Nightfiend's (PFS-Standard) #7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance (Inactive)

Game Master Nightfiend


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Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge nods in agreement with Felli and focuses his gaze on the water, whispering a prayer to Ragathiel as he detects the presence of evil.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia casts detect magic on the water ahead of the group.


Serge does not detect the presence of any evil within the water.

Mia casts detect magic and notes no magic within the confines of the water.

Once Fundir pulls himself back onto the ledge, the water once again becomes still and quiet. The hunter now glistens with an oily looking substance that covers every inch of his body.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Take 10 with guidance, for 20, on slimy water.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

"Fundir. Try to get that oily stuff off of you as much as you can. It might be toxic in some way plus I imagine it will make things slippery."


Mia Rumsfeld wrote:
Take 10 with guidance, for 20, on slimy water.

Taking 10 on what skill?

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Oops, Kn. Nature.


Mia:
Mia examines the water and determines that it has been stagnant for quite some time. In addition to the foul quality of the water, it appears to have an oil like residue along its top layer. After a closer look at the oil like substance, she believes it resembles that of a common lamp oil and is probably harmless unless exposed to some sort of flame.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"Fundir, dispose yourself of that sticky substance!
It's a sort of oil, pretty flammable, like this entire body of water currently."

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Flammable? I better be careful with my fire ray or this entire room could go up.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]
GM Nightfiend wrote:
Numbers look good. You are clear to go, (4) more to the statue or (5) more to make it around the corner. I am assuming you are wearing clothing under your now removed armor, or everyone gets to see how thoroughly that frog form truly is. )

Yes.. He has an Explorers outfit. Even as a recluse, Fundir has some sense of dignity..LMAO

Fundir gulps as emphatically as only a frog can, and begins to try and wipe as much of the substance off of him as he can.
I imagine this is not very effective??

He figures that he will have to just take extra special care ahead, and plans his next few jumps.

Acro: 1d20 + 3 + 4 + 1 ⇒ (16) + 3 + 4 + 1 = 24
Acro: 1d20 + 3 + 4 + 1 ⇒ (13) + 3 + 4 + 1 = 21
Acro: 1d20 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12

Reaching the last of the pillars, Fundir changes to the falcon form and carefully looks over the statue now that he is closer. Mia's warning about the flammability of the water is a dire concern for him.. There will not be any fried frog legs on the menu tonight if he can help it..
Perception: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30

Acro: 1d20 + 3 + 4 + 1 ⇒ (13) + 3 + 4 + 1 = 21
If he sees nothing concerning, he resumes his frog form and jumps to the statue and begins to secure the rope as tightly as he can to assist the others in joining him. He turns and waves, beckoning them forward.

Umm.. guys? I think I just found the flaw in our plan. What are we going to secure the rope to on your end???


After pulling himself out of the water, Fundir attempts to wipe the oil like substance off himself with his hands. As expected, the oil smears instead of coming clean, leaving the hunter no other option but to continue his decent down the water filled corridor.

No success in regards to rubbing the oil off with your hands.

After making a few more precise leaps, Fundir manages to navigate the last of the pillars successfully. Once on the South side of the corridor, he begins a careful inspection of the Southern alcove. Fundir finds nothing unsafe or noteworthy in the alcove. After completing his a distant visual inspection of the area, the hunter makes a final leap to the alcove, removes the rope from his waist, and then secures the rope to the statue.

Once Fundir reaches the end of the water filled corridor, he can make out a new corridor heading west. This hallway has staircases leading down to the north and west. The wide staircase to the west leads to a room illuminated by a warm glow.

On the other side of the hall, Felli holds the opposite side of the rope in an attempt to provide a little more stability for anyone attempting to cross the water filled corridor. The rope will provide a +2 circumstance bonus for anyone using the rope to perform an acrobatics check to hop across. To make it to the statue platform it will require (7) acrobatics checks. To make it around the corner it will require (1) additional acrobatic check without the +2 bonus from the rope.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli takes the anchor position and wraps the rope around his right arm for a very secure grip. "The heaviest of us should go first. Which is probably you Serge. So Serge, you begin cross first and see if you can take Fundir's armor as well. As for the rest of us, I've got the anchor position but considering Serge's weight, I'll probably going to need the rest of you to grab onto the rope and help me anchor for Serge's crossing."

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge balks at the idea of jumping these pillars, and moreso at having to take Fundir's armor, but does it anyway. "You do realize the armor I am wearing weighs forty pounds alone, right?"

He lines himself up and makes a daring leap as best he can.
Acrobatics: 1d20 - 4 + 2 ⇒ (16) - 4 + 2 = 14

Ragathiel be praised!

He lands gracefully on the first pillar,
Acrobatics: 1d20 - 4 + 2 ⇒ (6) - 4 + 2 = 4
But jumps far too short of the second and tumbles into the oil.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

*splash*

"I wasn't going ot say anything, but couldn't we rig up a pulley thing and drag the armor over by itself? All you really need is something that goes over the rope and attaches to the armor and another rope attached to pull it from the other side."


With the added weight of Fundirs mountain pattern armor and buckler, Serge is very close to being heavily encumbered. Luckily his 16 strength allows him to carry the extra weight and still remain somewhat functional.

After gathering the extra gear and strapping it to his pack, he begins the tedious task of hopping from pillar to pillar. It doesn’t take long before the paladins lack of dexterity shows itself. After successfully making the first jump, Serge goes ass over teakettle upon the second attempt. The splash, as the paladin hits the water, is substantially larger than the hunters. This sends wakes of water cascading over the remaining landing and the exposed pillars.

Much like the hunter, Serge finds himself covered with an oily like substance from head to toe.

Serge can now pull himself back up onto the remaining #2 pillar and attempt to complete the remaining (5) jumps to the statue and (1) jump to the side hall, or he can attempt (2) swim checks to swim across.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Can I not just roll until I succeed in this case? It seems a little superfluous to attempt this since I can fall in (fail my check), climb back up, and repeat the check.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

If the GM will permit, lets take Solstice's suggestion and just tie my gear to a loop over the rope. Someone can bring the tail of the rope with them and we will haul it across without the extra encumbrance.

Fundir sees Serge begin to cross, and moves back to the pillars to make room. He calls out "Bring me another rope to go from the sssstatue to thissss sssside.. I will lead the way."

Acro: 1d20 + 3 + 4 + 1 ⇒ (15) + 3 + 4 + 1 = 23
Acro: 1d20 + 3 + 4 + 1 ⇒ (16) + 3 + 4 + 1 = 24


Serge Foxmourn wrote:
Can I not just roll until I succeed in this case? It seems a little superfluous to attempt this since I can fall in (fail my check), climb back up, and repeat the check.

Sure thing, give me a bunch of rolls for acrobatics up to the point that you have a total of (6) more successes. It will be interesting to see how many fails you get. Each fail will represent Serge slipping and falling back into the water. No real mechanical challenge in the end, but i'm sure it is somewhat embarrassing to the paladin. Or Serge can attempt (2) swim checks. Note: that the swim checks are vs still water, which is a fairly low DC. You got to love the heavy armor skill check penalty. As fare as the extra encumbrance from Fundir's armor is concerned, Serge is able to carry it across without any additional penalty beyond that impsed by his own armor. Serge would't receive any additional penalty until he reaches a heavy load. At this point he is close to a heavy load, but has not exceeded it.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

I'd rather just use acrobatics to not risk drowning at all. I am assuming the DC is 10 when I write this up.

The Paladin who could not leap:

Acrobatics: 1d20 - 4 + 2 ⇒ (12) - 4 + 2 = 10
Acrobatics: 1d20 - 4 + 2 ⇒ (3) - 4 + 2 = 1
Acrobatics: 1d20 - 4 + 2 ⇒ (17) - 4 + 2 = 15
Acrobatics: 1d20 - 4 + 2 ⇒ (6) - 4 + 2 = 4
Acrobatics: 1d20 - 4 + 2 ⇒ (9) - 4 + 2 = 7
Acrobatics: 1d20 - 4 + 2 ⇒ (10) - 4 + 2 = 8
Acrobatics: 1d20 - 4 + 2 ⇒ (14) - 4 + 2 = 12
Acrobatics: 1d20 - 4 + 2 ⇒ (1) - 4 + 2 = -1
Acrobatics: 1d20 - 4 + 2 ⇒ (7) - 4 + 2 = 5
Acrobatics: 1d20 - 4 + 2 ⇒ (10) - 4 + 2 = 8
Acrobatics: 1d20 - 4 + 2 ⇒ (13) - 4 + 2 = 11
Acrobatics: 1d20 - 4 + 2 ⇒ (18) - 4 + 2 = 16
Acrobatics: 1d20 - 4 + 2 ⇒ (17) - 4 + 2 = 15

It takes a few moments, but Serge eventually makes his way to the far end of the room and around the corner, falling back into the oily substance a total of seven more times. In an embarrassing display, the heavily armored paladin has no luck at all at traversing the pillars. Each time, he calmly climbs back out of the water, shrugs, and says, "I half expected to drown in this tacky substance, so if I must fall in only to climb back out and reach the other side, so be it. Just one more..." By the time he finally reaches the end, he's thoroughly covered in the oily, possibly flammable liquid.

Embarrassing? Remember that Serge only expects to fail.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli claps and smirks at the same time. "Way to go Serge. I knew you could do it."

I was right. I knew Serge would be entertaining in his crossing. Felli thinks to himself.

He looks to the ladies in the group. "Alright. You two are next preferably one at the time and then I'll take up the rear."

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

"I guess I'm up then."

Solstice will take 10 if allowed. Otherwise...

Acrobatics: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Acrobatics: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Acrobatics: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Acrobatics: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Acrobatics: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Acrobatics: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Acrobatics: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Acrobatics: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Acrobatics: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Acrobatics: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Acrobatics: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Acrobatics: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15

That should be enough successes to finally make it over.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

What is the DC?


Serge Foxmourn wrote:
I'd rather just use acrobatics to not risk drowning at all. I am assuming the DC is 10 when I write this up.

10 (Fail)

1 (Fail horribly! Resulting in serge bouncing off the pillar before splashing into the water.)
15 (Success)
4 (Fail)
7 (Fail)
8 (Fail)

I’m going to count the fails as closing distance seeing Serge would have actually jumped 5 foot each time. OMG this would have been a sight to see. I was going to include a swim check upon falling into the water even though the scenario doesn’t specifically call for it. This would have represented having to right yourself before climbing back up. I was also going to include a climb check in order to climb back onto the slick pillar, but these scenarios are as written for the most part and they don’t always make sense. An entertaining display though. Look at the bright side. You just used up all the FUBAR rolls out of combat!

Felli Tokor wrote:
I was right. I knew Serge would be entertaining in his crossing. Felli thinks to himself.

See, I knew someone would appreciate Serge’s effort. LoL

Solstice Rain wrote:
Solstice will take 10 if allowed. Otherwise...

Because there is no pressing distraction here, which would allow Solstice to take her time between each jump, I will allow this. This would result in a base skill roll of (14) for the first (7) jumps and a (12) for the last jump.

Taking her time Solstice concentrates on keeping her footing between each jump. Carfully and mithoicly she successfully hops from pillar to pillar. Finally she arrives on the other side of the corridor with Serge.

Mia Rumsfeld wrote:
What is the DC?

The DC was omitted intentionally.

Mia and Felli are up.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

I'm going to get soaked clothes, i know it.

Acro, guidance: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Acro, guidance: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Acro, guidance: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Acro, guidance: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Acro, guidance: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Acro, guidance: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Acro, guidance: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19

I don't know what to say to this...other than, yay?


With more than a modest amount of skill, Mia hops across the watery corridor successfully and finds herself face to face with the large statue on the opposite side. Mia needs to make (1) more successful leap to make it around the bend, which requires (8) total leaps. Unfortunately this leap will not have the +2 benefit of the rope. If her intent was to leap to where the statue is, then she was 100% successful and is now standing at that location.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

I realized i hadn't used the rope bonus even ^^
And yes, i'll head for the statue.

Mia takes a short while to inspect it, who knows, secret switch.

Perception, guidance: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
+2, since i forgot witches have 'alertness' when their familiar is close.

Perception Gale, guidance: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15


Mia inspects the statue and the small alcove, which turns up no hidden features. The statues is a seven-foot-tall horned humanoid with a large, cryptic disc mounted upon its back. Knowledge Planes (DC 20) will unlock more information about the statue.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

"Is anyone else thinking this smells like a trap. I mean half of us are doused with oil and all it would take is a little flame to roast us like chickens. Let me try something..."

Solstice will attempt to use prestidigitation to clean everyone's clothing and remove the oil.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia shakes her head, as she's not knowledgeable in planes.

Acro around the corner, guidance: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19


Solstice casts a spell that successfully removes the oil from her left leg. Realizing her spell will remove the oil-like substance, she begins to cast the spell repeatedly. Once the sorceress removes the oil from herself, she begins to clean Serge and Fundir.

After finishing with her search, Mia makes one final jump to the foothold on the west corridor. This corridor has staircases leading down to the north and west. The wide staircase to the west leads to a room illuminated by a warm glow.

Felli is up.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

"Thank you, Solstice. That trick certainly came in handy." Serge smiles at the ifrit woman as the oil is cleansed from his body and armor.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

@Serge
"You are most welcome. Many of my brethren would enjoy being bathed in flames, but I'm not there yet and I'm fairly certain none of you are. Besides, I hate what it did to your hair."

Did I really just say that?

Then blushes and turns away.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Being the last person to make the crossing, Felli wraps the end of the rope he is carrying around his waist. Not wanting to rush it, he carefully times his jump from pillar to pillar, wrapping the rope further around his waist at each new pillar to tighten up the slack the rope might have.

Takes 10 for each jump. Acrobatics 10+7=17 for each jump

Upon reaching the other end and rejoining the others. "Your right Solstice. This does smell like a trap room. If a flame was tossed into the water while we were on the pillars we would of become overcooked meat. But the trap might of only been intended for use if this place had defenders which we don't seem to have run into. Although there is a possibility that there was some type of leak in the ground that caused some type of gas or oil to leak into the water. We might not ever know."

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Acro: 1d20 + 3 + 4 + 1 ⇒ (5) + 3 + 4 + 1 = 13
Seeing that everyone has decided to forego the rope for the second leg of the journey, Fundir takes the last jump and lands easily. As Mias spell reaches him, he turns towards the woman and gives her a deep bow of appreciation. "I agree.." he says to the rest. "I am very much glad that frog legssss are no longer on the menu.."
With this he shifts back to his natural form long enough to don his armor and gear. He lifts his pack, and returns to his Falcon form as he peers around.
Perception: 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24


With the group now successfully past the water filled corridor, it becomes apparent that the path before them leads in two different directions. To the West a ten foot wide stairway leads down to a room that glows subtly, while a smaller Northern stairway leads down to an adjoining corridor. Unlike the Western stairs, the Northern stairs lead into darkness.

Fundir visually inspects the area and finds nothing of intrest.

Which direction would the group like to explore first, the West stairs or North stairs?

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice is a follower. Meek until there is a crisis. She will simply follow whoever is in front of her.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia hooks her arm into Solstice's.

"Soooooo....a little bird told me you were eyeing the paladin, and turning red like a strawberry."

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge smiles at the ladies and chuckles heartily. "You're too kind, my lady. My hair, you say? This is simply the haircut of a soldier from Andoran, but I appreciate your concern."

"I say we take these stairs first. I'll lead," Serge says as he begins walking towards the western stairs.

Sovereign Court

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Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

@Mia
*sigh* "A girl can dream. He does seem the take charge kind of guy. I've always hoped for a man that was firm, yet gentle." she whispers.

"I doubt anything will come of it though. Paladins make very... distracted boyfriends from what I hear."

Damn Ifrit skin. Turns reddish at the slightest provocation.

@Serge
"" Yes, those are empty quotes

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"But they would be dedicated, and they won't lie to you, if they wish to keep their powers."

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli looks back at the water pits before joining the others. "West is as good as any direction until we get our bearing."

He draws his sword and follows behind Serge.


The Western stairs descend into a room that is illuminated by the warm glow of a small, fuel-less forge next to an eight-foot-tall statue. The statue depicts a handsome, winged humanoid, though one side of his body is notably angelic and the other half fiendish. Knowledge Planes (DC 20) will unlock more about this statue. Skeletal remains in a red uniform lie in the middle of the room.

To the north, a five foot wide stairway descends into another corridor that looks to contain a modest amount of rubble. This corridor fades into the darkness as the corridor extends beyond the reach of the current light source and the groups line of sight.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli moves up to the skeleton, prodding it with his sword to see if it moves before searching the body.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Does the skeleton have a weapon? Is anything magical?

@Mia
"Is that important? The men where I come from always lie, though they call it boasting. Make a competition of it even."

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir follows behind the rest of the group, adjusting his straps and settling his gear. He easily hears the conversation between the girls and grins to himself at the chatter. He descends the stairs with the rest of the group, and begins casting detect magic on the statue and the skeleton as they are revealed to him.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

@ Solstice: "Be glad you're not there then, right now. At worst, paladins can be full of themselves, or fuss every little thing that goes on around them. But at best, you're looking at modest, dedicated individuals, and in that spectrum, i think Serge here belongs to the better wing of paladins."

She winks in encouragement.


As the group gathers in the small 15x20 room, Felli starts to probe the skeletal remains. Relieved that the skeleton is nothing more than the remains of a long, long, dead man, he begins a meticulous search through what remains of the man’s belongings. After turning the skeleton over the group can see a gaping, cleanly cut hole through the corpse’s rib cage. Heal check (DC 15) will unlock more information about the wound.

Felli:
The man’s left skeletal hand clutches a gold bracelet. The bracelet has the head of a goat engraved on it.

Solstice glances over looking to see if she can see any weapon lying around, but sees none. After casting detect magic, Solstice begins concentrating on the skeleton. It doesn’t take long before she picks up the presence of a magical aura.

Solstice:

Round 1: She determines that there is magic present.
Round 2: She determines that there is a single faint aura.
Round 3: The aura is faint and is coming from something in Felli’s hand. Knowledge Arcane (DC 18) to identify the aura and (or) a Spell-craft check (DC 18) to understand the nature of the magic.

After making his way into the room, Fundir also casts a detect magic spell and begins concentrating on the statue and then on the skeleton.

Fundir:
The statue does not have any magical aura about it, but the skeleton does.

Round 1: He determines that there is magic present.
Round 2: He determines that there is a single faint aura.
Round 3: The aura is faint and is coming from something in Felli’s hand. Knowledge Arcane (DC 18) to identify the aura and (or) a Spell-craft check (DC 18) to understand the nature of the magic.

As the group gets closer to the room, the magical ivory rod that the group found next to the collapsed stairway, begins to tremble!

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia can take 10 on those spoilered checks if needed. ;)

Mia examines the wound.
"Yes...that's quite a mess."
Take 10 for 20 on heal.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Perception to hear the ladies' compliments: 1d20 ⇒ 14

"I'm undeserving of your kind words, Mia," Serge says as he shyly smiles at her. "But thank you. I find myself inspired by what you've said and I appreciate it -" His words are cut short when the rod begins to tremble, and he quickly pulls his greatsword from his back. "The rod... It's reacting to something."

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