[PFS] 5-23 Cairn of Shadows by GM Upaynao (Inactive)

Game Master Upaynao

The Cairn of Shadows
Second Floor


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Grand Lodge

Skug hurriedly tries to pull Oleander out of the pit.

Rolls:
Strength: 1d20 + 5 ⇒ (4) + 5 = 9

Silver Crusade

NG Halfling magus/swash 9 | HP 69/69 | AC 27- T-21 F-19 | CMD 23 | f+11, R+14, W+9 | Per +12, Init +10 | 1 mirror image

I used the only antitoxin I was carrying, sorry. :( :(

Eglantine tugs on the rope grimly, trying to lend her tiny strength to the task.

STR to aid?: 1d20 - 1 ⇒ (5) - 1 = 4 nope

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Sorry, GM. I didn’t make a Reflex check because I assumed Eadie already had a hold of the rope, per this post:

Oleander Anwamanë wrote:
She ties a rope around herself and passes the other end to one of the tough looking warriors.

Happy for you to make a call on this so we can move forward.

Eadie takes a hold of the rope (move) and hauls on it grimly. (standard)

Strength check from Friday: 17 + 6 = 23

“You are welcome to my spare vial of antitoxin, Oleander.”

Eadie frowns as she think. “Takahiro, would it help if you provided guidance to her?”

I also have a scroll of five lesser restorations and a potion, that I am happy to share.

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

Sorry, was limited to one rounds actions only :)

"Poison!?" exclaims Takahiro in disgust, "We can try some treatment options"

Tak has a Guidance/resistance/antitoxin, but also has Delay Poison.
I would suggest the most prudent path might be to Delay the Poison for now, and that gives us a 3 hour window to get back out and get to some aid and assistance. Or we can load up with Heal checks, some buffs, and a Heal check, but if we blow the roll its more damage... happy either way

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Delay poison would be best for the immediate future, buys time for other things later.

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

My next action will be cast Delay Poison :)

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

Insidion looks on passively as the others work with the poison. Not having any helpful spells or antitoxin, he watches to make sure the chains are behaving themselves.

perception: 1d20 + 10 ⇒ (9) + 10 = 19

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

@Eadie: Yes, you did have the rope in hands, it was the basis for my allowing for a Reflex save from everyone else to avoid Oleander's grisly fate. Again, by my assumption of things being done logically, you would have held on, but without keeping the rope taut between yourselves and Oleander to allow her to move and manipulate the lock. When the rope went taut, I decided to allow a Reflex save to determine if everyone holding it has the presence of mind to clamp down on the rope and attempt to pull before she reached the bottom.

Eadie is able to pull Oleander back up but not before she seems to weaken further.

Strength damage: 1d2 ⇒ 2

Oleander, take 2 points of strength damage. And please make another Fort save, DC 19

Down below, Insidion does not see any of the chains that dangle lugubriously in the main hall. It seems like this area is clear of them. Scattered about the spikes below are eight golden songbirds encrusted with rubies and a noticeable amount of Korvosan, Magnimarii and Chelish platinum coin.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Fort: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 <- assuming I get the cloak on this turn?

The elf continues to weaken as the poison races through her veins.

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

"This area seems clear of the chains," Insidion points out. "And full of FILTHY LUCRE!"

He flies down to investigate the eight golden songbirds and the coinage.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Strength damage: 1d2 ⇒ 2

Oleander weakens even further, but Takahiro is able to delay the effects of the poison... For now.
Insidion is able to gather all of the treasure below, remains of adventurers or unlucky souls trapped within the Cairn. 465 platinum coins and the songbirds now rest easy in his backpack.

Alright! So how do you plan on dealing with Oleander's poison at the moment? If you decide to let it be, and just focus on healing up the damage or drain done thus far, that's fine.

Assuming you go back to the main hall after coming to a consensus on Oleander's wounds.

Back in the main chamber, you head back towards what was Telendrak's throne, where Eadie spotted the opening to heights unknown.

Floor is yours, and the world your oyster! Tell me what you want to do!

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie waits until the others are ready before returning to the throne room, where the chains hang like war banners from a Keep’s ceiling.

She ties a rope to her bergen and belt, with the aim of hauling up the pack (and any stray Pathfinders :) after she has arrived at the top.

If Oleander doesn’t want her antitoxin, she downs the liquid, spits in the palms of both gauntlets (remembering her visor just in time!) and prepares to climb the chains.

“Onwards and upwards, Pathfinders!”

The warrior pauses to make sure everyone is aware of what she is planning, and waits for any advice or comments before beginning the ascent.

Take 10 Climb: 10 + 6 = 16

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

With the Poison suspended, for now, Takahiro begins some healing of the damage. "That should last about three hours, I suggest that before it wears off, we tend to the wounds further and prepare you for fighting it off as best we can. If we are out of here then we need only visit a temple, if not, then I have an antitoxin and some healing skill..."

Lesser Restoration 1d4 ⇒ 2

Takahiro looks up at the chains and determines the difficulty before ascending...

opefully Eadie can lower a knotted rope to make the climb nice and easy!

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander looks thankfuly to the rest of the group.
"Why, thank-you. Thank-you all. I think the gloom of this place was starting to get to me. If the spell lasts for three hours, I suspect I should hold off drinking the anti-toxin until shortly before it wears off, otherwise it is unlikely to do me a lot of good."

What is the breakdown of strength damage vs strength drain?

Grand Lodge

Skug watches Eadie a moment, then slides into a harness and spikes and ties a long, knotted rope around his own waist. Once the fighter starts up a chain, Skug clambers onto the one next to hers. Take 10 Climb is 22. Rope is 50 ft. with knots.

If necessary, use a charge from my scroll of lesser restoration on Oleander.

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

"Up we go," Insidion sneers, once again casting fly on himself.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Counting the healing that was administered, you now have 2 points of strength damage and 2 points of strength drain.

@Insidion: For the sake of being fair, you do remember what the chains do when people start flying right? Are you sure you want to cast fly?

The ascent upwards doesn't look to be particularly difficult, a fact that Eadie and Skug can attest to when they begin their ascent.

Mechanically speaking, climbing up the chains is a DC 10 Climb check

However, spaced regularly up the length of chain are twisted spikes, curved upward as if to hang a carcass from; bladed lengths, sharpened like razors and small grasping "claws". If anyone looses their grip, the chains will take their toll.

If you fail a climb heck by less than 5, you will be taking 1d10 points of damage. If you fail by 5 or more, you will take 1d10 points of damage and begin to fall. You may attempt to catch yourself before meeting the ground, or getting caught by a hook or blade; to do so, you will need to make another Climb check, this one at DC 20. If you succeed you will take another 1d10 points of damage. If you fail, you will fall 1d6 x 10 feet down. If that is enough to reach the ground, we will operate as if this was a fall. If not, you will take 2d10 points of chain damage. Of course, others can aid and attempt to catch someone, as discussed here for your convinience.

The chains clink eerily as the Pathfinders begin their ascent. Soon they are both fifty feet up in the air and while around them they can see where the ceiling normally ends, the chains in this shaft go up further. A good deal further. Into the dark.

Silver Crusade

NG Halfling magus/swash 9 | HP 69/69 | AC 27- T-21 F-19 | CMD 23 | f+11, R+14, W+9 | Per +12, Init +10 | 1 mirror image

Presumably casting grease on someone would aid their CMD against the chains grabbing them/etc, but would it also make it harder for them to climb? Also sorry I've been so quiet, was prepping-then-running for a local con that just concluded today.

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

How many checks are required, and are we able (at this point) to Take 10?

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Whoa! I’ve reached the end of my tether!

“Skug, have you run out of rope?”

Eadie weighs the options. “I’m prepared to abandon my backpack, but think we should check with the others to see if they’re happy to climb the chains.”

“Otherwise we should climb back down and look at tying multiple rope lengths together in a Double Fishermen to make sure everyone can get up without using the chains.”

“Whatcha reckon?”

Grand Lodge

@Eadie: I've got 100 ft. of silk rope, so 50 ft. of knots.

@Takahiro: Use one of my scrolls on Oleander's strength damage?

Once he reaches the top, Skug removes his climber's kit and drops it to the floor, "Look out!" then secures his rope and begins hauling people up.

Climb modifier is +10 without the kit, so auto-succeed on aid checks.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Sorry, busy weekend.

Xichi waits for the others to fly or laboriously climb the chains. He looks at his soft, supple hands, tries the nearest chain, and gives up after a few moments with a shrug.

Waiting for the others to complete their climbs so as not to waste the magic, he clicks his heels and flies up at maximum speed to join them.

Winged Boots, 5 minutes Fly, 1/3 uses remaining.

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

Insidion remembers what happens to flying group members and yells at Xichikitte.

"That may not work so well," the dragon disciple says. "I tried it and ended up in a GORDIAN KNOT!"

Passing on using his own flying magic, the tiefling easily lifts himself up the chains, hand over hand.

climb: 1d20 + 7 ⇒ (16) + 7 = 23
climb: 1d20 + 7 ⇒ (18) + 7 = 25
climb: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Right, right.

Xichi climbs the chains, wincing and puffing as he laboriously pulls himself up.

Climb: 1d20 - 1 ⇒ (7) - 1 = 6 Fall: 1d6 ⇒ 3 x 10 = 30ft
Climb: 1d20 - 1 ⇒ (8) - 1 = 7 Fall: 1d6 ⇒ 3 x 10 = 30ft
Climb: 1d20 - 1 ⇒ (16) - 1 = 15
Climb: 1d20 - 1 ⇒ (19) - 1 = 18
Climb: 1d20 - 1 ⇒ (16) - 1 = 15

His first couple of attempts fail, as he underestimates the difficulty of getting past the first hook, but his boots arrest his fall before he hits the ground. Soon he gets the hang of it and arrives, out of breath despite the magical assist but smiling.

At first opportunity, he reapplies the Shield and Reduce Person effects from his wands. 48/50 charges on both.

Silver Crusade

NG Halfling magus/swash 9 | HP 69/69 | AC 27- T-21 F-19 | CMD 23 | f+11, R+14, W+9 | Per +12, Init +10 | 1 mirror image

According to this FAQ, creatures of tiny size and smaller use Dex rather than STR to climb, and EG is still tiny right now I think, so that puts her at a +11 to climb just now, can't fail the DC 10.

E.G. scampers up and over the chains, her nimble-and-currently tiny fingers and feet managing to find crevices in the wicked lengths of metal that her larger companions miss. "Don't cut yourselves on these, they look horrible..."

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"Sit, Wolfie. Guard." instructs Oleander to her friend.

Once the others have climbed up, she will also take a turn.
And take ten for 14 with her reduced strength

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

@Xichikitte, you couldn't have fallen that far down since you didn't get off the ground. Relax, and perhaps look to make use of the knotted rope made available! That's only a DC 5 Climb check. However, it will be limited to the available length of rope. Thus far you have climbed up 22.5 feet.

@Eglantine: With regards to grease, I could see it providing a net benefit. So no penalties to climbing. With regards to climbing while tiny: that's fine! Something I didn't know!

@Takahiro: There is no reason you cannot take ten for the time being, the actual number of checks being dependent on if you all go as fast as the slowest person in the group and therefore your climb speed, so I can't give you an answer without hearing back from everyone. I think that assuming everyone moves as a group and takes 10 if they can to auto-succeed works a whole lot better in this format. All of this will change though when one of you has gone up 150 feet.

Since Skug is offering the scrolls, and there's no reason for a Pathfinder to not cooperate, I'm going to let Oleander roll how much strength damage she heals. I'm also interested as to how you plan on helping out Xichikitte, as it seems that he is the only one who cannot take a ten successfully on this climb check. once that's settled we can move things up... To 150 feet above the ground. Niuk niuk niuk.

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Thanks, GM. I wasn't sure where I fell from on a fail, so I assumed the worst.

Xichi looks down at the twenty-odd feet he's climbed, and sighs.

Will post more later.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Lesser restoration: 1d4 ⇒ 2
Oleander looks much stronger after the scroll has been used.

Once again the surprised look passes the elf's face. "You are most unusual Skug. Most unusual indeed."

Silver Crusade

NG Halfling magus/swash 9 | HP 69/69 | AC 27- T-21 F-19 | CMD 23 | f+11, R+14, W+9 | Per +12, Init +10 | 1 mirror image

Seeing the rope ladder being constructed, E.G. fishes out a coil of heavy twine from her pack.... which expands to its proper size of being actual sturdy hemp rope once it leaves her possession. "I can add some rope!"

+50 more feet of rope, or I think 40 when knotted. I'm not familiar with any place in the rules where it says you halve the length of rope if you're knotting it (please tell me if so, I like to learn!), but if you look at the magical rope of climbing, it loses 10 feet of length when knotted (60' to 50'). So if that's a fair-ish guideline of the length reduction, then the 150 feet of rope we have so far would amount to, say, 120' of verticality when knotted? Give or take. Anyone got another length?

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Eadie is very happy to be travelling with such a resourceful and cooperative group of Pathfinders.

“Skug, I think we should climb down and add our lengths of ropes to EG’s, so Xichikitte can get up safely. I can use my backpack to anchor the line and climb the chains right behind you, to make sure you’re not alone at the top.”

“Are you OK with that?”

That should make 160’ of knotted rope if you rule in favor of the rope of climbing proposal, GM Upaynao.

Eadie will take 10 on the climbs for a 16.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"If we are short on rope, I too have some." offers Oleander as well.

"I think with so many of us, we should only have one or two on the rope at a time though."

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

Are you counting my 50ft of rope?

Grand Lodge

Scroll charge expended.

Skug nods at Eadie and begins climbing back down. Once on the ground, he helps Xichi put on the climber's kit, and demonstrates some simple techniques.

@Xichi: That's +4 with my aid and kit. Adding the knotted rope to that might let you succeed even on a 1.

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

Takahiro simply take his potion of Spider Climb, and carries the Tiny Xichi up the wall.

Job done, that should get us all up safely

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

I've got another 50'

Insidion helps secure the ropes together to the extent they are short. "Right over left, left over right..."

I already made some rolls above...let me know if I need more rolls

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

I think that it's reasonable that only ten feet of rope get subsumed by knotting the rope. So we have 200 feet of rope, but the order (yes it matters, bear with me) in which you are climbing up is a little confusing. Takahiro is carrying Xichikitte, who is small and, gear and all weighs 50 lbs so long as he keeps applying reduce person on himself from that wand of his. Adjust your climb check according to your newfound total weight. It will take you all 30 rounds to get from the ground to 150 feet up, where things are about to get interesting. Xichikitte, you have spent 4 charges of your wand of Reduce Person, and by extension your wand of Shield.

If anyone disagrees with this order, holler:

FIRST LANE UP: Skug, Insidion, Eadie.
SECOND LANE UP: Eglantine, Takahiro w/ Xichikitte, Oleander.

By my calculations Xichikitte, this would be the third round of your latest casting of Reduce Person and Shield (figure one round realizing that you can't climb this up very well, two rounds spent on harnessing you in the climbing gear capped with Taka grabbing you).

Gloom and doom surrounds the Pathfinders as the slowly make their way up the clinking chains. Fifty feet up, the chains lead into a shaft, fifteen feet wide and five feet long, bathed in darkness that goes even beyond Skug, Insidion, Takahiro or Xichikitte's sight. The group has climbed no more than fifty feet beyond that opening than they hear Teledrak's plaintive howl, echoing upward "AND THE LIGHT THAT WAS THE BLLOM WILL FOREVER BE EXTINGUISHED, FOR SUCH IS THE WILL OF THE TRAVELER IN BEYOND!" Pinned to the wall, shaking every now and then by deathless tremors, are more Fetchlings no more living than the others found below, their flesh in tatters.

The first row of Pathfinders is about 140 feet up by the time Insidion and Skug can see an edge. Climbing up another ten feet, they confirm it; there is a passage. Unfortunately, creatures peer from above. Most of them are masked, but the one horned female that isn't smiles atrociously, as if she had been expecting you.

Initiative!:

Eadie Init: 1d20 + 3 ⇒ (13) + 3 = 16
Insidion Init: 1d20 + 6 ⇒ (9) + 6 = 15
Takahiro Init: 1d20 + 4 ⇒ (14) + 4 = 18
Skug Init: 1d20 + 3 ⇒ (8) + 3 = 11
Xichikitte Init: 1d20 + 3 ⇒ (7) + 3 = 10
Eglantine Init: 1d20 + 10 ⇒ (10) + 10 = 20
Oleander Init: 1d20 + 3 ⇒ (2) + 3 = 5
Grandma Init: 1d20 + 4 ⇒ (8) + 4 = 12
Girlie Init: 1d20 + 6 ⇒ (17) + 6 = 23
Wide Init: 1d20 + 6 ⇒ (20) + 6 = 26
Fancy Init: 1d20 + 6 ⇒ (1) + 6 = 7

Current Initiative wrote:

Round 1

Wide
Fancy
Eglantine
Takahiro
Eadie 4 dmg
Insidion

Grandma
Skug 3 dmg
Girlie
Xichikitte
Oleander

Battle Map

Seizing the advantage, both males up top seem to harness energy before channeling it into a beam of fire!

Eadie's Will Save!: 1d20 + 13 ⇒ (18) + 13 = 31
Skug's Will Save!: 1d20 ⇒ 18

Stupid armored-up fighters with stoopid will saves. :(

While there does seem to be some energy backing that, it really is mostly smoke and illusion. Mostly.

Touch on Eadie, Flat Footed Touch: 1d20 + 10 ⇒ (18) + 10 = 28
Ray on Eadie: 4d6 ⇒ (2, 6, 2, 6) = 16
Touch on Skug, Flat Footed Touch: 1d20 + 10 ⇒ (4) + 10 = 14
Ray on Skug: 4d6 ⇒ (3, 1, 3, 4) = 11

Eadie, take 4 points of "fire" damage. Skug, take 3 points of "fire" damage. Both of you, give me a climb check please, DC 10.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Round #1:

Climb: 1d20 + 6 ⇒ (19) + 6 = 25

“The fire beams are partially illusion, guys! Don’t believe all the pain you feel is real, if one hits you!”

Totally looking to give the others a bonus to their Will save, GM ;)

Eadie delays until just AFTER Insidion, and then continues climbing upwards. double-move

"We'll get up much faster with haste."

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

:D

Double move does mean you need to give me two checks though.

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

As I'm using Spider Climb do I still need to make any checks? It gives me a Climb speed of 20 and suggests no check required - and should be able to double move up (but not run).

Spider Climb:

SPIDER CLIMB
School transmutation; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a live spider)
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Yes, your case will be different. You will only need to give me a climb check when you take damage; otherwise you can make a full double move without being hindered and more importantly without needing to make a check. You may apply the bonus toclimb from the spell to a check resulting from you taking damage though.

Scarab Sages

Female CG Human (Chelaxian) Fighter 13 | HP 161/161 | AC 27, T 15, F 24 | CMB +18 (+25 with heavy blades), CMD 34 (37 vs disarm, sunder) | F +21, R +13, W +19 (+2 vs death effects, +3 vs fear) | Init +10 | Perc +20, SM +3 | Speed 30ft | Active conditions: none

Climbing on the double: 1d20 + 6 ⇒ (8) + 6 = 14

Eadie calls up cheerfully to their hosts. “Can any of you brave Emo-kids fight hand-to-hand?”

“If not, it might pay to surrender. Before you make us mad.”

Silver Crusade

NG Halfling magus/swash 9 | HP 69/69 | AC 27- T-21 F-19 | CMD 23 | f+11, R+14, W+9 | Per +12, Init +10 | 1 mirror image

Hearing Eadie's words about haste, Eglantine brightens. "Oh, yes, that'd be good!"

Similarly I'll delay until Insidion has a chance to go, if it sounds like a haste buff is in the offing. If Insidion wanted to do something else, I could also cast haste, but Insidion has more daily castings of it available to him so I'm certainly willing to give him that go. ;)

If Insidion is willing to caste haste:

Eglantine grins a tiny wicked grin and starts swift-climbing for the top and the people throwing spells about up there.

Fast Climb on the chainy walls DC 10, -5 penalty: 1d20 + 11 - 5 ⇒ (8) + 11 - 5 = 14

(So half-speed while hasted would be 30 feet up, putting E.G. at -25 down, I believe. She's not using the ropes, so hopefully I'm not in anyone's way of vice versa.)

Dark Archive

Tiefling Barbarian 1 / Sorcerer 4 / Dragon Disciple 4 | HP 87/87 | AC 20 [24 shield]; Tch 12 ; FF 18 | F +10; R +6; W +7 | CMB+14; CMD 25 | Speed 40 ft | Init +6 | Bite: +14 (1d6+13/19-20) | Perc +11

Insidion snarls and casts haste on the group, easily doing so while climbing.

concentration: 1d20 + 12 ⇒ (19) + 12 = 31

Grand Lodge

Skug starts gnashing his large tusks and wringing the chain in his hands, eager to fight.

Silver Crusade

NG Halfling magus/swash 9 | HP 69/69 | AC 27- T-21 F-19 | CMD 23 | f+11, R+14, W+9 | Per +12, Init +10 | 1 mirror image

Woops, realized I too needed to give you a second climb check:

Climb (fast climbing) #2: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Eadie Climb check #2 - Double move: 1d20 + 6 ⇒ (7) + 6 = 13
Insidion Climb check: 1d20 + 7 ⇒ (19) + 7 = 26

As the pathfinders climb up, the decrepit looking one cackles. "That isn't a very nice thing to say about my pretties. Especially coming from a weakling like you!"

Range Touch: 1d20 + 12 ⇒ (14) + 12 = 26
Strength Penalty?: 1d6 + 4 ⇒ (1) + 4 = 5
Eadie Fort Save: 1d20 + 15 ⇒ (20) + 15 = 35

A ray of dark energy escapes from the creature's hand, and hits Eadie; only the fighter's resilience saves her from the full effects of the spell! She then takes a step back.

Eadie, your Strength score is penalized by 2.

Current Initiative wrote:

Round 1

Wide
Fancy
Takahiro
Insidion
Eglantine
Eadie
Grandma
Skug 3 dmg
Girly
Xichikitte
Oleander

Battle Map

Grand Lodge

Skug rushes up the chains like a spider, then tries to somersault behind the enemy caster. "Skug kill now! Skug have fun!"

Actions:
Free Rage
Free Explorer boon
Move Movement
Standard Movement
Swift Quick Runner's Shirt
Move Movement
Free Draw a weapon

After haste and encumbrance, my speed should be 45 ft, giving me 135 ft. of movement this round. I'm going to fast climb 50 ft. (100 ft.)
then Acrobatics 15 ft. (30 ft.).

Rolls:
Climb: 1d20 + 14 ⇒ (1) + 14 = 15
Climb: 1d20 + 12 ⇒ (4) + 12 = 16
Climb: 1d20 + 12 ⇒ (20) + 12 = 32
Acrobatics (Avoid AoO): 1d20 + 9 ⇒ (3) + 9 = 12
Acrobatics (Avoid AoO): 1d20 + 9 ⇒ (13) + 9 = 22
Acrobatics (Move through enemy square): 1d20 + 9 ⇒ (18) + 9 = 27

Silver Crusade

Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4

Takahiro grabs some free wall space and starts moving up quickly (double move up 40')

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

I had to go through the math on my own, but it checks out. Unfortunately, you do not beat grandma's CMD. You don't beat anyone's CMD truth be told, but the other shad bows out. So there's that.

AoO from Grandma!: 1d20 + 13 ⇒ (16) + 13 = 29
Bite Damage: 2d6 + 5 ⇒ (3, 1) + 5 = 9

Skug's Fort Save: 1d20 + 9 ⇒ (17) + 9 = 26

As Skug darts up the chains, he leaps on to the ledge and immediately attempts to make it past the haggard-looking creature. But he stumbles and she takes the opportunity to take a bite of Skug's flesh. As she tips her head back to chew on her prize, Skug cannot help but notice the sickening appearance of her teeth. Fortunately, he does not feel any ill-effects from said bite.

The remaining one unleashes another ray of phantasmal energy upon Takahiro, burdened as he is with his charge!

Takahiro Will: 1d20 + 14 + 5 ⇒ (7) + 14 + 5 = 26

Ranged Touch: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 4d6 ⇒ (5, 3, 5, 4) = 17

Takahiro, take 8 damage, and give me a climb check at a DC of 20. This DC is the DC to climb the wall you are scaling with Spider Climb. Don't forget the +8 you get from the spell.

Current Initiative wrote:

Round 1

Wide
Fancy
Eglantine
Takahiro 8 dmg
Eadie 4 dmg
Insidion
Grandma
Skug 3 dmg
Girlie
Xichikitte
Oleander

Battle Map

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