GMTrex's Devil We Know Part III -- Crypt of Fools (Inactive)

Game Master Andrew Trexler

Map / Cassomir / Handouts

Mission: investigate the Crypt of Fools hideout


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Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

"Isabella's right, we'll return for you, just stay safe." Drystan says, following everyone downstairs. Once there he inspects the door then scans the area for magic after noticing the purple light.

Perception: 1d20 + 10 ⇒ (12) + 10 = 22 - +1 for traps, +2 unusual stonework, these stack

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Grenda smiles, Who said anything about sitting around and waiting? as she kicks open the door.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

A purple glow washes over this cold chamber, creating an otherworldly sheen. A large desk adorns the south wall; behind its oaken bulk hangs a large map of Cassomir. Straw-lined cages line the chamber’s east and west walls. In the center of the room, resting on a small pedestal, a black rock absorbs the chamber’s bright torch light.

Behind the desk sits the Pathfinders' former adversary Dalirio, transformed into an even more horrid appearance. A long, lolling tongue hangs out of his mouth, even as his necrotic hands shuffle papers and write notes. When Grenda kicks in the door, Dalirio and two skeletal companions turn in surprise to see the grumpy dwarf silhouetted against the torchlight of the burial chamber behind, joined by her trusty companions!

Initiative:

Drystan: 1d20 + 2 ⇒ (10) + 2 = 12
Grenda: 1d20 + 3 ⇒ (19) + 3 = 22
Isabella: 1d20 + 3 ⇒ (2) + 3 = 5
Miaka: 1d20 + 3 ⇒ (2) + 3 = 5
Dalirio: 1d20 + 3 ⇒ (16) + 3 = 19
Skeletons: 1d20 + 6 ⇒ (9) + 6 = 15
1d2 ⇒ 2

Note on terrain: the stuff to the left and right of the room are the cages, the doors of which face the central aisle. Movement through these cages is impossible. The pedestal in the middle of the room, however, does not impede movement.

Round I - bold may act!
1. Grenda
2. Daliro, Skeletons
3. Drystan, Miaka, Isabella

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

[ooc]What about the desk?[/b]

Grenda starts laughing madly as she charges into the room and takes a swing at skeletal creature to her right.
Attack: 1d20 + 5 - 1 + 2 ⇒ (11) + 5 - 1 + 2 = 17
Damage: 1d10 + 3 + 2 ⇒ (6) + 3 + 2 = 11


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Good question. I'll say it's also not much of an obstacle unless you're traveling directly through it, in which case count it as two squares (so no five foot step). You can still attack over it though.

Grenda rushes into the room screaming about the end of the world and brings the end of the world to one unfortunate skeleton. A sad pile of bones collapses onto the straw-lined floor.

Dalirio orders his skeletons to attack!

Claw @ Grenda: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13 MISS
Claw @ Grenda: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 HIT Damage: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Next, he casts a spell at the dwarven maniac! Grenda, make a Will save!

Round I - bold may act!
1. Grenda (5/10hp) -- Will save!
2. Dalirio, Skeleton
3. Drystan, Miaka, Isabella

Holding further actions because they may change based on the save.

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Will: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 Oh boy...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

You made it!

Grenda suddenly feels very, very afraid, but she finds comfort in the knowledge that Groetus will wreck everything eventually anyways (or something), and bites back her fear.

Party is up!

Round I - bold may act!
1. Grenda (5/10hp)
2. Dalirio, Skeleton
3. Drystan, Miaka, Isabella

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

WOOOHOOOO!
Grenda, still laughing, swings wildly at the other skeleton but he madness has taken hold and she hits nothing but the cage door.
Attack: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8
Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 1 Precise Shot
Miaka moves up and takes a shot at Dalirio ...
Lg Bow: 1d20 + 6 ⇒ (8) + 6 = 14 for Piercing: 1d8 ⇒ 5

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Isabella drops her backpack and moves forward, passing Grenda and the skeleton she is fighting.

Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11

No parry for the AoO, trusting my AC of 19


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Claw (AoO) @ Isabella: 1d20 + 2 ⇒ (10) + 2 = 12 MISS

Miaka's arrow thuds into the stone wall behind Dalirio. Isabella does a fancy somersault, trips over a cage, falls, and tumbles under the claw of the skeleton into a standing position just past a furious (if erratic) axe swing from Grenda.

Drystan!

Round I bold may act!
1. Grenda (5/10hp)
2. Dalirio, Skeleton
3. Drystan, Miaka, Isabella


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Hmm, no Drystan in a while.

The skeleton and Dalirio each lash out with tooth and nail! The two foes savage the advancing Pathfinders, who now look to be in some trouble.

Claw @ Grenda: 1d20 + 3 ⇒ (11) + 3 = 14 MISS
Claw @ Grenda: 1d20 + 3 ⇒ (18) + 3 = 21 HIT Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Bite @ Isabella: 1d20 + 5 ⇒ (13) + 5 = 18 HIT Damage: 1d6 + 3 ⇒ (1) + 3 = 4 plus 2 Fort saves
Claw @ Isabella: 1d20 + 5 ⇒ (20) + 5 = 25 CRIT THREAT Confirm: 1d20 + 5 ⇒ (9) + 5 = 14 not confirmed Damage: 1d6 + 3 ⇒ (5) + 3 = 8 plus a third Fort save
Claw @ Isabella: 1d20 + 5 ⇒ (7) + 5 = 12 MISS

That's 3 Fort saves from Isabella. Since things look a bit grimmer now, I'll bot Drystan's previous round. Drystan takes out a wand and pot-shots Dalirio! Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Round II - bold may act!
1. Grenda (1/10hp)
2. Dalirio (5 dmg), Skeleton
3. Drystan, Miaka, Isabella (6/18hp, saves!)

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 2 Blunt Arrows; Precise Shot, Point-Blank
Miaka has trouble seeing Dalirio, so she switches targets and sends a flurry of blunt arrows at the skeleton ...
Lg Bow: 1d20 + 6 ⇒ (7) + 6 = 13 for Blunt: 1d8 + 1 ⇒ (5) + 1 = 6
Lg Bow: 1d20 + 6 ⇒ (20) + 6 = 26 for Blunt: 1d8 + 1 ⇒ (7) + 1 = 8
Threat: 1d20 + 6 ⇒ (2) + 6 = 8 for UnConfirmed: 2d8 + 2 ⇒ (1, 2) + 2 = 5


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Miaka takes careful aim through the bars of the cages and one arrow sails right through and smashes in the skeleton's skull!

Round II - bold may act!
1. Grenda (1/10hp)
2. Dalirio (5 dmg), Skeleton
3. Drystan, Miaka, Isabella (6/18hp, saves!)

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Skeleton is gone right?
Grenda, not seeming to realize how wounded she is rushes at Dalirio.
Attack: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5
Daamge: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Wow it is starting to seem like Grenda can only hit things on the first round of combat. :(


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Yep, forgot to take pile-o'-bones off the map. Thanks!

Isabella may move out of the way on her turn, but if not then AoO: Dalirio tries to strike at the passing dwarf! Bite (AoO) @ Grenda: 1d20 + 5 ⇒ (6) + 5 = 11 MISS!

Round II - bold may act!
1. Grenda (1/10hp)
2. Dalirio (5 dmg), Skeleton
3. Drystan, Miaka, Isabella (6/18hp, saves!)

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Parry: 1d20 + 4 ⇒ (18) + 4 = 22 That takes care of the bite attack (5 damage) and 2 saves
Reposte: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Fortitude for claw: 1d20 + 1 ⇒ (20) + 1 = 21 No charmed life, since reposte took my immediate action and charmed life also needs an immediate actions

When the undead Dalirio attempt to bite Isabella she puts up her sword in front of her attackers mouth, forcing it to miss. She then follows up with a quick attack, steps to the side and strikes at the monstrosity again.

Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Isabella will parry the next attack at her, even though she can't reposte due to not having a panache after the parry

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1
GMTrex wrote:
Since things look a bit grimmer now,

Just in from the famous last words department: You might want to look again

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Sorry, hectic day yesterday.

Drystan conjures some holy fire and directs toward Isabella, healing some of her wounds.

Heavenly Fire Healing: 1d4 + 1 ⇒ (3) + 1 = 4


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Whew, that does look a bit better.

Isabella's riposte isn't quite enough, but her follow-up is. The blade punches into Dalirio's necrotic flesh.

Still, Dalirio's not finished yet. He goes after Isabella again! I'm going to roll everything myself just because it's super complicated. If you've got a reroll, you can use it.

Bite @ Isabella: 1d20 + 5 ⇒ (20) + 5 = 25 CRIT THREAT Confirm: 1d20 + 5 ⇒ (3) + 5 = 8 not confirmed Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Isabella's Parry: 1d20 + 4 ⇒ (18) + 4 = 22 MISS
Fortitude, Part 1: 1d20 + 1 ⇒ (2) + 1 = 3 fail
Fortitude, Part 2: 1d20 + 1 ⇒ (7) + 1 = 8 fail

Severely wounded, Isabella goes completely rigid (paralysis 1d4 + 1 ⇒ (3) + 1 = 4) and feels a rot course through her veins...

Dalirio redirects his attention to Grenda!

Claw @ Grenda: 1d20 + 5 ⇒ (5) + 5 = 10 MISS
Claw @ Grenda: 1d20 + 5 ⇒ (8) + 5 = 13 MISS

Okay, still a little grim.

Round III - bold may act!
1. Grenda (1/10hp)
2. Dalirio (12 dmg)
3. Drystan, Miaka, Isabella (1/18hp, paralyzed, diseased)

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

Round 3 Precise Shot, Point-Blank; Perfect Shot 2/2
Moving forward, Miaka concentrates on her next perfect shot at Dalirio ...
Lg Bow: 1d20 + 7 ⇒ (6) + 7 = 13
Lg Bow: 1d20 + 7 ⇒ (9) + 7 = 16 for Piercing: 1d8 + 1 ⇒ (3) + 1 = 4 Perfect Shot

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Reroll paralysis, 2 GM stars: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10

Go team!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

With Grenda in the way, Miaka can't quite get the angle she needs to land an arrow.

Round III - bold may act!
1. Grenda (1/10hp)
2. Dalirio (12 dmg)
3. Drystan, Miaka, Isabella (1/18hp, paralyzed, diseased)

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

MWAhAhahahAHA!
Attack: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Damage: 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Grenda scores a big hit! Grenda, do you want to move out of the way so Miaka can shoot?

Round III - bold may act!
1. Grenda (1/10hp)
2. Dalirio (21 dmg)
3. Drystan, Miaka, Isabella (1/18hp, paralyzed, diseased)

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Done and Done.

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Drystan lets another magical missile fly at Dalirio.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

I don't have much to do against mindless opponents, sadly.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Drystan's last missile punches right through Dalirio and kills the man a second time!

Out of initiative!

That was exactly the roll you needed, actually.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Isabella regains control over her limbs after just a few more seconds, though she still feels off. We'll deal with the disease momentarily.

Drystan: 1d20 + 9 ⇒ (9) + 9 = 18
Grenda: 1d20 + 9 ⇒ (6) + 9 = 15
Isabella: 1d20 + 3 ⇒ (4) + 3 = 7
Miaka: 1d20 + 6 ⇒ (1) + 6 = 7

Miaka and Isabella are quick to find a chest under Dalirio's desk containing some 2,500gp in Cassomir trade bars, and prepare to haul it out.

Grenda discovers a false bottom in the top drawer of the desk at the south end of the room. Inside the compartment, manuscripts describe two sinister plans: the first details Dalirio’s desire to create small bands of skeletons to assault Cassomir, and the second talks of a derro plan to use secret tunnels to infiltrate a major Cassomir building and kidnap everyone inside--though it doesn't say which building that is.

Drystan discovers a hidden switch beneath the floor under Dalirio’s desk--pulling that switch rotates the entire room 90 degrees counterclockwise, sealing off the former exit and exposing a new door that leads to a mysterious tunnel system. Deciding that the mission of stopping Dalirio is complete and uncertain where these tunnels lead--not to mention the less-than-optimal state of the party--the group flips the switch again and heads back out the way they came, papers in hand. They meet the pair of former slaves (formerly Queck's engineers) where they left them and take the two fearful citizens back up to the surface.

What you do with the plans at this point is up to you.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Okay, let's see if Isabella needs a remove disease spell. I'll ignore the Dex damage, since you still get saves even when unconscious; it's the Con that will kill you.

Start: 12 Con
Fortitude: 1d20 + 1 ⇒ (19) + 1 = 20 SUCCESS
Fortitude: 1d20 + 1 ⇒ (7) + 1 = 8 fail 1d3 ⇒ 3 9 Con
Fortitude: 1d20 + 1 ⇒ (10) + 1 = 11 fail 1d3 ⇒ 2 7 Con
Fortitude: 1d20 + 1 ⇒ (14) + 1 = 15 SUCCESS
Fortitude: 1d20 + 1 ⇒ (13) + 1 = 14 SUCCESS

Isabella fights off the disease!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Chronicles are HERE! Thanks for another fun session, looking forward to the last installment.

This has no impact other than on RP (hence Chronicles above) but what do you folks want to do with the discovered plans? I'll post the final Gameplay thread once the party has made a decision!

Sovereign Court

hp 54/54 | Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 | Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Wow! That was an intense battle for a season 1! Was a lot of fun again!

"We need to inform Venture-Captain Hestia Themis of these plans immediately! I guess she wants us to investigate the area behind these rooms but it is here decision to make, not ours."

Scarab Sages

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]
Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)
Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

"Yeah, let's take these back to the venture captain, and maybe we could ask Queck if she has any idea which building it would be? She is an engineer after all."

Sovereign Court

HP 21/21 | AC16 T15 FF12 | Init +3 Perc +8 CMB +2 CMD 17 | F+5 R+8 W+5 (+2 vs Death)| CN Kitsune | Monk (Zen Archer) 2 - Ranger (Hooded Champion) 1 | Long Bow +8 1d8+1 (x3) | sheet

"Agreed. We should report back as soon as able."

Dark Archive

Warpriest of Groteus 2
Defense:
AC 18; T 11 FF 17, CMD 14 hp 17/17; Fort +4, Ref +1, Will +6; Enshrouding Darkness: Shadows grant concealment (20% miss chance) for 1min
Offense:
Init +3; Spd 20; CMB +4; Waraxe +6 (1d10+3 /x3); Power Attack: -1/ +2, Destructive Attacks: +1 damage for 1min
Skills:
Climb +7; Prcp +10, SM +9, Armor Check -6, Stonecunning
Fervor 4/5
Spells:
CL 2; Conc+6; 0th- DC 14Detect Magic, Read Magic, Bleed, Guidance 1st- DC 15 Magic Weapon, Divine Favor, Shield of Faith

Aye, I'm ready. Grenda says having finally regained some sense of sanity.

Grenda is leveled and read to go. No purchases, still saving from Full-Plate.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The Pathfinders return to Venture-Captain Themis and deliver Dalirio's deadly plans, and she quickly tries to alert the government officials in Cassomir. Her pleas for caution and security go ignored, however, leading to...

Part IV!

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