Ith's The Beggar's Pearl (PFS, IC) (Inactive)

Game Master ithuriel


251 to 300 of 527 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Scarab Sages

Male Elf Rogue/ 1

Dakram slaps a hand over his side and backs away, He flings a dagger toward the direction the arrow seemed to come from.

Dakram backs into F2. and chucks a dagger toward where he saw the goblin last.

dagger1d20 + 4 ⇒ (19) + 4 = 231d4 ⇒ 4miss chance1d100 ⇒ 23

hit,crit confirm1d20 + 4 ⇒ (3) + 4 = 71d4 ⇒ 3

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi curses the darkness, but readies his elemental ray for an opportunity. Ready action to fire Elemental Ray at the first hostile he sees. Ranged Touch, 1d20 + 1 ⇒ (9) + 1 = 10, damage 1d6 ⇒ 5 Fire. Attack is at -4 if the target is already in melee.

Grand Lodge

Dakram steps back and emerges through the darkness which swirls in front of him like a heavy curtain. The elf takes aim and hurls his dagger end over end, but he hears it hit the wall hard and clatter as it hits the floor. Realizing he is able to see again he looks down at the arrow stuck in his leather and realizes he was actually hit from somewhere off to his left.
Right side of the room.

From somewhere near the center back of the room the grating high pitched voice needles Torvic, "Tell me dwarf, how you sleep after sessions ours? Hmm? About that time a heavy twang of a bowstring thrums and clangs with impact as a bolt buries itself in Kayluss' scalemail. The mail nearly stops it dead, but not quite. A burning sensation quickly spreads from the relatively minor wound. He cackles within the dark and gloats menacingly, "Just in time with new ones dwarf. First bunch all used up. Maybe gnome for mites, but others... all mine."

In response Torvic bellows a nearly inhuman roar and manages to choke out a growl to Sekhmre, "Hiding behind the table, the cowardly bastard!"

Dakram> Sadly he is not in that square anymore as you have no doubt figured out with that roll and a confirmed concealment percentage. On the bright side you made it back to dim light so no more AC or Dex penalties for you.

At the moment the DC to use perception to pinpoint which exact square either of them are in is over DC 20 (Base 20 for not being able to see them +20 to figure the exact square -20 because they are both in combat +/- perception mods for distance/cover etc). This may change shortly.

Attack 1d20 + 5 ⇒ (15) + 5 = 20 vs Kayluss
Damage 1d6 ⇒ 1 + Fortitude save DC 14

If Sekhemre wants to use the above info to reposition his bomb target he can. Also DC5 to hit a square, but I assume alchemist bombs work on the same 10 foot range increment. If so your original target is going to take a -2 (20 ft) and will use the scatter/bounce roll to see where it landed.

Wadi has a readied action, so Kayluss is next.

Grand Lodge

Dakram 22+
White eyes 22-
Sekhemre 21
Wadi 20
Kayluss 18
Allie 14
Goblin 8
Khedon 7
Torvic 6

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

Fort:1d20 + 4 ⇒ (9) + 4 = 13

Kayluss roars in pain as the poison course through his blood stream. Not willing to enter the darkness he takes a defensive stance and readies his shield for any more attacks.
Full Defense AC: 18+4= 22
Dakram fall back behind me! Torvic get the abyss out of there so Sek can fire bomb those blighters! And for the love of the gods can any of you casters get rid of this accursed darkness!?!?

Grand Lodge

1d2 ⇒ 2 strength damage
Poison being more brutal in Pathfinder than 3.5, you will have to make saves for the next three rounds. Any successful save will negate further saves.

Allie is up. You have a better idea of where to target now, but you need a caster level check also this time.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie begins casting her sleep spell toward the darkened area and the creatures she know are contained within.

Caster Level Check 1d20 + 1 ⇒ (15) + 1 = 16

Grand Lodge

You'll need to pick an intersection. Sleep is 10 foot radius. The dark area is quite a bit bigger than that.

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

Actually, Alchemist bombs have a 20' range increment.

Yes, I will re-adjust the square I target; I will go for I2 instead; that should hit white-eyes if he is behind the table, and may hit the goblin.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Sorry DM, I will try for the same general square Sek just bombed. Say the I 2-3 spaces....

Grand Lodge

Sekhemre's bomb explodes with a whoosh, a roar of heat and a startled scream from the mad surgeon.

Allie begins casting...

Another bow string twangs and Dakram has just enough time to look down and wonder where this new arrow sticking out of his chest came from before his legs give out. The elf hits the ground...

Shortbow 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm 1d20 + 4 ⇒ (17) + 4 = 21
Damage 3d4 ⇒ (3, 2, 2) = 7 Ouch! That should be -1 hps for Dakram.
Will 1d20 + 6 ⇒ (8) + 6 = 14 He failed the save and you beat his SR, but it will happen just before Allie's next turn.

Good news about the 20 foot range increment. Makes those bombs much nicer :)

Khedon is up

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

"Torvic, where on Golarion is that Goblin? His bow is wreaking havoc out here!"

Scarab Sages

Male Elf Rogue/ 1

Dakram pulls a dagger out his bandoleer and looks for the right place to throw and topples over with his eyebrows raised high.

Liberty's Edge

Male Human Wizard 1 (Conjuror - Bonded Ring)

Khedon moves to the edge of the darkness, casting protective enchantments.

Casting Mage Armor on self, then moving from D4 to F2. Unfortunately, there is little effective I can do until I have move effective targetting info, so if a Perception Check is still an option, Khedon is again trying to get general placement.

Khedon does not need exact placement any *intersection* (4 possible squares) will do. He's using sound only for White Eyes, and both Sound and Sight for the goblin archer (noting the direction of origin for the next arrow)

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Grand Lodge

You already know that white eyes is behind the table and the goblin is somewhere on the right side of the room. The goblin's DC is way higher as he is using stealth, but...

Torvic growls, "I'll show you where he is alright!" and roars as you hear him charging in and you plainly hear his axe hit something solid followed by a shriek and the sound of a collapsing body. "Dripping off the blade of my axe, that's where! You're next Tnarrat! Get ready!" He pauses and laughs, "That's right back up you coward!

There is another twang of the crossbow firing and Torvic grunts but laughs madly, "Gonna have to do better than that. My turn!"

1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 charging
1d8 + 1 ⇒ (6) + 1 = 7
Goblin down. Torvic is visible to Sek and Kayluss as he is in the dim spot at I4.

Dakram can roll to stabilize. Con check DC 11.

White eyes takes a 5 foot step and fires.
Crossbow 1d20 + 5 ⇒ (4) + 5 = 9 Sadly that actually hits with the charge
Damage 1d6 ⇒ 3
Fortitude Save (Torvic) 1d20 + 3 ⇒ (11) + 3 = 14 No poison damage. Yay dwarves! ;)

Sekhemre is up

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi sees Dakram fall down, and will move to stabilize him on his next action. Heal check stabilize 1d20 + 1 ⇒ (12) + 1 = 13

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

Sekhemre eyes Dakram worriedly.

"I really wish that we had brought a healer with us." he mutters to himself.

He then throws another bomb to target White Eyes (Aiming for J2).

1d20 + 4 ⇒ (11) + 4 = 15

(Splash damage as before.)

Grand Lodge

Sek-> Potential direct hit. Roll the concealment percentage to see whether it will be direct damage or splash.

Wadi is administering first aid, but does not succeed (heal DC 15). Dakram can still stabilize naturally with a DC 11 Con check.

Kayluss is up now. Needs another Fortitude save DC 14.

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

1d100 ⇒ 4

Grand Lodge

That's direct. Roll some damage :)

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

Direct hit damage:
1d6 + 3 ⇒ (3) + 3 = 6

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

Fort:1d20 + 4 ⇒ (13) + 4 = 17
Kayluss drops down to give Wadi a hand treating Dakram.
Aid Another Heal:1d20 + 2 ⇒ (12) + 2 = 14

Grand Lodge

Kayluss runs over and drops down at Dakram's side to see if he is alive and tries to help Wadi revive the elf. The first arrow isn't bad, but the second one is buried in deep.

Meanwhile Allie brings her spell to a close. The whining voice calls out, "Niiish try. That won't work... (yaaawwwnnn) on..." and then there is a thump as he hits the floor.

Torvic sounds confused, "What in the hells? He just fell over."

Combat ended

No more poison damage or saves.
With the +2 Dakram will stabilize if he had not already. He still needs to make the Con check to see if he went from -1 to -2 since the heals happen after his own check.

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

"Well Torvic, make sure that he stays down!"

Once Torvic 'deals' with White Eyes, and the Darkness goes away, Sekhemre will begin to search the room...

Perception 24 on the Search

"Wadi, how is Dakram?"

Grand Lodge

"You don't have to ask twice." There is a wet thunk of impact and a grunt of satisfaction.

The darkness, however, does not dissipate with the life of the one who conjured it. You can hear Torvic breathing heavily and after a while he says, "I see what's causing it. It's like shadow pouring out from this jar. Oh gods! Its a jar of brains. Hold on now..." The shadowy illumination diminishes and quickly vanishes when Torvic covers the jar with a filthy gore-smeared towel.

Without the shadows the blue light of the brain mold clinging to the ceiling once again bathes the lab in its unhealthy glow though diminished by both sunrod and incantation. The remains of the dissected mountain goat are surrounded by blood splattered parchments in a language most of you have never seen before and ornate tools of metal and glass that make no sense. Wires run from all over the remains into various metal boxes and crystals.

Crumpled in the southeast corner by the goblin corpse are the remains of a tiny man- fey by the look of it. Barely two feet tall, his insect wings have been mostly removed and head half shaved opened and stitched up like Torvic's. He wears only a tiny little scimitar necklace and his entire body is covered in grievous wounds surely inflicted here. The killing blow was obviously a blade that pierced his ribcage. The flesh around the wound is blackened.
Heal DC 15 to get all CSI on the cause of death.
Kn Nature DC 19 to ID the creature.

Scrolls and tools are scattered around the room on shelves amid pickled organs and containers of herbs and salves. Lying atop a pile of compost are quite a few scrolls in dwarven.

After the initial adrenaline rush, Torvic realizes how many injuries he still has old and new. Gritting his teeth and cursing he works the crossbow bolt out of his hip and after a moment to breathe, limps over to the compost heap. "Bastards. Just threw hundreds of years of collected lore into the trash heap without a thought. Well. They got theirs."

A quick search reveals that the doors to the West both lead into small sleeping quarters with another bedroom beyond the first. Dirty clothes are heaped in piles and you find a few more of the metal and glass instruments and some thread for stitching, but not much else of interest.

In the quiet following the melee you eventually become aware of distant screams and crashes echoing down the southern hallway which turns into a stairwell East then back South after a landing.
Perception DC 30

Khedon only

Spoiler:
You know this language. Aklo- the speech of dark fae and some otherworldly monsters. The notes describe operations intended to prevent the need for sleep though the methods are completely b%+#@*~ crazy. Some of the other scrolls in Aklo detail methods and formulas for drugs and medicines you've never heard of.

Strangely enough Kn local is the skill to recognize what white-eyes is IC. I'd also be fine with Kn Nature, but we'll give it +5 DC since I'm bending the rules there. So Kn Local DC 13 or Kn Nature DC 18

Items Found: 1 healer's kit (!), 10 bizarre torture tools made of metal and glass, 12 of Torvic's scrolls focused on Dwarven lore, small shortbow with 18 arrows, 2 stinky sets of small leather armor, small wooden shield, small short sword, small repeating light crossbow with 8 more poisoned bolts (medium spider venom), a weird club with a hook on the end of it and a 20 foot cord on the other end (small).
Total value 188 gp each once sold or returned. Also the jar of brains will keep the spell active for a while if you have any use for a mobile 20' radius darkness spell.

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

Finally having a chance to take a closer look at the contents of the 'work room', Sekhemre is rather taken-aback.

"While the study of anatomy is certainly a worthwhile pursuit, it appears that this creature was more than a little bizarre."

Knowledge(Nature) to identify White-Eyes.
1d20 + 7 ⇒ (8) + 7 = 15

"Hmmm... What have we hear...?

Sekhemre moves over to the tiny corpse, and takes a proper look at it.

Knowledge(Nature) to identify it.
1d20 + 7 ⇒ (10) + 7 = 17

I'll also conduct a proper 'forensic examination' = take 20 Heal = 18 for me!

"I know Torvic; it is utterly disgusting that they could have such little reverence for such an important trove of knowledge. Would it be alright if I acquired a copy after all of this is over?"

Sekhemre then pauses.

"Hang on, what on earth is that?"

Perception check

1d20 + 4 ⇒ (9) + 4 = 13

Would it be possible to harvest the poison, and re-apply it to my rapier, or is it a lost cause?

Grand Lodge

"Long as you credit me too if you publish, I got no problem. Been working on this too long to get written out of my own story."

After examining the wounds Sekhemre comes to the conclusion that the killing blade, probably a rapier judging by the wound, must have been cold iron to burn fey skin like this.

RE: poison - Since it is already applied and there aren't really rules for it I would normally say no for PFS. But- you guys need every edge you can get, you are an alchemist, and I don't want to restrict creative approaches.
How about this:
10 minutes, Craft Alchemy DC 15, standard 5% chance of poisoning yourself because you don't have the poison use class feature yet. That also means should you roll a 1 during an attack while the poison is still on your blade, you will poison yourself. If you roll a 1 on the craft check you will have failed by 5 and have ruined half of the poison.
Basically I'm imagining that you could boil a solution, dip the bolt heads in it to let the poison dissolve again, then boil it down to a usable concentration to reapply it. Sound fair?

Maybe heat would destroy venom, idk. If that is the case then you could whip up a solution to thin it enough to swab and reapply. Either way same mechanics.

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

"Of course Torvic. I would not dream of trying to steal credit for something like that."

That sounds more than fair to me.

Sekhemre carefully takes out his portable alchemist's lab, dissolves the poison from the bolts using an alcohol-based solution, and then distills it using a small alembic...

Craft(Alchemy) check
1d20 + 9 ⇒ (12) + 9 = 21

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

Real-world physics-wise, distilling the poison using heat would denature it, rendering it useless, but that seemed thematically appropriate ;-). How many doses does that net us?

Roll to avoid getting poisoned during the production process, and again when I apply 1 dose to my rapier... (Low is good for me)

1d100 ⇒ 70
1d100 ⇒ 73

Grand Lodge

I can't find appropriate rules on this so I'm going to make something up for now. If we find something official we'll know next time.
8 very small doses from the bolts.
Ammo = 1 dose of this size
Piercing weapon = 2 doses
Slashing = 6 doses

Just to be clear- what I mean by number of doses is how much it will require to get an effective coating. Not that you can use it twice or deliver 2 doses with a piercing weapon. Injury based poison only delivers once per attack which expends the coating. Reapplying a new coat is a standard action.

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

"Sekhemre, we were able to stop his bleeding, but unfortunately he is still unconscious. It will take some form of healing magic to rouse him awake. Failing that, it will be several hours at least befor ehe wakes up."

Grand Lodge

Also - Heal DC 20

Spoiler:

Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.
You have a healer's kit now. It has 10 uses

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1
ithuriel wrote:
Also - Heal DC 20** spoiler omitted **

Ok, I was aware about this, but I knew we missed the DC check for it. Can we roll another Heal check for Dakram?

Grand Lodge

You did emergency first aid rolls before to stabilize him. Now that you have gathered together a healer's kit you can try to treat deadly wounds with one primary roller and successive aid another attempts. We aren't clear on whether he starts from -1 or -2 until Dakram makes his Con check though.

Liberty's Edge

Fighter (Armor Master) 7/ Ranger 1/ Brawler 1
Defense:
AC 30; Tch 16; FF 28; CMD 25; DR 6/-; hp 76/76; Fort: 10; Ref: +7; Will: +8
Offense:
Init +2; Spd 30ft; CMB +11; Ixthalos +15/+10 (1d10+7/ 17-20/ x2); Longbow +12/+7 (1d8+2/ x3/ 110ft)
Skills:
Climb +6; Diplomacy +9; Heal +8; Intimidate +9; Knowledge (Dungeon & Nature +4; Planes +1); Perception +14; Profession (Sailor) +8; Spellcraft +5; Survival +10; Swim +6

Using the healing kit the party just discovered Kayluss attempts to restore his friend.
Heal:1d20 + 4 ⇒ (15) + 4 = 19
Not sure who have the highest heal check so I rolled but if someone else wants to talk the main roll I'm fine with mine being an aid Another check.

Succeed or fail Kayluss asks if anyone in the group hase a healing potion for the elf.

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi moves to assist Kayluss in healing him. Aid Another Heal 1d20 + 1 ⇒ (2) + 1 = 3

Kayluss has the higher modifier, so Wadi will Aid Another.

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

Well, in that case, Sekhemre used two doses to 'charge' his rapier.

Eyeing Dakram with concern, Sekhemre attempts to move over and assist...

1d20 - 2 ⇒ (17) - 2 = 15

"What do the rest of you think should be done to bind his wounds?"

Liberty's Edge

Male Human Wizard 1 (Conjuror - Bonded Ring)

Khedon glances through the scrolls, ignoring the screams from the south, "Hm, we should take these. With the more nonsensical parts redacted, I believe the Society would find value in the potential medicines discussed."

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

Alie tries to help the team members attempting to heal Dakram.

Aid Another Heal Check 1d20 ⇒ 14

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

"Khedon, that is a good idea, let me hold the scrolls for you. Just in case something happens to you."

Liberty's Edge

Male Human Wizard 1 (Conjuror - Bonded Ring)

Khedon raises an eyebrow, "Is there some reason I should be concerned that I am in any more danger than anyone else?"

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi replies to Khedon, "No, not at all. At least not any more than the rest of us. I was just thinking aloud. It may not be a bad idea to be extra careful, though. Those strange creatures may take offense if they see you with them."

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

"Khedon, Torvic, could you have a look at Dakram as well?"

If we get one more assist, we get to DC25, which gets Dakram back 3hp instead of 1hp...

Liberty's Edge

Male Human Wizard 1 (Conjuror - Bonded Ring)

"I know little of medicine, but I will make the attempt"
Untrained Heal Check: 1d20 ⇒ 16 - not bad for an amateur

Scarab Sages

Male Elf Rogue/ 1

con check1d20 ⇒ 6

"Ugh...." Dakram sits up slightly with a groan." I see we haven't gotten much better at that then when we were trying to heal Torvic."he says with a trade mark sly grin." that is not how I typically like to have a fight go."

Scarab Sages

Male Elf Alchemist (Beastmorph) 3

Sekhemre smiles.

"I am glad to see that you have regained consciousness! You had us worried for a while, there..."

He then grabs one of the party's precious potions, and hands it to Dakram.

"Here, drink this."

1d8 + 1 ⇒ (1) + 1 = 2

Wow, we really are terrible at healing!

"Now, maybe between the lot of us, we can work out how to bind Torvic's wounds."

How badly injured is Torvic? I recall that he got hit once or twice...

Heal check assist:

1d20 - 2 ⇒ (9) - 2 = 7

"We now only have one potion left. Should we keep it for an emergency, or use it on either Dakram or Torvic?"

Grand Lodge

A little behind today. Wiped out.
Just a couple of housekeeping notes and I'll update tomorrow.
Dakram 3/9 hps
Torvic 4/15 hps, but really the torturer was an exception. Npcs aren't meant to be doing the fighting so don't expect a lot out of him. He's an Expert, not much of a fighter.

When you are ready to move on from here these are your options:
-South/West Up the stairs where the screams are coming from (still, after 10 minutes).
-East by cutting your way through a hall choked with mushrooms (10 feet of fungus) to a set of double doors.
-Or you can backtrack to the room with the fountain and head down the eastern hallway. There were double doors north and south and a hall leading south.

Liberty's Edge

Male Human Wizard 1 (Conjuror - Bonded Ring)

"I suggest we hold on to the potion for a life or death situation. We'll just have to be careful."

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

"We should check out those screams, someone may be in trouble!"

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

"I agree Wadi. There is no reason for screams to have lasted as long as those have. It is probably a trap, but we should inspect just in case. Dakram, you should probably move to the back of the group, in your current state."

1 to 50 of 527 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ith's The Beggar's Pearl (PFS, IC) All Messageboards

Want to post a reply? Sign in.