[PFS] #5–08: The Confirmation (Play-by-Post) (Inactive)

Game Master Robert Brookes

Current Encounter Map: Kortos Cavern


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Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

I meant to say yesterday that I really love your descriptions of the zombies and skeletons, Robert! Super believable and adding a lot of life...loved the centipede crawling out of the eye socket and the description of Amahl dodging their attacks!

Grand Lodge

Male Wayang Bard (Archaeologist)-3 | AC 17 t14 ff14 | HP 26/26 | Fort +4 Ref +6 Will +2 | darkvision 60', Perception +5

Knowledge (religion): 1d20 + 2 ⇒ (9) + 2 = 11

Skeletons and zombies... "Those ones are powered by unlife! Smash the bones and slash the flesh! he shouts, hoping his intent is clear in the few seconds he has to speak.

Fen draws his scorpion whip and moves forward uncertainly, eyeing the nearest skeleton with horror. Seeing Amahl surrounded, he waits for a chance to get into the other room.

(Move action: draw scorpion whip; standard action: move to C5.)

Sovereign Court

Ah slashing and bludgeoning. Thank you Hans, always thought it was slashing and piercing.

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Like some sort of monster, Hans swings his greatsword with an inhuman strength and fury, shattering the skeleton into flinders of bone and corroded chainmail. The entire creature clatters to the ground in a noisy heap as Taelbin treads with crunching footfalls over its remains, making a hasty path to Amahl's side. With a quickness, Taelbin swipes one clawed hand across a zombie's back, ripping away strips of pulpy flesh with ease. The corpse turns, looking over its shoulder with hollow, hateful eyes.

______________
GAMEPLAY
E5 skeleton was destroyed by Hans' attack. Taelbin has successfully moved in to flank with Amahl. Caranthir and Amahl may still take their turns.

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl grits his teeth and swings at the zombie between himself and Taelbin, attempting to send them back to their eternal rest!

Attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 for 1d6 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

For some reason the map is showing up as View Only for me, so have me take a 5' step to the south to take these shots.

Despite the resilience of the creatures, Caranthir continues unleashing arrows, obviously more confident in his abilities with the bow than the blade. However, he overcompensates to avoid hitting his own side and misses widely.

Attack rapid fire: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3for damage: 1d8 + 1 ⇒ (7) + 1 = 8 Firing into melee penalty calculated in already.
Attack rapid fire: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 for damage: 1d8 + 1 ⇒ (5) + 1 = 6

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With all of his might, Amahl swings his scimitar through the air against his undying foes. The curved blade of the Dawnflower's favor connects at the zombie's throat with lethal accuracy. Decades of rot turned tendon and muscle into pulpy, wet matter that is carved through effortlessly. Bone is slightly more resilient, but the zombie's vertibrae shatter under the force of the blow, letting the scimitar clear a path out the back of the creature's neck. A moment later, the zombie drops to its knees, pawing helplessly at the front of Amahl's body before falling lifelessly to the ground with a wet slap.

From the tunnel, two of Caranthir's arrows streak towards the remaining zombie but arc too high over the creature, striking the cavern wall behind it instead. The zombie stares momentarily down the tunnel, then turns with a groaning lurch towards Taelbin and lunges at the investigator. The zombie's mutilated right hand slams into Taelbin's jaw and sends him reeling back from the force of the creature's blow.

As the skeleton continues its assault on Amahl, the stout champion of Saranrae once more parries the undying gillman's blow with his own scimitar, breaking a notch out of the old, rusted blade his opponent uses. When it tries to swipe in with a claw, Amahl sidesteps and shoves the skeleton back with the broadside of his shoulder, using his weight to his advantage.

_____________
GAMEPLAY
 
I5 Zombie
Standard Action: Attack Taelbin
> Slam @ Taelbin: 1d20 + 4 ⇒ (13) + 4 = 17 (hit)
>> Damage: 1d6 + 4 ⇒ (4) + 4 = 8
 
I3 Skeleton
Full-Round Action: Full Attack Amahl
> Broken Scmitar @ Amahl: 1d20 + 0 ⇒ (3) + 0 = 3 (miss)
> Claw @ Amahl: 1d20 - 3 ⇒ (16) - 3 = 13 (miss)

Hans is up, then everyone else can take their turn!


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Seeing Taelbin nearly being dropped by a solid blow from the zombie, Hans roars a challenge, and charges forward...

Greatsword: 1d20 + 5 ⇒ (14) + 5 = 19, for 2d6 + 10 ⇒ (1, 5) + 10 = 16 damage.

...delivering a bone-crunching blow which slashes across the zombie's torso, from shoulder to hip.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Caranthir continues sending arrows down the passage, still compensating for the presence of his companions.

I'll need to practice firing into melee...it's harder than shooting a target.

Attack rapid fire: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16for damage: 1d8 + 1 ⇒ (5) + 1 = 6
Attack rapid fire: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 for damage: 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Male Wayang Bard (Archaeologist)-3 | AC 17 t14 ff14 | HP 26/26 | Fort +4 Ref +6 Will +2 | darkvision 60', Perception +5

Seeing his companions wounded, Fen hesitates briefly. You must ACT, fool!

Steeling himself, Fen advances to the cavern mouth and lashes out with his scorpion whip, trying to pull the zombie's legs out from under him. "Desna, smile upon me!"

(Gameplay: Swift action to activate Archaeologist's luck, Move action: move to G5, Standard action: trip attempt with scorpion whip. CMB: 1d20 + 4 ⇒ (18) + 4 = 22

EDIT: If the zombie is dropped by Hans' attack, same movement out attacking the skeleton instead. -4 for cover from Taelbin needs to be added to the roll in that case.

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Hans' blade cleaves the zombie square in half, spraying brackish water and congealed blood along the cave floor in an arc. As the zombie's waterlogged body slaps down to the ground, Fensyriath dashes down the hall and skids to a halt behind Hans. With a snap of his arm and a flick of his wrist, the wayang's whip lashes out and hooks around the last standing skeleton's right leg. With a yank of both hands, Fensyriath hauls the skeleton off of its feet, sending it crashing to the ground with a clatter of bones on stone.

___________________
GAMEPLAY
 
The last remaining enemy is prone. Caranthir, Hans dispatched the last foe in your range. You'll need to re-take your turn as there are no enemies to target from your position. Taelbin and Amahl also have actions remaining.

Sovereign Court

Seeing stars from the blow, Taelbin takes a step back, pulling a small vial from his belt,

Good Amahl, I believe I will leave that one to you.

And proceeds to down the vial's contents, spitting some of the contents out. Hmm that didn't taste quiet right

Movement: 5-foot step to G3
Standard: Drinking Cure Light Wound Extract, CLW: 1d8 + 1 ⇒ (1) + 1 = 2

At 3/9 HP

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Map remains View Only for me, so someone else will have to move me.

Caranthir moves into the cavern and carefully unleashes a single arrow at the remaining skeleton. Again, he can't target around his allies.

Attack: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7 for damage: 1d8 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Just so you know Caranthir, the map is view-only to us all. You need to tell Robert what square you move into you.

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl swings at the prone skeleton, calling out to Saranrae for aid!

Attack using Power Attack: 1d20 + 3 ⇒ (7) + 3 = 10 dealing 1d6 + 4 ⇒ (1) + 4 = 5 damage!

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

@Thaelbin: Thx, not sure how I missed that. I'll move to H7 before misfiring, then.

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Seeing stars from the blow, Taelbin takes a step back, pulling a small vial from his belt, "Good Amahl, I believe I will leave that one to you," and proceeds to down the vial's contents, spitting some of the contents out. Back pressed to the cave wall, there's only a few feet between he and the skeleton and that potion didn't taste right. Vision still blurred from the hit, Taelbin can see the skeleton tracking his movement from the ground and watches his retreat like a fox with a wounded hen.

Caranthir moves into the cavern and carefully unleashes a single arrow at the remaining skeleton. Again, he can't target around his allies and the arrow flies too wide and impacts the cavern wall with a loud clack. Amahl swings at the prone skeleton, calling out to Saranrae for aid in his time of neeed. But for all the priest's might, the skeleton reacts with lightning-quick speed and raises its scimitar, blocking the blow. Its bony jaws open in a gaping, silent scream.

Staring Amahl down, the skeleton turns its attention away from the sword-wielding priest and begins to crawl forward, scimitar discarded as it drags its bony body across the cave floor towards Taelbin. Bony, clawed hands reach out, grasping at the air and discolored jaws snap shut as the abomination closes in on the investigator's legs.

Amahl lunges in, bringing his scimitar down and punching through the skeleton's armor like a paring knife through an apple. The rusted links of chain split effortlessly away from the steel blade, but the priest's sword slides right between the skeleton's ribs ineffectually. The creature lashes wildly, kicking and thrashing, knocking the priest back and lashing out at Taelbin like a rabid animal. The skeleton rears up and drags its claws down Taelbin's leg, carving deep furrows in his leather armor.

__________________________________
GAMEPLAY
 
Skeleton (prone)
Move Action: Crawl to H3 (provoke Attack of Opportunity from Amahl)
> Amahl: Attack of Opportunity @ Skeleton: 1d20 + 3 ⇒ (17) + 3 = 20 (power attack; hit)
>> Damage: 1d6 + 4 ⇒ (1) + 4 = 5 (no damage after DR)
 
Claw @ Taelbin: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15 (prone; miss)

Hans is up and if the skeleton somehow miraculously survives, everyone else gets a whack at it!


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

With such a tempting target right in front of him, Hans cannot resist!

Stepping up, he takes a bone-shattering swing at the prone skeleton...

Greatsword: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13, for 2d6 + 10 ⇒ (5, 1) + 10 = 16 damage.

...however, somehow, it manages to roll out of the way of his blow, which instead carves a great rent in the cave floor.

Sovereign Court

Looks like the blasted thing likes me.

Taelbin quips as he steps around the reaching claws of the skeleton, his bow dropping from his hands. He moves into a better position before lashing out with his claws again.

Free Action: Drop Bow
Movement: 5-Foot step to H2
Claw 1: 1d20 + 1 + 2 + 4 ⇒ (20) + 1 + 2 + 4 = 27 for 1d6 + 1 ⇒ (6) + 1 = 7
Claw 1 Crit Confirm: 1d20 + 1 + 2 + 4 ⇒ (7) + 1 + 2 + 4 = 14 for 1d6 + 1 ⇒ (4) + 1 = 5
Claw 2: 1d20 + 1 + 2 + 4 ⇒ (13) + 1 + 2 + 4 = 20 for 1d6 + 1 ⇒ (5) + 1 = 6

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

"Perhaps it likes your bone structure?" Amahl laughs as Taelbin smashes the thing to dust.

Sovereign Court

Hmm, well can't blame him for that. But I do prefer my admirers to be a bit more ... alive.

Grand Lodge

Male Wayang Bard (Archaeologist)-3 | AC 17 t14 ff14 | HP 26/26 | Fort +4 Ref +6 Will +2 | darkvision 60', Perception +5

Fen stands ready, waiting to trip the skeleton should it rises again.
Standard action: ready to trip the skeleton with the scorpion whip once it is standing.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Caranthir watches as his companions pummel the skeleton.

If the skeleton is still around for some reason, I'll shoot a few arrows at it.

Attack rapid fire: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4for damage: 1d8 + 1 ⇒ (7) + 1 = 8
Attack rapid fire: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12 for damage: 1d8 + 1 ⇒ (5) + 1 = 6

Lantern Lodge RPG Superstar 2014 Top 4

Hans' attack actually hit (and destroyed) the skeleton. It suffers a -4 penalty to AC for being prone.
 
Bringing his blade down swiftly, Hans' sword smashes the skeleton against the floor with brutal efficiency. Barely even breaking a sweat, the barbarian watches at the bones separate and roll away from one-another, leaving the dismantled creature no longer a threat.

"I suppose it liked me," Taelbin quips with a grimace as he steps around the skeletal remains. Amahl, observing the inquisitor's good humor follows up with a jest of his own.

"Perhaps it likes your bone structure?"

The skeleton does not find the pun amusing.
 
 
 
 
 
       [ Encounter Resolved ]
 
 
 
 
 
 
In the wake of the confrontation, the group realize they stand among five bodies, though only four appear to have reanimated into undead. The two zombies do not look entirely human, and a cursory inspection reveals the decomposing gills on the side of their neck, much like Uori's people. The skeletons are a much more complicated task to identify, however. Though the fifth body appears human, but the advanced stage of decay makes that an uncertain proposition.
________________________
GAMEPLAY
 

Heal or Knowledge (nature) DC 20:

The skeletons do not have the bone structure of humans. Their longer spiral columns, enlarged frontal and parietal bones indicate likely gillman origins.

Knowledge (nature) 20:

The fifth corpse, in spite of outward appearances, is not that of a human either. Inside of its mouth, enlarged canines and sharpened lateral incisors are indicative of a dhampir.

A Search of the Bodies:

The zombies and skeletons have nothing of value on them, but the fifth corpse appears to have died with several possessions that appear valuable. He possesses a silver amulet with a miniature tortoise shell embossed on one side, while a rotten quiver contains a collection of twenty fine arrows that appear to have weathered their time in the cave well. Additionally, a torn page from a book of some kind is clutched in the corpse's right fist. It reads as follows:
 
"...{illegible}dn't considered how difficult collecting specimens would be. The presence of the mit{illegible} has caused more problems. I've lost three of the onyx pieces necessary to raise the specimens accordi{illegible}tructions. Perhaps there is a way to reanimate the dead without the required reagents, I will endeavor to experiment with substitute materials, perhaps laz{illegible}."

Detect Magic:

Two items in the possession of the corpse radiate magic. A tortoise-shell amulet and the arrows in his rotten quiver.

Spellcraft DC 18:

The 20 arrows are +1 arrows

Spellcraft DC 20:

The amulet is an amulet of natural armor +1

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What will the group be doing now?


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Hans breathes a sigh of relief with the final undead beast falls to the ground.

"Well done lads!"

He then searches the room, turning up a fine-looking silver amulet and and quiver of arrows, as well as a note.

"Hmmm... It looks like this one was trying to raise the dead, but use non-standard components... it appears to have not worked out well for him."

Hans looks to the others.

"Shall we go back and tell the gentleman in the pool what we found, and then head down the other corridor?"

Sovereign Court

Yes, our Gillman friend will be pleased to know we cleared some foul creatures from his sacred place.

Taelbin nods, wincing a little from the battle, before collecting up his bow and stashing it against his back once more.

After that he quickly pulls out his journal to make a few notes.
Journal: Undead encounter - presence of undead in cavern system, zombies appear to have been raised from gillmen, (if it's pointed out what the other corpses are, he'll note them as well, otherwise recorded as unknown with a note to do more research on fauna species.) Necromancer appeared to be trying to create an army.

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Since I haven't seen any word to the contrary, I will go with Hans' suggestion that the group returns to the central chamber.
 
 
 
 
 
After a quick search of the remains, the Pathfinders do not linger long in the foul-smelling warren that the living dead had been hiding in. Making their way back through the snaking tunnels, they find themselves returned to a place of fresh air and open space in the faint blue light of the cave's phosphorescent fungus. On their return the Pathfinders find Uori kneeling in the waters again, and much like last time he seems wholly oblivious to their approach, unable to hear the sounds of their arrival in this dangerous cave. It begs the question of whether Uori would hear something unfriendly approaching either... and how he would fare in that situation.

________________
GAMEPLAY
 
You're back in the main chamber with Uori. If you would like to speak with him and report your finding, by all means do so. There is also the adjacent chamber that can take you to the next passage he had cited there being danger in.

Grand Lodge

Male Wayang Bard (Archaeologist)-3 | AC 17 t14 ff14 | HP 26/26 | Fort +4 Ref +6 Will +2 | darkvision 60', Perception +5

Fen examines the items Hans recovers. Detect magic
Spellcraft on arrows: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft on amulet: 1d20 + 5 ⇒ (11) + 5 = 16

"The arrows are magical... this one suggests each archer take a few. They will help against those creatures resistant to normal weapons."

Fen will pass out as many arrows as each other character wants; if there are any left he will keep them.

Fen studies the note carefully. "That one," he indicates the skeletal corpse, "was attempting to meddle with foul powers of unlife. This one suggests the note and these corpses not be left here, but destroyed. Perhaps we can ask the low Alzant to take them to the ocean when he returns?"

Once back in the central chamber, Fen hesitantly approaches Uori, and moves so that the gillman can see him before speaking. "I apologize for disturbing, but the cave yonder seems to contain mortal remains of that one's kin." He pauses again/ How to say this delicately... "The bodies had been... the bodies are once again at rest. It would be best if they were returned to your people. "

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"I'll take half of those magical arrows, if no one objects," Caranthir says.

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Watching Fensyriath with curiosity that turns less and less amused as his explanation goes on, Uori rises from the water and approaches the wayang. There is an obvious sadness in his expression and the gillman's lips downturn into a visible frown before he offers Fensyriath a slow and solemn nod of recognition. "Many pilgrims have disappeared as of late... it is good to know their fates."

Brows furrowing, Uori looks back to the pool of water, then to Fensyriath again. "This one is appreciative of your help. When this one returns to his people, their remains will be returned to the sea." Looking distressed, Uori returns to the pool and kneels down in its soothing waters, seemingly done with this situation for the time being and needing time to contemplate the fates of his kin.

________________
GAMEPLAY
 
Will you be heading to the next chamber over, or is there anything else you'd like to do in the room where the undead were?


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Next chamber over sounds good to me.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Yes, keep going.

Sovereign Court

Yeah next chamber. And Taelbin will take the rest of the arrows if there aren't any objections.

I have heard of some that have been able to reanimate the dead without true magic like this, but it still doesn't sit right witht he world.

Grand Lodge

Male Wayang Bard (Archaeologist)-3 | AC 17 t14 ff14 | HP 26/26 | Fort +4 Ref +6 Will +2 | darkvision 60', Perception +5

Fine by me.

Fen hands out the arrows to Caranthir and Taelbin, and then fastens the amulet around his own neck. Rash, perhaps... yet I do not think that the Low Azlanti would wear harmful items. I hope...

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After dividing the gear obtained from the other chamber among each other, the Pathfinders make their way up the alternate tunnel and find that it leads in a winding progress upwards back towards the surface. The sound of running water draws closer the further they progress through the dimly illuminated tunnel, until finally they emerge in a spacious cavern where a shallow, subterranean river rushes through at a fast pace and bisects the cavern.

Before the group reaches the river, they hear a distant pair of voices over the rushing water. "Malai! Nomeno ui wer xuut symba di wer niarhaanin!" The voice is shrill, rasping and laden with hissing consonants.

"Ti sai faula!" Another raspy voice retorts. "Shar yth shilta ti jaseve! Astahii re still ekik mobi!"

"MALAI!" The first voice shrieks, followed by the sound of a wooden smack.

_____________
GAMEPLAY

Draconic:

Idiot! This is the wrong side of the river!

That's not my fault! But we can't leave! They're still out there!

IDIOT!

The party can hear an unknown number of creatures beyond the opening of the tunnel to the river (see map). How will you proceed? They don't yet seem to be aware of your presence.

Sovereign Court

Taelbin slowly moves up toward the voices while staying to the shadows as best he can, hoping to catch a look at whatever might be talking.

Stealth + Inspiration: 1d20 + 2 + 1d6 ⇒ (5) + 2 + (2) = 9
Moving up to G8, and drawing out shortbow.

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Amahl moves after Taelbin, trying his best to keep quiet. He can hear the voices, but for the life of him cannot understand them. Stealth: 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Stealth: 1d20 + 2 ⇒ (19) + 2 = 21.

Hans glides forward, barely making a sound, as he tries to steal a march on whatever is in the cave...

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"They speak Draconic," Caranthir says, "with which I am quite proficient. But I'm not sure they are friendly," he adds as he knocks an arrow.

"I can try to converse with them if anyone thinks it prudent," he adds.

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

"More prudent to determine their intent before we murder them," Amahl murmurs. "Let's at least give them a chance to prove friendship before we harm them."

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"Very well," the elf says. "I will venture to speak with them."

Caranthir moves forward quietly, and arrow knocked and ready to fire.

He advances to the front of the group and peers into the darkness where he heard the voices.

stealth: 1d20 + 5 ⇒ (4) + 5 = 9

He calls out loudly in Draconic.

"Ողջունում ենք Ձեզ, մերձավորների ճանապարհորդների! Մենք մի խումբ զինված եւ ունակ հետախույզներ անցնող այդ քարանձավներում անունով հետախույզ հասարակության. Մենք ձգտում ենք ոչ հակամարտությունը."

Draconic:
We greet you, fellow travelers! We are a group of heavily armed and capable explorers passing through these caves in the name of the Pathfinder Society. We seek no conflict.

Grand Lodge

Male Wayang Bard (Archaeologist)-3 | AC 17 t14 ff14 | HP 26/26 | Fort +4 Ref +6 Will +2 | darkvision 60', Perception +5

Uncertain as to what lies ahead, Fen pulls a small scrap of leathery parchment from his belt and unrolls it as quietly as possible, waiting for a response to Caranthir's greeting.

scroll of chord of shards

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As Caranthir and Hans move out of the mouth of the tunnel, they can see two small and wiry humanoids on the other side of the river from them. Tucked into the nearby nook at their backs, Taelbin likewise can see the two figures, each of them a dark reddish brown color and covered in fine scales with bony nodules around their eyes and jawline. One of them steps forward and draws a leather sling from his belt, setting a rock inside before getting the sling spinning.

"Pok!" The lead kobold barks angrily. "Wux gethrisj thric karifilt!!" The little creature's big, yellow eyes gleam in the dark of the cave as it stares intently in Hans and Caranthir's direction. "Nomeno idol ui hesini!" As the lead kobold speaks, the other threateningly brandishes a spear.

___________
GAMEPLAY

GM Rolls:

Kobold1 (Perception): 1d20 + 5 ⇒ (6) + 5 = 11
Kobold2 (Perception): 1d20 + 5 ⇒ (6) + 5 = 11

Draconic:
Stop! You go no further! This tunnel is ours!

Hans, I presumed you were going up front. Caranthir speaking drew attention to the front of the group, but if you want to be further back behind him the kobolds won't be aware of you. They are also unaware of anyone further back in the tunnel than Taelbin.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

"Kobolds!" Caranthir barks to his companions. "We'll find no parlay with these! I'm going to see if I can change their minds!"

"Մենք մի խումբ զինված եւ ունակ"

draconic:
Don't say you weren't warned!

The elf looses a pair of arrows toward the kobolds, hoping to wound them or scare them off.

Attack rapid fire: 1d20 + 4 ⇒ (8) + 4 = 12for damage: 1d8 + 1 ⇒ (6) + 1 = 7
Attack rapid fire: 1d20 + 4 ⇒ (14) + 4 = 18 for damage: 1d8 + 1 ⇒ (6) + 1 = 7


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

"Right then, I guess that we definitely aren't talking to them!"

Hans then charges across the river, taking a running leap...

Acrobatics: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18.

...and takes a swing at a Kobold!

Greatsword: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18, for 2d6 + 1 ⇒ (4, 4) + 1 = 9 damage.

Lantern Lodge RPG Superstar 2014 Top 4

Celeador, are you shooting *at* the kobolds or just near them? If so do both arrows target the same kobold or are they split up?

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Assuming you mean Caranthir, but I'll shoot AT both kobolds (1 each).

Grand Lodge

Male Wayang Bard (Archaeologist)-3 | AC 17 t14 ff14 | HP 26/26 | Fort +4 Ref +6 Will +2 | darkvision 60', Perception +5

So, is that a surprise round? If so, it's probably only one shot. Or are we just jumping into round 1? Initiative?

Fen doesn't understand the dialogue, but the intention of the small lizardmen seems clearly defensive. He shakes his head sadly as the small creatures choose to fight instead of surrendering to clearly superior odds. Unless there are more of them hiding...?

Fen puts his scroll away and moves out into the tunnel, watching intently for other threats. (Move action to stow scroll, standard action to move to I7 if Caranthir moves first, otherwise H7)

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge (local) to know about kobolds: 1d20 + 6 ⇒ (1) + 6 = 7

Sovereign Court

Taelbin slips his way into the cavern, watching as Hans easily leaps the stream, making his way to a suitable position to aim at the Kobolds. He holds his arrow drawn, waiting for the creatures to move.

Move action to move to I3. Then readying my standard to fire an arrow if the Kobolds move to attack

Readied Attack: 1d20 + 4 ⇒ (13) + 4 = 17 for 1d6 + 1 ⇒ (5) + 1 = 6 damage

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Community / Forums / Online Campaigns / Play-by-Post / [PFS] The Confirmation (Table 1) All Messageboards

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Lantern Lodge RPG Superstar 2014 Top 4

Discussion thread is live.

Sovereign Court

Dot


my days of not taking you seriously are coming to a middle...

Grand Lodge

Male Human Barbarian (Mad Dog) 1

Ready to rock I think. :) (Arknight here)

Silver Crusade

M Half-Orc Wizard 1; HP 9/9; AC 13; CMD 11; Fort +3, Ref +3, Will +3; Init +2; Perception +5 (+7 with Familiar)
Falvreab wrote:
Ready to rock I think. :) (Arknight here)

The table is set up at this link. You may also want to consider making an alias for your 'raptor for tracking HP and stats.

Lantern Lodge RPG Superstar 2014 Top 4

I hope this post didn't seem too rushed, guys. I'm working on getting some things in order for my trip to Paizocon on Thursday! Apologies if I missed any details/responses in the conversation!

Lantern Lodge RPG Superstar 2014 Top 4

Also, Falv, if you don't get a post up by tomorrow I won't be able to bring you along. That's about as far in as I'll allow a "pick up" character, so make sure you get one in! :)

Lantern Lodge RPG Superstar 2014 Top 4

Just a heads-up guys, it looks like the laptop I planned on bringing to Paizocon isn't functional anymore. This means I won't have access to my map-making software or other essentials while I'm in Seattle for the weekend. We're going to have to take a brief pause until I return on Sunday, but thankfully we're at a decent spot to linger in RP for a little while.

We'll be back up and running sometime Sunday after I return from the Con, and if any of you are going to be out in Seattle feel free to hit me up! I'll be at the Tier 1-5 PFS Season 6 special on Friday night and I'm sure you can catch me wandering around the hotel or at the banquet!

Thanks for bearing with me through this hiccup!

Sovereign Court

No problems, computer problems seem to happen.

Won't be making it to Piazocon, but I'll be at Gencon in August.

Lantern Lodge RPG Superstar 2014 Top 4

Hey guys! I'm back from Paizocon, just coming out from under my jet lag. I'm hoping to get things rolling again tonight or tomorrow! Thanks for being so patient!

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Welcome back! Hope you had a good time!!

Lantern Lodge RPG Superstar 2014 Top 4

I did! Paizocon was bloody awesome! The Paizo staff made me feel really welcome and I met a bunch of people who'd even read some of my freelancing stuff. I got to hang out with a lot of great people and still only did about half of the things I intended to! Next year should be amazing!

On to more relevant things!

COMBAT!
So we've entered our first combat encounter. You'll notice I've gone ahead and rolled initiative for the party ahead of time to save table-time. There's some things I'll ask you all to do for me to make combat flow more smoothly. Please carefully read the instructions below:

1 - Initiative Order: In our current battle Hans and Fensyriath go first, followed by some of the party, and then the NPCs and monsters, then the rest of the party. In situations like this, combat is broken up into phases like so:

Phase 1: Hans and Fensyriath
Phase 2: Janira and the Fleas
Phase 3: Taelbin, Caranthir, and Amahl

Hans and Fensyriath are free to go in whatever order they post in. First post, first action. So please be sure to "preview post" before putting up yours, to make sure nobody has gone ahead of you while you're posting.

Once they've gone, I'll run the NPC and Monsters then it will be everyone else's turns.

Also, you'll notice (unless you catch this post before I edit it all in) that there is new information above the thread (right below the Confirmation title). This includes a link to the current battle map and a spoiler tag with the basic stats of the monsters. (HP, DR [if any], AC, Saves).

When taking your turns, please consult this information and confirm your own attack rolls, determine your final damage, and follow the format for combat posts listed below. It will help speed up combat immensely!

2 - Read, Read, Read
Be sure to read the bottom blue-colored info I post on each of my combat turns. This can include information like party buffs, debuffs, knowledge check options, or other such important tools. If you forget the apply a buff to your turn, that responsibility is on you!

3 - Formatting
To make combat easy to read and easy for me to manage, I ask that you follow the below format for turns in combat. This, for example, is a turn involving lots of different actions and combat checks (with greatly reduced flavor text):
==================

Janira - Round 1

Quickly leaping into battle, Janira draws her comically large earthbreaker and enters a vicious combat stance, charging one of the fleas like a little psychopath!
___________
COMBAT
 
Free Action: Draw earthbreaker as part of move
Full-Round Action: Charge Flea @ P8
Attack Roll Charge Attack (Earthbreaker): 1d20 + 16 ⇒ (17) + 16 = 33 (hit!)
>> Damage: 2d6 + 18 + 1d6 ⇒ (3, 2) + 18 + (3) = 26 (29 damage after DR)

===================
 
 
 
 
You don't need to be exact to the format I use, but something similar so I know where to look for things. Break each of your actions out, clearly indicate what your attacks are. As long as I can tell what's going on it should be fine! If you have any questions, just let me know!

Lantern Lodge RPG Superstar 2014 Top 4

A little fun insight to share, but there's a real world cave that greatly resembles the one in this scenario, the Waitomo Caves in New Zeland. I figured I'd share photos from this unique place as well as some artwork to inspire you! You can learn more about the Glowworm Caves of Waitomo here.

Sovereign Court

Dang, that looks pretty neat.

Lantern Lodge RPG Superstar 2014 Top 4

The world be crazy awesome.


LOVE real-world setting pics like this! I rarely have time to find them in my PbP games, but I am keeping these.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

Wow...looks like a crazy painting, not a rl cave. Amazing!

Sovereign Court

Just a heads up, I may not be able to post tomorrow. Going out of town to help in-laws side their house and may not get wifi connection. I will try to check in, but no promises.

Grand Lodge

Male Wayang Bard (Archaeologist)-3 | AC 17 t14 ff14 | HP 26/26 | Fort +4 Ref +6 Will +2 | darkvision 60', Perception +5

Heads-up, I will be out of town and net access from Friday afternoon until Tuesday. Won't even have cell service to follow the game. Robert, here are some NPC guidelines for Fen while I am away.

General: Fen is primarily concerned about/scared of harmful threats to his person. He wants to ascertain whether the gillman is a threat or not, and also what lies down all of the other tunnels in terms of creatures, before he spends much time on recording or logging the discoveries around him. Once he is sure that the cave is "clear" of hostile creatures, he will spend time recording everything, in terms of the carvings, city model, and Aroden-related lore - time spent is likely limited only by available food or water. He will suggest that we post a guard near the door to watch for Janira and/or the minotaur. He is worried about Janira, and if she appears and needs help he will abandon the mission to help her.

The Gillman: In the short term, Fen will try to continue to converse with the gillman, even trying sign language or mime if it is true that he cannot hear us. At the least, Fen wants his approval with us looking around without disturbing him, but obviously he'd love to talk in greater detail.

Combat: Fen will generally approach any sentient creature with words first, and only resort to combat if they are obviously hostile. Animals, vermin, and mindless creatures will be avoided if possible and attacked if they are a threat. Once combat begins, Fen will stay near the back behind the taller Pathfinders, activating his archaeologist's luck ability and firing his short bow. If a major threat appears (like the minotaur finding us!), he will move to get a clear field of fire and use his chord of shards scroll. He will use vanish in a pinch to avoid a threat, but will not retreat far from the group, and will not leave anyone behind.

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

.

Lantern Lodge RPG Superstar 2014 Top 4

Both tables of this chose to go in the same direction. Hilarious! Sorry for no update yesterday, the boards were down when I had time to update things.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

No problem - take your time :-)

Lantern Lodge RPG Superstar 2014 Top 4

Sorry about the huge delay there, I've been busy with a couple freelance assignments for Paizo and then the holiday weekend!

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

day job (craft bows): 1d20 + 7 ⇒ (1) + 7 = 8

Guessing you will be wanting this soon...

Sovereign Court

Player name: Ben
Character name: Taelbin
Number: 108064-6
Faction: qadira (I think that got swallowed up into something else, didn't it?)
Day job: Day job: 1d20 + 7 ⇒ (14) + 7 = 21


Player name: Scott Young
Character name: Fensyriath Orochi
PFS 15998-7
Faction: Grand Lodge (formerly Taldor - using my free faction change from Season 6 at the end of this scenario, please note on the Chronicle)
Day job: full-time Pathfinder, no day job

Great game, Robert! The way you put the round actions together using our quotes etc. amde for a great read - wonderful prose. You really made things come alive! One of my best PbP games yet as a player. Thanks again for running!

The Exchange

HP 25/25; AC 14, T 14, FF 12; F+5, R+5, W+2; Perc +7, Init +2, evasion

Player name: James Martin
Character name: Amahl "the Fat" Bishankar
PFS 1904-9
Faction The Exchange/Qadira
Day job: Craft (weapons): 1d20 + 5 ⇒ (15) + 5 = 20

Grand Lodge

Elf Fighter 1 / Wizard 1 / Eldritch Knight 6 / Arcane Archer 3 | HP 80/80 | AC 23; Tch 18; FF 15 | F +12; R +14; W +8 | CMB+12; CMD 29 | Speed 30 ft | Init +11 | +3 Icy Burst Longbow: +23 (1d8+7+2d6/x3) | Perc +23

I agree with Lamplighter...your mastery of prose and your recap of our actions was fantastic.

Sovereign Court

Yes thank you much for the game. Also I don't know but I think you might need to put on my chronicle that Taelbin here was created before the teifling/aasamar deadline.

Lantern Lodge RPG Superstar 2014 Top 4

Thanks for baring with my sporadic posts and the longer-than-I'd-have-liked delays at times. My freelancing gigs got really busy after Paizocon.

A lot of your factions have changed, so you'll probably want to update your factions on your characters with the new stuff from the updated guide. If you haven't gotten your info to me yet do so soon, I'll be getting out chronicle sheets and stuff tomorrow when I have some more free time on hand.


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Day Job - Craft(Alchemy): 1d20 + 4 ⇒ (19) + 4 = 23.

Additional info sent in PM.

Lantern Lodge RPG Superstar 2014 Top 4

Hey guys, working on getting the scenario reported (I may have accidentally reported it twice. I'm, uh, looking into that.) I'll have your chronicle sheets PMed as a link to you this weekend!

Sovereign Court

1 person marked this as a favorite.

Thank you again for running the game. It was a blast.

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