Nightfiend's Before the Dawn: Part 1-2 (Table-A Invite Only) (Inactive)

Game Master Nightfiend

(8)

Metallic Door Entrance

Azlant Ridge

Consortium Assault


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Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

"I, uh, I heard something further in."

The halfling draws his swords and couches low to the ground as he steps further into the room.

Stealth: 1d20 + 6 ⇒ (3) + 6 = 9

Unfortunately he's not sure exactly how to stay out 9f sight in a room so full of nothing.


If you are moving into the room, I will need you to move your tokens on the map.

Jane Doe:

(Knowledge Arcane) From your experience of the arcane, you recognize that similar statues have been used in the construction of golems. These particular monoliths are huge. If these where meant to be used as some sort of construct, the creator would have been immensely powerful. We are talking about Azlant after all. The white metallic metal that the monoliths are created from, resembles cold iron.

Otieno invokes a light spell that lights up the monolith chamber and sheds light halfway down the western hallway. On occasion, shadows can be seen wavering off in the distant alcoves. The wolf seems to become increasingly agitated.

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

"We're not alone in here."

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

Been posting from phone and can not move my icon.


As the shadows of the light flicker off the walls of the Western hallway, a number of thin rotting corpses shamble out from the recessed alcoves. Behind each shambling corpse, sits a stone Sarcophagi, which looks to be made out of the same white metallic material as the monoliths, and the orb.

Initiative Rolls:

Init (Hangust): 1d20 + 2 ⇒ (3) + 2 = 5
Init (Barnaby): 1d20 + 1 ⇒ (8) + 1 = 9
Init (Jane Doe): 1d20 + 3 ⇒ (1) + 3 = 4
Init (Brunhilde): 1d20 + 2 ⇒ (17) + 2 = 19
Init (Otieno): 1d20 + 6 ⇒ (16) + 6 = 22
Init (Wolf): 1d20 + 2 ⇒ (20) + 2 = 22
Init (Sula): 1d20 + 4 ⇒ (4) + 4 = 8
Init (Riding Rat): 1d20 + 2 ⇒ (15) + 2 = 17
Init (Skeletons): 1d20 + 6 ⇒ (20) + 6 = 26

Round (1) Summary

Skeletons:Turning aimlessly towards the Halfling, the lifeless visages move up towards the barbarian and try to rake at him with rusted, broken scimitars. (Hit -3 Lethal)

(Attack) Orange vs Hangust: 1d20 ⇒ 19
(Damage) Orange vs Hangust: 1d6 ⇒ 3

Round (1)
Bold may post an action.

Skeletons
Hangust: (-3 Lethal)
Otieno:
Luna:
Brunhilde:
Barnaby:
Sula:
Riding Rat:
Jan Doe:

To simplify things, I’m going to place pets intuitive, just under their owners. I hope this is OK.

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Otieno and Luna both move into the center of the room, ready for the skeletons to rush in. The elf squints down the darkened hallway, searching for non-skeletal targets for his bow.

Readied attacks for both.

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

"Give me some room and I'll run them down"!

Sula steers Fiona to the center of the room, hoping Hangust and Barnaby will make some room.

one move, ready a ride by attack

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

As he's struck, Hangust steps back from his attacker even as he begins to let his anger consume him. He slashes with his kukri furiously, wanting nothing more than to end his foe.

Kukri, MH (Raged) - Critical Threat: 1d20 + 7 ⇒ (18) + 7 = 251d3 + 4 ⇒ (3) + 4 = 7
Kukri, OH (Raged): 1d20 + 7 ⇒ (17) + 7 = 241d3 + 3 ⇒ (2) + 3 = 5
Kukri, MH (Raged) - Crit Confirm: 1d20 + 7 ⇒ (16) + 7 = 231d3 + 4 ⇒ (3) + 4 = 7

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Looks like that door really was sealed tight. Barnaby thinks as he drops a coin from his purse and mentally launches it at the front skeleton, then retreats behind the mounted rat.

Attack: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4 for bludgeoning damage: 1d6 ⇒ 2
Attack is 4 higher to hit if Hangust killed the first skeleton (since purple isn't in combat)
EDIT: not that that looks likely to matter :p

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Brunhilde moves into position and keeps her shield up.

Let's use the choke point to our advantage! the battle hardend princess calls out.


Round (1) Summery

Hangust: Moments after the skeleton’s rusted scimitar digs into the Halfling, he returns the attack in spades. Small curved blades spin into a whirlwind of steal that seems to crack and splinter the hard bone of the undead as it shatters into a heap of done. (MH Hit with critical confirmed -14 vs DR 5 for -9 Lethal, OH Hit – 5 vs DR 5 for 0 Lethal)
Otieno: The druid moves into the room and readies himself and his wolf for the mindless undead to approach. (Otieno only sees skeletons moving in the hall. If you want to make your readied attack, you may do so now with no penalty do to combat, now that Hangust has moved off to the side of the door.)
Luna: Growls and prepares to attack a skeleton.
Brunhilde: The warrior princes moves into an opposite flanking position to Hangust and brings her shield up into a defensive ready.
Barnaby: Drops a platinum piece onto the floor and concentrates on it for a moment. Within moments, the extremely valuable coin launches towards the shambling undead with lethal force, but bounces off the undead’s hard bonny surface. (Miss)
Sula: The cavalier moves into a charging position and lowers her lance. (Hangust moved off to the side of the door. If you intend to charge before the skeletons mindlessly move into the room, now is the time!)
Riding Rat: Prepares to charge with her rider.
Jan Doe: The psychic takes a moment to consider her options. (Delayed and can act at will.)

I’m going to wait and see what Sula wants to do in regards to her ride-by attack and if Otieno wants to use his readied attack before posting round (2). This will also allow Jane Doe time to post a round (1) action.

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

I would give Otieno the chance to shoot before I move into melee, but I'll already post my action to keep things going forward

Nails scrabbeling for a second on the tiles, Fiona rushes forward on Sula's command.
Questioning the wisdom of using a lance against skeletons, Sula hopes the force of the attack will be enough to shatter some bones.

charge: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Go ahead and move; Otieno isn't going to waste an arrow on a skeleton, as it's probably not going to achieve anything.

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

With the entryway so crowded, Jane lingers behind, keeping her longspear at the ready in case the undead break through.
Ready attack if one enters my reach.


Round (1) Conclusion

Sula: The cavalier inspires her mount into a short distance charge. Lowering her lance, she aims for the undead’s center torso. Any other day, any other target, the strike would have been true. This monstrosity has no flesh to pierce, no organ to destroy and continues to move forward as the small lance passes harmlessly through its ribs. (Miss)

Round (2) Summary

The undead continue to move mindlessly towards the group, swinging their rusted, broken scimitars. (Miss)

(Attack) Purple vs Sula: 1d20 ⇒ 1
(Damage) Purple vs Sula: 1d6 ⇒ 5

Round (2)
Bold may post an action.

Skeletons
Hangust: (-3 Lethal)
Otieno:
Luna:
Brunhilde:
Barnaby:
Sula:
Riding Rat:
Jan Doe:

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Two readied actions in case any of the skeletons get into the room.

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Brunhilde raises her shield and bashes...

Attack 1d20 + 7 ⇒ (8) + 7 = 15 Damage 1d6 + 7 ⇒ (5) + 7 = 12

If attack is sucesful. I bull rush skeleton into the wall which trips it and attack as a swift action with spikes 1d20 + 7 ⇒ (13) + 7 = 20 Damage 1d6 + 4 ⇒ (6) + 4 = 10

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

I am assuming Brunhilde smashes the skeleton to bits. If she does not, use my readied attackroll to make a normal attack.

With her failed attack and pieces of bones flying around, Sula drops the lance, drawing her warhammer instead and readies for her and Fiona to attack the first skeleton to come into range.

already rolling to make things speed up
warhammer attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 3 ⇒ (2) + 3 = 5

Fiona bite: 1d20 + 3 ⇒ (13) + 3 = 16
bite damage: 1d6 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

Hangust continues slashing his blades as quickly as he can, frothing at the mouth as he sees more enemies in the next room.

Kukri, MH (Raged): 1d20 + 7 ⇒ (11) + 7 = 181d3 + 4 ⇒ (2) + 4 = 6
Kukri, OH (Raged) - Critical Threat: 1d20 + 7 ⇒ (18) + 7 = 251d3 + 3 ⇒ (3) + 3 = 6
Kukri, MH (Raged) - Crit Confirm: 1d20 + 7 ⇒ (7) + 7 = 141d3 + 4 ⇒ (1) + 4 = 5

Attacking Purple, unless it's dead, then I will 5' Forward and attack yellow

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Jane, refraining from using her stronger powers, advances, trying to use her longspear to aid the others, but instead just waves it around arrhythmically.

Aid another for AC to whoever is directly in front (currently Sula)
Aid: 1d20 + 3 ⇒ (1) + 3 = 4

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby wishes he had a reach weapon - or a blunt instrument that wasn't a sap - as he sends another tile hurtling towards the red skeleton to the rear.

"That's it! Use the choke point to our advantage!"

Attack: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16 for bludgeoning damage: 1d6 ⇒ 4


Round (2) Conclusion

Hangust: The small barbarian continues hacking away at the undead with his small curved daggers. ( MH Hit -6 vs vs (DR 5) -1 lethal, MH Critical Miss, OH Hit -6 vs (DR 5) -1 Lethal)
Otieno: The druid and his wolf stay prepared in case the undead breach the door.
Luna: Waits patiently by his master.
Brunhilde: The Ulfen princes brings her shield into a powerful bash, but misses the undead all together. (Miss)
Barnaby: The investigator sends another item hurling towards the undead, which misses its target.
Sula: The cavalier drops her lance and draws a War-hammer. The weapon is quite effective as it smashes into the undead, sending bone fragments cascading down the hall. (Hit -5 Lethal)
Riding Rat: The rat mount looks ready to strike, as the undead continue to press their position. (Readied attack hits Skeleton blue as it advances and turns it to dust.)
Jan Doe: The psychic thrusts her spear towards the undead, in an attempt to distract the mindless creature. (Aid another Failed)

Round (3)
The skeletons continue to advance, even though the group is destroying them as they do. (Miss)

(Attack) Red vs Sula: 1d20 ⇒ 9
(Damage) Red vs Sula: 1d6 ⇒ 3

Skeletons
Hangust: (-3 Lethal)
Otieno:
Luna:
Brunhilde:
Barnaby:
Sula:
Riding Rat:
Jan Doe:

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Jane continues to try to aid Sula, managing to actually get her weapon moving in the right direction this time.

Aid Another: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Two readied actions... again.

On a side note, whoever designed the maps for these PFS encounters has apparently never actually played the game. :(

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

How come? Had Sula not blocked the passage we could have used the terrain to our advantage versus mindless undead.

Brunhilde patiently waits until the undead come close enough and then attempts another bash but can not cleanly connect to the tight quarters.

Attack 1d20 + 7 ⇒ (4) + 7 = 11 Damage 1d6 + 7 ⇒ (3) + 7 = 10

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Realizing the hallway seems quite clogged up, Barnaby utters a quick prayer to Desna for luck and tries to maneuver another stone into the Red skeleton.

attack: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2 for damage: 1d6 ⇒ 1

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

There is not a lot of terrain to take advantage of. The statues block a lot of movement. But I'll make some room.

Feeling the press of bodies, Sula withdraws behind Jane.

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

Hangust brings both of his blades down again on the foe in front of him, seemingly unaware that his damage is not all getting through.

Kukri, MH (Raged): 1d20 + 7 ⇒ (14) + 7 = 211d3 + 4 ⇒ (2) + 4 = 6
Kukri, OH (Raged): 1d20 + 7 ⇒ (16) + 7 = 231d3 + 3 ⇒ (1) + 3 = 4


I have seen a lot of maps that have been horribly planed out for the encounter. This one, although annoyingly cramped, is not as bad. I can see how it would be frustrating for anyone wishing to use a ranged attack.

Round (3) Conclusion

Hangust: The Halfling continues to attack with both hands around the hallway’s corner. His blades cut with pinpoint accuracy, but the skeletons hard bonny exterior seems to resist most the damage. ( MH Hit -6 vs (DR 5) -1 Lethal, OH Hit -4 vs (DR 5) -0 Lethal)
Otieno: The Druid continues to wait patiently for the undead to enter the room.
Luna: Awaiting a sign from her master to attack.
Brunhilde: The ranger takes another powerful swing at the skeleton with her shield, which is diverted by the side of the wall. (Miss)
Barnaby: The psychic investigator concentrates on a nearby stone and sends it tumbling down the hallway. The small stone strikes the hall’s wall and continues to bounce around the hall with no adverse effect to the skeleton. (Miss)
Sula: The cavalier and her mount move to the back of the group, in order to allow the mindless undead to shamble into the room.
Jan Doe: The psychic slaps the undead with the haft of her long spear which seems to distract the abomination. (Hit successfully aided another).

Round (4)
The skeletons continue to advance. The red skeleton adjust forward and takes a swing at Jane Doe with its rusted scimitar. (Miss)
The green skeleton move in behind the red skeleton and takes a swing at Brunhilde. (Miss)

(Attack) Red vs Jane: 1d20 ⇒ 3
(Damage) Red vs Jane: 1d6 ⇒ 5

(Attack) Green vs Brunhilde: 1d20 ⇒ 13
(Damage) Green vs Brunhilde: 1d6 ⇒ 4

Skeletons
……(Red) (-1 Lethal)
Hangust: (-3 Lethal)
Otieno:
Luna:
Brunhilde:
Barnaby:
Sula:
Riding Rat:
Jan Doe:

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Brunhilde somewhat frustrated at her lack of percision tries to focus and once more slam into the the skeleton before her but clearly the Ulfen princess should have stayed in bed today...

1d20 + 7 ⇒ (1) + 7 = 8 Damage 1d6 + 7 ⇒ (1) + 7 = 8

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

With not enough room to move around or aid Jane, Sula delays.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby desperately flings another rock with his thoughts at the red skeleton, this time offering a prayer to Cayden.

attack: 1d20 + 2 - 4 - 4 ⇒ (18) + 2 - 4 - 4 = 12 for damage: 1d6 ⇒ 4

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

Hangust continues doing the only thing he's (sort of) good for and slashes at the foes before him. Targeting Red
Kukri, MH (Raged): 1d20 + 7 ⇒ (9) + 7 = 161d3 + 4 ⇒ (3) + 4 = 7
Kukri, OH (Raged): 1d20 + 7 ⇒ (7) + 7 = 141d3 + 3 ⇒ (2) + 3 = 5

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Is the square I moved to able to be occupied? It looks mostly free.
Jane moves back, trying to assist the mighty Brunhilde with her longspear.

Aid another (Brunhilde, Attack): 1d20 + 3 ⇒ (13) + 3 = 16 Successful.


Round (4) Conclusion

Hangust: The barbarians blades continue to flurry and glance off the hard bones of the skeleton. ( MH Hit -7 vs (DR 5) -2 Lethal, OH Miss)
Otieno: The Druid continues to wait patiently for the undead to enter the room. (Delayed) Can act at will
Luna: Stands by awaiting a sign from her master to attack. (Delayed) Can act at will.
Brunhilde: Once again the warrior princes takes a hefty swing at the skeleton and fails to connect with her target. (Miss)
Barnaby: The detective flings another rock at the skeleton, which is diverted by the ongoing combat. (Miss)
Sula: The cavalier and her mount observe the combat from behind the group. (Delayed) Can act at will.
Jan Doe: Jane moves up against the massive statue and thrusts her spear at the skeleton in an attempt to distract the abomination. (Hit, successfully aided another. Are you aiding Brunhilde offensively or defensively?)

Round (5)

The skeletons continue to advance and hack at anyone they can.

(Attack) Red vs Sula: 1d20 ⇒ 7 (Miss)
(Damage) Red vs Sula: 1d6 ⇒ 2

(Attack) Green vs Brunhilde: 1d20 ⇒ 14 (Miss)
(Damage) Green vs Brunhilde: 1d6 ⇒ 2

(Attack) Yellow vs Hangust: 1d20 ⇒ 15 (Miss)
(Damage) Yellow vs Hangust: 1d6 ⇒ 2

Skeletons
……(Red) (-3 Lethal)
Hangust: (-3 Lethal)
Otieno: (Delayed)
Luna: (Delayed)
Brunhilde:
Barnaby:
Sula: (Delayed)
Riding Rat:
Jan Doe:

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

With a skeleton in reach, Sula takes a swing with her warhammer again, and she directs Fiona to attack. both VS. Red

warhammer: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Fiona bite: 1d20 + 3 ⇒ (9) + 3 = 12
bite damage: 1d6 + 2 ⇒ (6) + 2 = 8

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby directs a rock vs a skeleton, again. But it's the yellow one this time!

attack: 1d20 + 2 - 4 - 4 ⇒ (20) + 2 - 4 - 4 = 14 for damage: 1d6 ⇒ 3

BOOM, Nat 20!

Crit confirm: 1d20 + 2 - 4 - 4 ⇒ (2) + 2 - 4 - 4 = -4 for another: 1d6 ⇒ 3

Well, at least it hit :)

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Brunhiilde's frustration is growing as she raises her shield and strikes once more.

Die! Again!

Attack 1d20 + 7 ⇒ (16) + 7 = 23 Damage 1d6 + 7 ⇒ (6) + 7 = 13

If that doesn't kill it I still get my swift action attack


Round (5) Conclusion

Sula: Taking a firm grip on her Warhammer, Sula leans forward and take an over hand swing at the red skeleton. The heavy weapon takes its toll, as it sends bone-shards flying everywhere on impact. (Hit -9 Lethal).
Brunhilde: With a mighty crack, the Ulfen ranger finally connects with the skeleton. Her Spiked shield slams into the green skeleton with an enormous amount of power, which shatters the abomination into small fragments.(Hit -13 lethal)
Barnaby: Inspired by the rangers success, Barnaby sends another stone down the hall, past the wolf, past Sula and her mount, past the red skeleton, off the celling, off the wall, and strikes the yellow skeleton in its rigged bone-like face. The small stone shatters the undead’s skull, which causes it to crumple into a heap of bone. (Hit -3 Lethal)

Out of Combat

With the shambling skeletons out of the way, the light from Barnaby's torch is now close enough to extend down the hall. To each side of the five foot hall is three 10’x10’ alcoves. Each has a sarcophagus in it, which appears to be made of the same smooth-white metal as the monoliths and the orb. All six are missing their lids. At the end of the hall is a fifteen-by-fifteen-foot room, constructed entirely of the same smooth-white material. A single white pillar stretches floor-to-ceiling in the center of the room, and in a niche rests a smooth, white, hand-sized square covered in glyphs and runes similar to those on the complex’s front door.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

The skeletons dispatched, Barnaby heads down the hall, cautiously looking around in case any more ghouls or goblins still lurk. As he moves, he marvels at the odd, unnaturally smooth and unblemished stone all around. What is this place?

As he reaches the passage's end, he looks warily at the pillar standing before him. "Hold back for a moment." he calls out. "Whatever this thing is it's placement implies importance. And important things tend to warded."

Barnaby circles the pillar nervously, examining it for any signs of danger even as he tries to place the glyphs that adorn it.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16 Barnaby has Trapfinding, so that's including the +1 to look for traps.
Linguistics on the glyphs: 1d20 + 13 + 1d6 ⇒ (8) + 13 + (4) = 25


The small cube rests in a nuke within the pillar. It is obviously made of the same material as the rest of the room, but seems to have a faint white glow to it. As you approach the pillar, you can feel a warmth coming from the object.

Barnaby:

Without touching the object you can make out 75% of two different sides of the cube. The glyphs are very old. If you had to guess, you would say they are pre-Earthfall. Although you don’t speak Azlanti, your knowledge of the Polyglot language definitely helps you to grasp some of the ruins and their meaning. Using your advance knowledge of linguistics, you are able to make out the following words.

Guardian
Protector
Vault
Proximity
Subconscious
Disembodied

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

From the other room, Sula calls to Barnaby, "Is it safe? More of that weird white metal?"

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

”I think so,” Barnaby calls back faintly to Sula. His main focus is still on the cube within the piller. ”It looks like the same material all right. Can’t make out to type – engineering never was a focus of mine. But it’s old. Defintiely Azlanti, or one of their close influences.” He looks around at the pillar and the vault. ”Juliet called this whole place a weapons cache. This seems far more elaborate than just that…”

Barnaby trails off as his eyes alight on the cube again. ”There’s a cube in here too. Old glyphs call out something about a guardian or protector, and then several more things I can’t make sense of.” And the object, something alluring about it.

His thoughts begin racing as he works through a theory out loud. ”The sphere outside seems to be of the same material, and gives off similar heat. When the charau-ka made a foray, said sphere increased its glow, but no other discernable effect. But that sphere was smooth, with no discernable markings. It’s possible the protection it offered has been diminished over the years by the elements. This cube however, is better preserved: it could still contain enough ‘juice’ to help ward the settlement.” He grabs the cube, careful not to drop it, and starts to head for the door. ”Or at least it might trigger something in the sphere itself. Either way, unless you see something else in here we should get back to help shore up the barricades. Worst case, this vault could provide a last line of retreat.”

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Sula looks impressed. "Wow Barnaby, that you can make all of this out just from that cube. I have no idea how this would work. The sphere outside did not look like it had something we could put the cube in or something. Does the pillar look like it has something the cube could interact with?"

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

"Don't praise me yet Sula. Right now it's more like scooping up a bunch of scraps and trying to arrange them into a meal."


After carefully inspecting the chamber, Barnaby is quite sure there is nothing worth noting, outside of the unusual cube he now has in his hand. After removing the cube he is able to view some of the other side of cube.

Banraby:

In addition to the words listed above, you are able to piece together the following.

Monolith
Threat
Ancient power

There are quite a few ruins and markings that you think you could decipher, if given enough time. That being said, the cube is quite remarkable. Holding it in your hand, you feel the warmth of the cube. The closest material you can think of that would resemble something like this, is cold-iron.

As the group makes its way out of the Azlanti complex, you step into chaos. All along the palisade wall, Pathfinders and camp workers are trying desperately to hold off the horde of charau-ka outside. Wave after wave of rocks, sticks, and even the camp’s own garbage are flying over the walls at regular intervals. Somewhere back in the jungle, that same deafening roar echoes across at the valley.

Just as you emerge from the door, a large rock smashes a hole in the palisade wall, and moments later a hoard of screeching, chattering ape-men plunge through it and flood the camp. In the distance, their horrible champion—a four-armed gorilla, fifteen feet tall and causing the ground to shake with each step, intelligently scans his troops and roars at them, causing the ape-men to devolve into a frenzy.

The uncovered orb begins to pulsate with an overpowering amount of white light as the large beast approaches the camp. After three consecutive pulses, Barnaby feels the cube become warmer just before world becomes black.

The rest of the group watches as the large four armed ape begin to approach the camp with his army of Charau-Ka. Moments after the boulder smashes the wall, Barnaby falls limply to the ground while clutching the cube in a deadly embrace.

Azlant Ridge

Initiative Rolls:

Init (Hangust): 1d20 + 2 ⇒ (20) + 2 = 22
Init (Jane Doe): 1d20 + 3 ⇒ (6) + 3 = 9
Init (Brunhilde): 1d20 + 2 ⇒ (7) + 2 = 9
Init (Otieno): 1d20 + 6 ⇒ (17) + 6 = 23
Init (Sula): 1d20 + 4 ⇒ (15) + 4 = 19
Init (Unknown): 1d20 - 2 ⇒ (3) - 2 = 1

Round (1)

Otieno: (23)
Luna-Wolf: (23)
Hangust: (22) (-3 Lethal)
Sula: (19)
Riding Rat: (19)
Jan Doe: (9)
Brunhilde: (9)
Unknown: (1)
Angazhani Champion: (1)
Charau-Ka: (1)

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

Having no expertise in ancient artifacts or glowing cubes Hangust looks on as Barnaby collapses.

"Can anyone help him?" He cries as he draws his weapons. "If you can, do it, I'll get ready to hold off these ape-men!"

He moves toward the center of camp hoping to draw the attention of the two closes enemies Black and grey, and prepares for the combat.

Readied Attack: First enemy in range
Kukri: 1d20 + 6 ⇒ (15) + 6 = 211d3 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Otieno reaches down and pats Luna on the back, muttering a few divine words into her ear.

Magic fang

The wolf then sprints off in search of prey.

Luna bite on red square: 1d20 + 3 ⇒ (3) + 3 = 6
Luna bite damage: 1d6 + 2 ⇒ (3) + 2 = 5
Luna trip maneuver: 1d20 + 3 ⇒ (14) + 3 = 17

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Brunhilde decides that somebody has got to step in the way of these funky monkeys and that she does.

Hey monkey boys! Time to die!

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Lao Shu-Po's teeth!, Sula exclaims at the sight of the monkeys attacking.

Worried about Barnaby, she tires her best to help him."Jane! Come quick!"
Heal, untrained: 1d20 - 1 ⇒ (12) - 1 = 11

If Jane also decides to check barnaby, I hope I can aid.

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