[PFS] #5–08: The Confirmation (Play-by-Post; Table 2) (Inactive)

Game Master Robert Brookes

Current Encounter Map: Kortos Caves


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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)

"You're about to have a rotten day," Rahk calls as he casts a spell, then shakes his head sadly. "I hate fighting the undead. They never appreciate my humor."

Rahk's spell completes, and a slick coating of slippery grease appears on the cave's floor.

Rahk casts grease, Reflex DC 16 or fall prone. The spell is aimed such that it will hit both skeletons.

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As Rahk throws out his hands and finishes his arcane incantation, a swirling ring of sigils form around his wrists, then expand outward into a briefly extant cone of mystical writing. A moment later the walls of the cave glisten with a thick inch of clear fat and grease so profound that globs slough off the wall and fall with a plop to the cavern floor. The lead skeleton's legs slide apart and it throws a clawed hand out to catch itself on the wall. But the skeleton behind it slides, legs akimbo, then spins around and crashes to the floor in a greasy heap.

___________________
GAMEPLAY
 
E5 Skeleton Reflex: 1d20 + 2 ⇒ (14) + 2 = 16 (pass)
F5 Skeleton Reflex: 1d20 + 2 ⇒ (3) + 2 = 5 (fail; prone)
 
The skeleton in F5 is now prone!

Thaddeus, Mors, and Helgoron may take their turns!

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Round 2

Mors grunts a laugh then nods to Brox. As he hustles across the cave, he whispers a few quick words, "Make me strong and quick."

___________
combat

Standard: activate blessing (Warmind: +1 dodge AC; rd 1 of 6)
Move: to D.6

Conditions/Effects:
Warmind (+1 dodge AC, rd 1/6); Current ACP -4 (shield stowed/medium encumbrance)

Silver Crusade

Paladin

"Well done friend Rahk" - Helgoron congratulates the tactically intelligent action from his companion, while swinging his weapon hard at the fallen creature - "It will not get back up again"

Attacking the one in E:5: 1d20 + 6 ⇒ (2) + 6 = 8
MW Bardiche damage if it hits: 1d10 + 6 ⇒ (4) + 6 = 10

He may be swinging hard, but not very accurately...

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Stepping into the area vacated by Mors, Thaddeus lunges forward with his longspear toward the fallen skeleton, but missing wildly.

Move to C4
Attack, Longspear: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

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Mors grunts a laugh then nods to Brox. As he hustles across the cave, he whispers a few quick words, "Make me strong and quick." Squeezing past Helgoron and staying out of reach of the skeleton, Mors makes it safely into a tight alcove in the cave wall, hearing the groaning sounds of the living dead and the rattling bones of the less living dead. Thaddeus moves to fill Mors' rank, but his spear thrust is dodged by the agile cadaver blocking the tunnel. Likewise, Helgoron's swipe with his bardiche finds the polearm biting into greased stone rather than ancient bones.

The skeleton lets out a silent scream as its jaws fly open and it lunges ahead, but instead of finding traction the creature slides, skids, and falls down into the grease with a wet slap and clatter. The skeleton that had already fallen likewise tries to stand, but finds itself slipping, sliding, and unable to purchase the ground for more than a moment before crashing back down into the tunnel. The zombies behind it shamble forward, but seem either unwilling or unable to move through the already crowded hallway. Instead, they release a groaning protest accompanied by the gurgle of water-filled lungs.

__________________________________________
GAMEPLAY
 
E5 Skeleton
E5 Skeleton Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3 (failure; prone)
 
F5 Skeleton
Move Action: Stand from prone
Move Action: Move down corridor
F5 Skeleton Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9 (failure; prone)
 
Both Zombies
Standard Action: Ready slam attack

Rahk and Brox may take their turns, then everyone else may go. Both skeletons are prone (-4 penalty to AC vs. melee attacks.)


Slash at the prone skeleton with both gladii And pray to the dice gods for good rolls!

MH atk: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
OH atk: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5

damage MH: 1d6 + 2 ⇒ (6) + 2 = 8
damage OH: 1d6 + 1 ⇒ (2) + 1 = 3

Dice Gods angry!!

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)

Oops! Didn't notice it was my turn.

Rahk removes his light crossbow and fiddles about with a bolt, attempting to load the weapon as swiftly as possible.

Remove weapon, load weapon. Good turn :P

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Round 3

Mors lashes out with both weapons, longsword then dagger.

_______________
combat

No action: switch Blessing (Warmind) to +1 insight bonus to attack rolls
Full Attack: longsword then dagger, both at the only available target.

longsword: 1d20 + 5 - 2 + 1 ⇒ (16) + 5 - 2 + 1 = 20
damage: 1d8 + 4 ⇒ (5) + 4 = 9

dagger: 1d20 + 6 - 2 + 1 ⇒ (12) + 6 - 2 + 1 = 17
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Conditions/Effects:
Warmind (+1 insight to atk, rd 2/6); Current ACP -4 (shield stowed/medium encumbrance)

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Brox leans out from around the cave wall's corner and lunges down at one of the skeletons on the ground. His blades clash against stone, but the writhing skeleton still manages to fend off his attacks, even while prone and barely able to stay still. But when Mors steps in to attack there is brutal efficiency behind his blows. His longsword comes down and cleaves through the skeleton's right arm and halfway through its rib cage. Then, with his dagger, he drives the blade square into the brow of the creature and shatters its skull like a clay pot.

Even in spite of the skeleton's resilience to slashing and piercing weapons, it was absolutely no match for Mors' ferocity.

______________
1 Skeleton down! Thaddeus and Helgoron are up! If Helgoron doesn't take his turn by the time I'm out of work tomorrow (he said he'd be back on Friday) I'll NPC him for this round.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Satisfied that their strategy is sound, Thaddeus keeps his position, awaiting the approach of the next abomination.

Ready attack vs. anything stepping into E5

Attack, Longspear: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Words escape me...

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Stepping in to fill the ranks, Helgoron raises his bardiche and thrusts downwards at the other skeleton mired in the oil. Even with the restricted moving space for such a large weapon, the tiefling paladin finds his advantage and slams the blade down between the skeleton's ribs. As the greased and writhing bones reach up to try and remove the bardiche, Helgoron exhales a grunt and twists the polearm, leveraging the width of the blade and splitting the skeleton apart like like a roasted pheasant.

Even as the last of the skeletons is slain, the zombies that remained at the back of the cave begin lurching forward, letting out wet and gurgling breaths with each step. In spite of their limited grace, the lead zombie lurches and slips through the grease with surprising ease, arms outstretching as it clears the distance to Helgoron. The shambling corpse at the back, however, falls the moment it steps on the grease and lands face first on the floor, letting out a rasping cry of confusion.

_________________________
GAMEPLAY
 
Helgoron
Helgoron: Attack @ Skeleton (prone): 1d20 + 6 ⇒ (12) + 6 = 18
> Damage: 1d10 + 6 ⇒ (5) + 6 = 11
 
G5 Zombie
Move Action: Move to E5
Acrobatics: 1d20 ⇒ 18 (pass)
Acrobatics: 1d20 ⇒ 19 (pass)
 
H5 Zombie
Move Action: Move to F5 (greased)
Acrobatics: 1d20 ⇒ 3 (failure)
> Reflex Save: 1d20 ⇒ 2 (failure; prone)

 
Rahk and Brox are up, then Thaddeus, Mors, and Helgoron may go!

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After examining the map a little closer, note that the zombie in E5 will have partial cover from attacks originating from Mors and Brox's squares. (+2 AC)


Watching Helgoron, Brox's eyes roll up and regard the undead thing that advanced forward.

Takes a step back where yer wuz, dere...betta fer me dat way!

attack MH: 1d20 + 3 ⇒ (1) + 3 = 4
Attack OH: 1d20 + 3 ⇒ (16) + 3 = 19

damage MH: 1d6 + 2 ⇒ (4) + 2 = 6
damage OH: 1d6 + 1 ⇒ (4) + 1 = 5

not too bad...could be better though! Keeping at it!

Silver Crusade

Paladin

Thanks for the DMPC GM Robert Brookes :D Rahk is up, correct?

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Yep. But he's been silent for a little while, so Thaddeus, Mors, and Helgoron may go. If Rahk slips in between then he's free to take his turn.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Round 3

Mors nods his agreement to Brox's words and grunts as he continues his assault on the nearest undead.

__________
combat

Warmind: +1 atks (rd 3 of 6)
FULL: full attack

longsword: 1d20 + 5 + 1 - 2 - 2 ⇒ (8) + 5 + 1 - 2 - 2 = 10
damage: 1d8 + 4 ⇒ (4) + 4 = 8

dagger: 1d20 + 6 + 1 - 2 - 2 ⇒ (15) + 6 + 1 - 2 - 2 = 18
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Conditions/Effects:
Warmind (+1 insight to atk, rd 3/6); Current ACP -4 (shield stowed/medium encumbrance)

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Sorry, the above post should start with "Round 4'.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Stepping behind Helgoron, Thaddeus again jabs at the oncoming dead with his spear.

Attack, Longspear: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

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Brox's blades bite in to the oncoming zombie with minimal gains, a deep gash with a backhanded slash being the most he can muster. When Mors leans in and swings with his brute lack of finesse, his cleaving blade slashes clean through one of the zombie's outstretched arms, spinning it directly into the oncoming path of Thaddeus' longspear, which drives through the animate corpse's face, sending it crashing down to the grease heap with a wet slap.

Helgoron and Rahk still have actions, one zombie left!

Silver Crusade

Paladin

Apologies for the delay people - getting back from vacations to work is never easy ;)

Nodding, Helgoron again steps back, waiting for their foe to close.

Moving to C:5. Waiting to fish an AoO and readying an attack if the zombie moves in range..

AoO if the situation calls for it: 1d20 + 6 ⇒ (12) + 6 = 18
Damage if it hits: 1d10 + 6 ⇒ (6) + 6 = 12

Readied attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage if it hits: 1d10 + 6 ⇒ (2) + 6 = 8

Brox, is that the positioning you wanted?

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

I just realized that I never explicitly identified the square I intended to move into. To keep it simple, and not cause Helg to retcon, I'll just stay in C4, since my attack works from there, as well.

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Skipping Rahk.

Slowly pawing at the stone wall, the last remaining zombie hauls itself up to its feet, sliding and slipping in the grease with every motion it takes. Unsteadily upright, the flesh-hungry abomination turns its dead eyes back down the tunnel towards the party, letting out a gurgling groan and a mouthful of brackish, black fluid.

________________
GAMEPLAY
 
F5 Zombie
Move Action: Stand from prone
 
Rahk (again) and Brox are up, then Thaddeus, Mors, and Helgoron may go!


Y'ns is gonna get me kill't

Hold for the zombie to move!

Yeah, looking to set up a flank for Mors and me :D

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Round 5

Mors similarly waits for the zombie to close, shooting a grin across the dark cave at Brox. ”Nah … if we wanted to get you kil’t, we’d slide you on down there as bait.”

______________
combat

Delay (basically in order to get a full attack on the zombie when/if it closes.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

===== ROUND 5 =====

Preferring attrition to speed, Thaddeus awaits the zombie's approach, spear readied to lash out at the shambling corpse's feet.

 
 
  ~~~~~ Combat ~~~~~

Ready trip attack if it crosses into E-5
Trip, Longspear: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

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The zombie continues to lurch down the tunnel, unwittingly moving into a murderhole orchestrated by the Pathfinders-in-training. Emerging from the tunnel into their carefully designed trap, the zombie is torn apart by a flurry of sword strokes, spear thrusts, and cleaving polearm swipes that leaves it a dismembered heap of greased organs and bone on the cave floor.
 
 
 
        [ ENCOUNTER RESOLVED ]
 
 
 

With the zombie's death, the cave grows quiet once more, and the corpse at the back of the cave that stayed behind never once moved. Perhaps this one isn't of the animate variety.
 
__________________________
GAMEPLAY
 
Zombie (Acrobatics): 1d20 + 0 ⇒ (13) + 0 = 13 (success!)
Move: Move (1/2 speed) into D5 (hereafter known as MURDERHOLE
> Zombie provokes attacks of opportunity from Brox, Helgoron, Thaddeus, and Mors.
> Zombie triggers readied action from Thaddeus and Helgoron
> Mors' delayed turn will come after Zombie
 
Brox
Attack of Opportunity: Gladius: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 (hit; sneak attack)
> Damage: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7
 
Helgoron
Pre-Rolled Attack of Opportunity: Hits
> Pre-Rolled Damage: Disgusting. Zombie destroyed.

 
Moving On
What is the next course of action for the group? There is another corpse at the back of the cave, though the tunnel will be greasy for another few seconds. Will you be exploring further in or reporting back to Uori?

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Mors watches impassively as the undead thing is destroyed. He grunts, wipes his blades on his pants leg, sheaths the dagger, then looks down at the goop. "Handy trick."

He stands idly for the remaining few seconds of the spell to tick off, then moves deeper into the cave. He idly kicks the skull he shattered on the way by, but his eyes are on the rest of the room ... careful of further threat.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Silver Crusade

Paladin

"As it should be" - Helgoron nods as the creature is obliterated - "Well done my friends"

The tiefling then pokes about the remains of the creatures they have just defeated with the tip of his weapon, looking for clues of their former life, or that can provide them aind in their quest - "Strange that these wretches remain here - mindless abominations such as undead usually attack on sight, whomever it is that crosses their path" - he ponders - "Is it not?"

If he finds nothing relevant he moves ahead to check the one that did not move - "I am moving further" - he adds.

Perception: 1d20 ⇒ 4

ZZZZZZzzzZZZZzZZZzzzzZ

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Helgoron wrote:
"Strange that these wretches remain here - mindless abominations such as undead usually attack on sight, whomever it is that crosses their path"

"My assumption was that they did exactly that. We may be the first living passerbys in this area for some time."

Peering further into the path ahead, he follows the others. "All the same, I could live quite happily without ever encountering their like again."

Perception, Darkvision 120': 1d20 + 4 ⇒ (16) + 4 = 20

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With the grease dissolving on the stones the neophyte Pathfinders make their way deeper into the fetid cave, the stench of decay becoming overwhelming the further they go in. In the wake of the confrontation, the group realizes 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 scabbard contains a fine steel longsword that appears to have weathered its 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.

Detect Magic and Spellcraft DC 18:
The longsword is a +1 longsword

Detect Magic and Spellcraft DC 20:
The amulet is an amulet of natural armor +1

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Thaddeus:

In the back corner of the cave, you discover a dark and obscured tunnel that looks to lead much deeper into the caves. It has a low ceiling for about ten feet, then becomes ten feet wide and tall.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Knowledge(Nature): 1d20 + 7 + 1d6 ⇒ (6) + 7 + (1) = 14 ~~~ Srsly?

Ignoring the dead man's baubles, Thaddeus focuses instead on that of most value - knowledge. Plucking the soiled page from the corpse's hand, he reads it softly aloud to the group.

"Hmm. Some kind of necromancy? The writer seems to be operating with borrowed knowledge - a less-skilled practitioner or amateur, would be my postulation."

"There appears to be another branch of tunnel, here..." he says, indicating a darker shape in the gloom of the rocky wall.

Silver Crusade

Paladin

'Perhaps he or she has fallen prey to whatever machinations attempted to carry out?' - Helgoron pipes in, then conjuring a few short words, his eyes glowing with divine power.

Casting Detect Magic

Moving closer to the corpse, he adds - 'There is magic in these items - this amulet and the arrows within the quiver. I cannot fathom their nature however'

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Mors sheaths his own longsword before stooping to dig free the one in the rotten scabbard. He gives it a few test swings before holding it up before the group (particularly Rahk), ”How ‘bout this?”

I realize Rahk hasn't posted in a while, but can we use his skills/abilities to determine if this longsword is better than Mors's standard longsword?

As he waits for an answer, he looks back and considers the bones of the destroyed skeletons.
Heal (untrained): 1d20 + 2 ⇒ (19) + 2 = 21 "Those bones had about the same shape as our boy Uori back there does. I'd beg gold they were gillmen, too." He shrugs, "... for whatever it's worth."

At Thad's mention of a door, Mors moves that direction carefully, baring an inch of his chest-sheathed dagger and whispering a prayer. It bathes the area in the light of a torch.

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The blade in Mors' hand feels better balanced than the one he was wielding before. If nothing else, its of finer craftsmanship and seems to have not lost its edge in spite of however long its been down in these mouldering tunnels. As the group discusses their plan, the silence of the cave is punctuated by the occasional drip of water and faint gust of cool breeze blowing in from the tunnel that Thaddeus discovered.

Approaching Mors, Rahk gives the sword and amulet a cursory glance, followed by an incantation that briefly causes his eyes to glow. Brows furrowed, the orc shakes his head. "The amulet is a mystery to me, but the blade is enchanted—if only just."

______________
GAMEPLAY 
(I have a feeling we may have lost Rahk entirely... For now I'll roll his Spellcraft checks on the items in the interest of getting us moving.)
 
Rahk (Spellcraft; sword): 1d20 + 8 ⇒ (14) + 8 = 22 (success)
Rahk (Spellcraft; amulet): 1d20 + 8 ⇒ (9) + 8 = 17 (failure)
 
The sword is a +1 longsword.

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What is your next plan of action? Return to Uori or investigate the tunnel Thaddeus discovered?

Silver Crusade

Paladin
Mors Buolgun wrote:

"Those bones had about the same shape as our boy Uori back there does. I'd beg gold they were gillmen, too." He shrugs, "... for whatever it's worth."

At Thad's mention of a door, Mors moves that direction carefully, baring an inch of his chest-sheathed dagger and whispering a prayer. It bathes the area in the light of a torch.

The tiefling stares at the bones for a few seconds, pondering the situation - "We need to investigate this further" - he comments to his companions - "Let us proceed through" - he adds, joining both Thaddeus and Mors.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Mors nods to Helgoron, and—as he waits for Brox to take point in the dark caves—he sheaths his own longsword and takes the enchanted blade from Rahk. Then he looks over at Brox and Thaddeus, "Right behind you."

In case its needed once we push on further into Thad's cave...
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Thaddeus takes the amulet gingerly, placing it in his pack. "Whether this is a tool of necromancy, or was created for a more benevolent purpose - we should probably keep it tucked away, for now."

Taking Mors' cue, he steps ahead into the darkened cave path.

Perception (darkvision 120'): 1d20 + 4 ⇒ (18) + 4 = 22

I figure with Rahk MIA, it's best not to leave things with him.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Everyone check the discussion thread.

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If the current predicament is anyone's fault, it's Thaddeus'. He found the tunnel, and this tunnel may well become the group's tomb, if it hasn't yet already. For the last fifteen minutes, the neophyte Pathfinders have followed an increasingly narrowing series of crooked and janky tunnels on a meandering path upwards. Maybe its heading closer to the surface, maybe it's winding into the Kortos Mounts. At this distance underground, it's hard to tell.

The luminescent fungus is all but gone from this portion of the cave, swallowing the Pathfinders in suffocating darkness. Only the light of sunrods and other handheld illumination guides the way, and that light reveals dozens of branching pathways—some too small for a human to fit through—riddling the ancient rock. The cave walls glisten with moisture and are slick with more mundane fungus and slime of some kind.

On entering a network of tunnels with a relatively high ceiling—the first time the group has been able to stand upright for some time, they're now sandwiched together. The tunnel rarely gets wider than three or four feet and more often pinches down to two narrow feet of space to fit through. It's uncertain if there's anything to find in here...

...or it was uncertain, until the faint sound of a battle cry echoes down from further in the tunnel. Maybe the group has come closer to the surface, maybe they've managed to find a passage that doubled back to near where they entered, but the voice they hear is unmistakable.

Janira.

Somewhere beyond the gradually inclining and slimy tunnel ahead, Janira's voice calls out in defiance of some unseen but easy to imagine foe. She sounds like she's still fighting that minotaur. While her voice may be a call to urgency, there's no telling if the fissure that voice is coming in from is even big enough to exit out of.

Also, up ahead on the main tunnel artery, Mors can see a thick morass of muddy sludge on the tunnel floor, a mottled brown and gray color and probably a foot thick and about three feet across. That's gonna get in his boots.

_____________________
GAMEPLAY
 
These tunnels are awful and cramped. Everyone behind Mors is squeezing.

Squeezing:

Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

The spaces ahead of Mors in the main tunnel artery are wide enough to not squeeze, but other branching pathways seem less forgiving. You can hear Janira's voice echoing from somewhere up ahead, but the terrain is slick and at an incline and not easy to move across. This entire map is considered difficult terrain (no charging, 2 squares of movement cost per square.)
 
Additionally there's a gross pile of sludge up ahead.

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

My understanding was that Mors wanted Brox and me to lead out.

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

Agreed. Let's assume Thad is taking point (stealthily) in this situation. At least until we hear from Brox.

When Thad reports back, he's answered mostly by Mors's usual dim-witted expression. "You think the sludge is natural? Or somethin' like Rahk's spell-stuff from earlier?"

The cry pulls him up short, though, and he strains futilely to see into the darkness. "Janira." His dark eyes shift to the crew, "We have to go help."

If there's even a chance Janira's still alive—especially if she needs our help—Mors will do everything he can, even squeezing through dangerous stuff, to get to her.

Lantern Lodge RPG Superstar 2014 Top 4

Ah yes! I misunderstood. I'll adjust the characters on the map.

Silver Crusade

Paladin

Helgoron freezes in place as he hears JAnira's voice, his mind still reeling from the memory of having left her behind.

Mors words snap him out of his state - "Agreed - we must go NOW!" - his hands gripping the weapon so tight, his knuckles whiten.


Nah....lemme scout 'head an make sure it aint no trap, 'kay? Wait 'ere a sec...

Brox looks around and draws the hood of his cloak over his head. He draws one gladius and proceeds down the main tunnel at a slower pace than usual (1/2 movement for difficult terrain, no penalty for movement in stealth)

Stealth: 1d20 + 9 ⇒ (7) + 9 = 16

Sovereign Court

HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot

Thad treads deliberately behind the half orc, quite aware of every squish and slosh of what he can only hope is mostly mud.

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
Perception (darkvision 120'): 1d20 + 4 ⇒ (17) + 4 = 21

Silver Crusade

Paladin

So...

Silver Crusade

HP 22/24 :: AC 20 CMD 17 :: Fort +8 Reflex +5 Will +8 :: Perception +2 (Darkvision 60) Initiative +1

... yep.

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