offers some cutting words of wisdom to their combatants.

With a might swing of his club, the man tries bashing in Yeleks skull, while getting a taste of his flesh. The thin mans wild swing goes wide, while the mist causes his bit attempt to just miss the nagaji.

Club Attack: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Bite Attack: 1d20 - 1 - 2 ⇒ (20) - 1 - 2 = 17
% miss?: 1d100 ⇒ 8 <-- And a miss (lows benefit players)

Round 2:
Order:

Pink Enemies (-8, Shaken Rnd: 1/4); (-26, Down)
Quint
Yelek
Egg
Pavo

Blue Enemies
John

Round 2 Quint/Yelek/Egg/Pavo up

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will let loose a flurry of arrows at the injured pink foe...

Longbow: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Concealment 20% (Low Good): 1d100 ⇒ 25

Longbow: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Concealment 20% (Low Good): 1d100 ⇒ 12

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Pavo thrashes his way through the thick growth and swings his long bladed pole-arm at the cannibal threatening Quint, but he only manages to hack off a leafy branch.

Dice:
Bardiche, PA, FF: 1d20 + 6 ⇒ (5) + 6 = 11
Concealment: 1d100 ⇒ 92

Potential Attack of Opportunity:

Bardiche, PA, FF: 1d20 + 6 ⇒ (8) + 6 = 14
Concealment: 1d100 ⇒ 67
Cold Iron, Slashing, PA: 1d10 + 9 ⇒ (10) + 9 = 19

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint scuttles back out of the reach of the cannibal approaching through the bushes (5ft step back). Out of the corner of his eye he can see another one approaching from up the trail a little. He scrambles for his powder horn and quickly reloads his pistol (rapid reload feat). Quint steadies his shaking hands at the savage tearing it's way through the bushes and steadies his aim (using 1 grit to use deed focused aim +dmg), then he fires:
pistol: 1d20 + 3 ⇒ (3) + 3 = 6(to hit tch AC)dmg: 1d8 + 2 ⇒ (1) + 2 = 3
concealment (low good): 1d100 ⇒ 4

Quint is shocked and disappointed when he misses ..

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

Yelek hisses again as he raises his sword in the air and slashes at the savage with the blue tatoos...

Power Attack roll: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 -> Damage roll: 2d6 + 6 + 3 ⇒ (1, 6) + 6 + 3 = 16

Concealment %: 1d100 ⇒ 52

Edit:

Critical Confirmation check: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9 -> Damage roll: 2d6 + 6 + 3 ⇒ (5, 6) + 6 + 3 = 20


|Kintargo Area Map | Combat Slides |

Quint - Due to difficult terrain - can't take a 5 ft steep
Quint Acrobatics?: 1d20 ⇒ 16 However, you manage to summersault away with ease

Quint twirls away from the foe before him, popping off a shot. Unfortunately, the spinning motion throws off his aim...or was he aiming for that tree?

Seeing the ease that Pavo removed the previous foes head, Yelek tries to follow suit. His aim is a hair off though...and he slices the man in half at the waist.

Zeroing in on the previously injured opponent, Egg fires off a volley. The man, attempting to hide from John takes the first arrow in the chest. Swaying backwards, the second shaft impales his throat. With a muffled gurgle, he collapses in a heap next to Yelek.

Attempting to protect his pistol wielding friend, Pavo hacks away at the undergrowth.

The man squeezing out from between the trees finds a blade suddenly thrust into his skull. Touching the sharp curve just above his nose...between his eyes, a shocked expression appears. Noiselessly falling to the forest floor, the foul man licks at the blood seeping down his cheek.

The barbarian remaining upright hustles towards Quint and tries to taste his flesh. Ripping out a chuck of the poor mans arm, he cries out "RaWgulaCK!" Licking his lips with a triumphant smile, he raises his club in anticipation.

Bite: 1d20 + 4 ⇒ (13) + 4 = 17
%miss: 1d100 ⇒ 37
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Round 2:
John

Round 3:
Order:

Pink Enemies (-24, Down); (-26, Down) (Remaining continues to lay still, unmoving)
Quint (-6)
Yelek
Egg
Pavo

Blue Enemies (-36, Down) (-19, Down) (+1)
John

Round 2: John up --> Round 3 Quint/Yelek/Egg/Pavo up

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Pavo forces his way through the underbrush with a great deal of snapping and popping twigs and branches. He swings his deadly blade in an overhand chop through the space where he believes he sees another cannibal harassing Quint.

Bardiche, PA, FF: 1d20 + 6 ⇒ (14) + 6 = 20
Concealment: 1d100 ⇒ 98

A small tree is chopped down with a crash.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John moves over behind Quint and Pavo and fixes the last man standing with a glare, "I hope that bite will last you through the afterlife, because that is coming quite soon."

Move 15 more difficult feet and Standard to Demoralize Blue.

Demoralize: 1d20 + 11 ⇒ (11) + 11 = 22

Demoralize:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will move 15' east and fire at the remaining blue dude...

Longbow: 1d20 + 6 ⇒ (20) + 6 = 26

Miss? (Low Good): 1d100 ⇒ 26

Confirm: 1d10 + 6 ⇒ (10) + 6 = 16

Damage incl. Crit: 3d8 + 1 ⇒ (1, 3, 8) + 1 = 13 (if not confirmed, damage is just 2)

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint is startled at the ferocity of the primitive man eater..he decides discretion is the better part of Valor and withdraws behind his better armored companions, Shield me my friends while I reload! Quint uses a withdraw action to move 1/2 speed (difficult terrain)

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

Sensing another opponent up ahead Yelek barrells through the underbrush and slashes at the enemy hiding there...

Attack roll: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15-> Damage roll: 2d6 + 6 + 3 ⇒ (4, 4) + 6 + 3 = 17

Miss %: 1d100 ⇒ 71


|Kintargo Area Map | Combat Slides |

The wizard steps forward and foretells of the savages bleak future.

Hoping his companions can cover him, the Godfather makes a tactical retreat away from the mangy human.

While his party mates converge on some unseen threat, the ophidian rushes forward and strikes down the motionless man. With but a single "RAAAAAAWWWRRRGggg" the mans remains still.

The bowman fires off a shot, skewering the remaining enemies left eye. The collapsing socket, gives him a frightful appearance...made more disconcerting in this mist.

Swinging the large weapon about, Pavo doesn't alleviate the mans growing fears. He does, however, give him a reprieve from death.

White frothy bubbles begin flying from the mans mouth at the sound of his companion's scream. Thinking back to the words of the man, his eyes narrow. Rushing forward, stumbling a bit in the overgrown brush, he tries to sink his teeth into John.

(Shaken) Acrobatics: 1d20 - 1 - 2 ⇒ (11) - 1 - 2 = 8 (Pavo - You can take an AoO)
(Shaken) Bite: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
% Miss: 1d100 ⇒ 17 (Dang! Even if Pavo misses John's safe...for now)

Round 3:
John

Round 4:
Order:

Pink Enemies (-24, Down); (-26, Down) (-17, Down)
Quint (-6)
Yelek
Egg
Pavo

Blue Enemies (-36, Down) (-19, Down) (-12, Shaken Rnd 1/2)
John

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

"Hahaha! You fell right for my trap! Now... DIE!" John begins carefully drawing out chaos from his body and transferring it to the blood-lustful enemy.

Standard to cast Warp Touch defensively

Defensive Casting DC 16: 1d20 + 8 ⇒ (14) + 8 = 22

Enemy has a Fort Save DC 15 or is Dazed for 1 Round

Warp Touch:
Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

Yelek quickly rushes through the jungle trying to get behind the last standing enemy, for the moment the thick vegetation makes it impossible for the nagaji to close on his target though.

Double move, difficult terrain


|Kintargo Area Map | Combat Slides |

Fort: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint pants at the savage attack from the ugly humans. He touches the bloody mess where the man sunk his teeth in his shoulder. Quint reloads his gun quickly but, sees combat is winding down and instead stays ready in case another attacker charges him. Do any of you gentlemen posses healing ability? Or should I use one of my healing droughts?
Quint has a readied action to shoot any enemy that attacks him

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will move back 5' and fire an arrow at the remaining foe...

Acrobatics: 1d20 + 9 ⇒ (13) + 9 = 22 To avoid an AoO

Longbow: 1d20 + 7 ⇒ (20) + 7 = 27

Miss? (Low is good): 1d100 ⇒ 35

Confirm: 1d20 + 7 ⇒ (8) + 7 = 15

Damage incl. Crit: 3d8 + 2 ⇒ (2, 2, 2) + 2 = 8 if unconfirmed then only 4 damage

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

AoO, PA: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
Concealment: 1d100 ⇒ 57
Slashing, PA: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14

Pavo swings at the cannibal as he tries to rush past his blade to bite the wizard.

If he didn't lose his head...

He drops his pole-arm and lifts his morning star from his belt. With a two-handed hold, he swings the spiked head through the obscuring leaves at the place where the enemy warrior should be.

Morning Star, PA, FF: 1d20 + 6 ⇒ (20) + 6 = 26
Concealment: 1d100 ⇒ 14
Bludgeon/Piercing, PA: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Confirm: 1d20 + 6 ⇒ (5) + 6 = 11


|Kintargo Area Map | Combat Slides |

As the man rushes passed Pavo, his eyes go wide. The torso crumples to the matted forest floor and slides up to Johns feet. However, the man's head sails in the opposite direction, jaws gnashing at thin air.

==Combat Over==

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint shuffles forward and starts to rifle through the corpses of the strange cannibals perception: 1d20 ⇒ 16. My first combat and I performed like a buffoon! Missing two shots practically at point blank!.The others don't seem too concerned but, I'll have to do better if I'm going to pull my weight on this expedition. Quint turns over the body of one of the cannibals and notices some strange markings or tattoos on the man. linguistics: 1d20 + 4 ⇒ (11) + 4 = 15 Hmm this is interesting.. As Quint bends over the wound on his shoulder begins to open a little and he grunts in pain. Um.. hate to be a bother..but do any of you have training as a healer? If so could you check my wound for infection? It seems one of the savages bit pretty deeply in to my shoulder..Or perhaps one of you has found favor with your God and possess divine healing gifts? I must confess I'm not a very devote man myself, but I do acknowledge the Gods exists.... Quint pauses for a moment and scans his companions to see if any of them volunteer aid.. I could even make a donation to your temple of choice upon or return to more civilized lands? Quint grimaces at the pain in his shoulder, reluctant to use one of his two healing elixirs so early in their quest.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John helps search the bodies, hoping that one might still be alive so he can ask a few questions. When Quint asks for aid he takes a look at the wound.

Heal: 1d20 + 0 ⇒ (5) + 0 = 5

"Looks like a wound alright. Yup." He looks over to the armored chelaxian. "Hey Pavo, if no one else can help Quint can you use my wand on him? I don't want him getting any more blood on my shoes."

Hmmm... I've met two pathfinders from Cheliax and both seem to be good people. Maybe my wariness is misplaced.

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

"Well done. We made a feassst for the Black Maw. Ssshe will be pleasssed" hisses Yelek while cleansing the blood staining his sword on a particularly large leaf.

"Thisss one thinksss we ssshould move away from here, though. Thessse creaturesss may have friendsss..."

Perception check: 1d20 + 8 ⇒ (11) + 8 = 19

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg nods at Yelek's words...and keeps his bow out looking for other foes...

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Interim post

Knowledge (Religion): 1d20 + 5 ⇒ (13) + 5 = 18


|Kintargo Area Map | Combat Slides |

Searching the bodies of the fallen men, you find a club and hide armor on each of the combatants. The one that screamed at the start of the fight and never stood up is dressed in simple rags.

As you continue to inspect the strange carvings adorn by your foes, you realize it's some kind of righting and Pavo recognizes a symbol as deific in origin, but you can't quite place it.

Moving deeper into the brush, you cautiously pick you way, keep an eye out for further danger. Just a few paces from where you encountered the savages, you find a statue of sorts. Skewered here by a crudely carved post is a gruesome scarecrow constructed of tree branches, jungle vines, and bloodstained human bones. The skull-headed effigy accusingly points a bony arm down the trail.
Marked with a frown face and arrow

Coming up to a fork in the trail, a narrow section branching towards the north and a the larger section curving to the northwest, you see a large stone. Must be twelve feet high at least. From the distance, you can just make out the carvings of dozens of one-eyed creatures on the totem.

Not wanting to get caught with something behind you, the party glances down the narrow path prior to getting a closer look. A crack in the earth splits the ground here, most of it covered by thick weeds and the roots of a huge strangler fig tree. There are several gaps between the roots through which an adventurer might squeeze. Below the tangled roots is a deep shaft that descends into the gloom.

Once I have at least two agreeing members of the group, we will go that direction. Closer look at the stone or try to squeeze through the crack?

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

GM can we assume Pavo hits me with "John Carlos's" wand of cure lt? John has already given permission for Pavo to use it on me so I can only assume Pavo has missed a post or two.. would you mind bot'ing the roll before we proceed? If that's not your style I would drink one of my potions of cure lt. before moving toward either the crevasse or the Totem.

Quint does not get hit with the wand of cure lt:
In the event I don't get anyone's attention (to heal me) before we choose between the rock and the crack I chug one of my potions of cure lt. potion: 1d8 + 1 ⇒ (8) + 1 = 9

Quint looks at both options and grimaces in pain at his still bleeding wound.


|Kintargo Area Map | Combat Slides |

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

I doubt Pavo will have an issue with using it so works for me

-Posted with Wayfinder

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint crickles his nose at the thought of squeezing through the earth to, Gods know what waits for us below..; That stone Totem seems interesting gentlemen..shall we investigate?

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John looks around at their options... crawl down into a dark hole or go look at a statue that might eat us?

He ponders for a moment, oh wait I almost forgot!

Rustling around his scroll box he pulls out a parchment. "Look here, this thing the captain gave us says we need to get up top and find a way down into the tomb. That crevasse over there sure looks like a way down. Maybe even one that bypasses a trap on the probably hidden door!" Happy with his own logic he waits to see if anyone agrees.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint nods his head slowly and reluctantly, at the overly exuberant Sorcerer. Truth be told his reasoning did have a mad logic to it. Careful now Quint just because you were not accepted in to the Arcane academy in Taldor, is no cause to resent this young man. No cause to be jealous that his magic is in-born and you've study years to master the simplest cantrip ..to no avail...regardless of what the Gods or universe or random chance has granted this man...his point is still valid.. Quint looks up with tired eyes and says, John Carlos may have a point..but should we inspect the glyphs or runes on the Totem first? Just in case they hold a clue to what we might find below us?

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Worked the night shift last night.

After examining the bodies, he notes that one looks different than the rest. "Who killed this man? He was not dressed like the cannibals, and he never held a weapon." He shakes his head at whoever answers and then tends to Quint's wounds.

"If someone thinks they'll have better luck deciphering the runes than I did, feel free," Pavo says in response to the suggestion of inspecting the totem. "But I agree with John: let's see if this crack in the ground is a gift from the gods."

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg nods his head and stays away from the large stone. "Totem is evil omen. We need to check the crack."

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

"Let'sss go down then..." Yelek hisses, starting to lower his rope down the dark hole in the ground...


|Kintargo Area Map | Combat Slides |

As none of you are large, getting inside isn't a problem. Medium creatures are able to squeeze through, while small creatures have no issue at all

The thirty-foot-long, root-covered crack extends deep into the Gloomspire. Numerous gnarled tree roots creep down the sides of the shaft, a few of them hanging almost to the muddy floor. Dozens of shallow niches are set at irregular intervals down each of the four walls of the shaft. Though some are empty, most of the recesses hold squat, four-foot-tall stone idols of leering, horned fiends.

Though the shaft extends a good 30 feet down from your perspective, you easily realize the roots stop about 10 feet from the floor below. The niches, however, continue to the bottom, forming a ladder of sorts. About one third of the idols are missing from the niches, shattered on the floor below.

Need Climb Checks and are you using the roots or the idols to climb down?

Perception 1:

Yelek Hssar: 1d20 + 8 ⇒ (18) + 8 = 26
Pavo: 1d20 - 1 ⇒ (14) - 1 = 13
Egg: 1d20 + 5 ⇒ (11) + 5 = 16
John: 1d20 + 0 ⇒ (15) + 0 = 15
Quint: 1d20 + 0 ⇒ (13) + 0 = 13

Perception 2:

Yelek Hssar: 1d20 + 8 ⇒ (14) + 8 = 22
Pavo: 1d20 - 1 ⇒ (5) - 1 = 4
Egg: 1d20 + 5 ⇒ (10) + 5 = 15
John: 1d20 + 0 ⇒ (5) + 0 = 5
Quint: 1d20 + 0 ⇒ (8) + 0 = 8

Yelek:
Just prior to reaching the halfway mark of the shaft, you notice the idols seem to be rigged to fall. As you study this problem, you note filaments filling the chamber below as well connecting to the niches.

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Roots and...

Pavo ties the borrowed rope to the fig trunk and feeds the remaining rope down the crevice. He strikes a sunrod and secures it on his belt before squeezing into the break in the ground. He holds the rope and supports himself against the roots as far as he can. "Not that I don't trust the roots to hold--they look sturdy--but I know the rope will hold."

Climb: 1d20 - 1 ⇒ (18) - 1 = 17

Detect Evil upon observing the fiend totems.

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg uses roots to climb down...

Climb: 1d10 + 5 ⇒ (7) + 5 = 12

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John ties off his knotted borrowed rope and says, "No reason to go down one or even two at a time." He stops just before swinging over the edge and grabs the hem of his cloak, "Light!"

His cloak now glowing, he works his way down slowly and carefully.

Light cast, take 10 on Climb if allowed for 11...

...if not:
Climb: 1d20 + 1 ⇒ (18) + 1 = 19


|Kintargo Area Map | Combat Slides |

@John Taking 10 is allowed
John and Pavo make it 15 feet down

Pavo manages to shimmy down the soaked, slippery roots almost to their end. Just another five feet and he runs out of slippery roots. A pool of muddy water awaits in the room below.

Attempting to follow his paladin companion, Egg grabs hold of the slimy roots. Nearly loosing his grip, the man steadies himself, going nowhere.

John cautiously climbs down his knotted rope, desending towards the pool below.

As the two scurry down the shaft, the contact a few of the nearly invisible fibrous filaments. A series of cracks echo through the shaft as 3 idols fall out of their holes, plummeting to the ground.

All 3 projectiles manage to find their marks, raining down on the pair below.
Need Reflex DC 20 vs being knocked off what you are climbing. If failed you fall to the ground

Idols: 1d4 + 2 ⇒ (1) + 2 = 3
Tagets, even John, Odd Pavo: 3d2 ⇒ (1, 2, 1) = 4
Idol 1 vs Pavo: 1d20 + 10 ⇒ (10) + 10 = 20
Damage?: 1d6 ⇒ 2
Idol 2 vs Pavo: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d6 ⇒ 4

Idol vs John: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d6 ⇒ 3

-Posted with Wayfinder

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Reflex: 1d20 + 3 ⇒ (17) + 3 = 20

"Ah!" Pavo cries out as the squat idols fall from above and buffet him. He hangs onto his rope for dear life and manages to just barely keep his grip.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Reflex: 1d20 + 1 ⇒ (11) + 1 = 12

Looking over as Pavo exclaims John doesn't see the other falling idol. Struck upside the head he loses his grip and falls towards the murky pool thinking please be deeeep!


|Kintargo Area Map | Combat Slides |

Pavo, you could try to catch John as he falls, but the Climb DC to stay on your rope isn't beneficial for you

Landing with a soft Sploosh and a much louder THUNK, John becomes painfully aware, it's not a deep pool.

John's fall damage: 1d6 ⇒ 5
Assuming Pavo doesn't stop your fall, you are prone in 6 inches of muddy water (-8 John)(-6 Pavo)

-Posted with Wayfinder

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint looks on in shock at his companions misfortune. Is everyone all right down there? Yelek and I will be down to aid you shortly! Quint turns to his reptilian friend with pleading eyes.., Yelek you look strong..do you suppose I could just tie the end of the rope around my waist and you just lower me down? There is genuine concern in Quint's voice as he ask .. You I'm afraid I'm not that athletic and posses no skill in climbing at all.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

"Owwww." John picks himself up off the floor and hollers upwards. "Don't come down, it will trigger more of them. Give Pavo a chance to get down here and heal me up. I'll move out of the way." John moves off to the side trying to avoid more falling fiends.

Grand Lodge

Male Human LG Zen Archer (Monk) / 3rd | HP:21/23 | AC:17 T:17 FF:11 | CMB:3 CMD:19 | Saves F:+4 R:+8 W:+4 | Init:+7 | Per: +7

Egg will slowly continue down via roots, after Pavo and John are clear...

Climb: 1d20 + 5 ⇒ (11) + 5 = 16

Silver Crusade

NG Male Tiefling Rogue 6 | HP 52/68 | AC 23 (24) | F +12 R +14 W +14 | Perc +14 (low-light) | Stealth +14 | 25 ft | Hero 1/3 | Active Conditions: Deny Advantage (6th), Malevolence 2

Pavo grabs hold of John's now-abandoned knotted rope and shimmies down after the sorcerer.

Take 10 Climb: 10 - 1 = 9

"Good. You're alive." He helps John to stand and leads him clear of the deadfall. He then pulls out John's wand and tends to the man's bruises.

John's Wand:
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

He switches wands and tends to his own wounds.

Pavo's Wand:
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Dark Archive

Male Nagaji Bloodrager 04 HP 40/40 - AC: 17 /T: 12 /FF: 16 - Perception +10 - F: +8 / R: +4 /W: +4 - CMB +8 - CMD +19 - Speed 40 - Init. +3 - Bloodrage Rounds 12/12

Yelek considers carefully the problem posed by the idols when they gt activated and fall on his companions below him...

climb check: 1d20 + 2 ⇒ (1) + 2 = 3

... and this startles him enough he loses his grip on the rope falling down on the floor below...

"Everything'sss rigged! Be carefull!!!" he hisses from his position prone on the floor.

The Exchange

male
ammo:
bullets/powder: 13/20, alchemical cartridges 4/5, grit 2/2
Human| HP 12/12|AC:16/:12 T/ :14FF |Int.+4| Per +4|Cmd.13 |fort. 4, ref. 4, will. 0 |spd. 30 | Att: +3 pistol(1d8), MW cold iron machete +2(1d6) dagger +1/+3(1d4)conditions: none Gunslinger 1 (mysterious stranger)
skills:
acrobatics -1(+1),bluff +3, climb -3(-1), craft alchemy +7, diplomacy +2, intimidate +7, K local+8,linguistic+4, perception+4,ride+3,sense motive+5,survival+4,stealth-1(+1),swim-3(-1),UMD+7

Quint considers his options for a second..hmm my companions all seeming more athletic than I..to a man have taken a tumble through this treacherous crevasse. I've never had any training in mountaineering but I know a knotted rope is easier to climb than an un-knotted rope. Quint starts pulling up Johns rope and checks to make sure it is securely tied off he then proceeds to take his time and tie knots up and down the length of the rope giving him holds for his feet hand hands as he descends in the crease. Just hang on one moment my friends! I'm attempting to make our return climb a bit easier!

knotted rope DC:5..Quint would actually stall to tie the rope in to knots having a 0 climb check.

After a few minutes of tying knots Quint is satisfied that it's the most precautions he could take under the circumstance and begins to shimmy down the rope. Step aside my friends! The knots make it easier for me to climb...but that by no means guarantees success with my skill level *scoff*! Quint is glad his worried frown is not visible to his comrades bellow. climb: 1d20 ⇒ 16

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