PFS: Before the Dawn Part II: Rescue at Azlant Ridge (Inactive)

Game Master Mari Clock

Editable Google Doc for Player Game Notes

Images and Maps
Consortium Assault
Azlant Ridge

GM Notes


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Dark Archive

3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2

Whisper is observing the camp and looking for the best place to lay low if over run

perception: 1d20 + 10 ⇒ (20) + 10 = 30

Scarab Sages

Aasimar Swash 2 / Cleric 2 HP:32/32 | AC: 17(19) | T: 10 | FF: 16 | CMB/CMD: 5/15 ort: +4 | Ref: +3 | Will: +6 | Init: +0 | Perc: +10 | Diplo +10 | Know Local, Rel +4 | Ling +4|Sns Mtv +7 | Spellcraft +4 | Sailor +11 | Swim +7

Can I assume Marshala retrieved her wand and rope?

Have I ever heard of Angazhan or the Gorilla King?
kn.religion: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

F Human, with Orcish qualities Mom-12

Sorry for the delay. I totally forgot to post this last night.

As you are taking a tour of the Azlant Ridge, the surviving Aspis Consortium agents (and several horses with empty saddles) arrive at the gate and scream loudly to be let in. The camp looks to Dias to make the decision, but she leaves it to you. “It’s your call. We could use extra swords against those things, but they’ve been chasing you and trying to kill you so I will back your decision.”

Grand Lodge

F Human, with Orcish qualities Mom-12

B1. Fortified Gate
The fortified gate of the palisade wall is constructed from thick logs, lashed tightly together and sealed with pitch. A sturdy log stands above the gate, serving as both a lookout post and a brace to lash the gate to when it’s closed. To open the gate, the guards have to untie the ropes holding the gate in place, and then push it aside on two sets of enormous wooden wheels. The gate is covered in dents, scrapes, chips, and blood.

Grand Lodge

F Human, with Orcish qualities Mom-12

B3. The Ivory Sphere
A precise and professional terraced dig site surrounds a half-sphere of a smooth, almost mirror-like white material. While it looks almost exactly like polished ivory, it’s slightly warm to the touch and glows with a soft, white light. As the charau-ka get closer to the camp, the sphere begins to glow brighter.

Grand Lodge

F Human, with Orcish qualities Mom-12

B4. Excavation Camp
In the middle of the camp rests two large, but dirty and sagging tents—one is used for cooking, and the other as a mess hall. Between them are 10 canvas tents lined up in two neat rows, but suffering from rips and tears that seem to have been made by claws. Inside several of the tents
rest camp workers, all tired, hungry, and sick.

Grand Lodge

F Human, with Orcish qualities Mom-12

B5. Abandoned Dig
Dias says about this site is, “It was a test dig, nothing more.”

DC 15 Sense Motive:
she’s not telling the whole truth, but she can’t be pressed to reveal more.

Grand Lodge

F Human, with Orcish qualities Mom-12

B6. The Metal Door.
At fifteen feet high and ten feet wide, this door is an impressive structure. Carved from a dull yet shimmering metal, every inch of its surface is covered in runes, glyphs, pictographs, and intricate patterns. A single rift, about an inch deep, splits the door in half from top to bottom, giving you the impression that it might open were it only to have handles. The door sits recessed several feet into the jagged rock of the ridge’s impressive cliff face, which stretches a hundred feet or more above the camp.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

As already stated, Wilhimina votes to let the Aspis in.

"As much as I dislike the organization, I can't stand by and idly watch as their agents are torn to shreds. If the workers are in such poor health, we need all the help we can get to defend this place, and the Aspis no doubt have their own supplies we can add to the pile."

If we're not in immediate danger of attack, Wilhimina will go do what she can for the sick workers.

Dark Archive

3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2

Whisper mumbles "Sure, let em in to cut our throats as we sleep."

Dark Archive

M Tiefling Magus 4 HP (23/27//27/31) (AC 16,T12,FF14) F:+7+8 R:+3 W:+4 Per +3 Init +2; Arcane Pool 5/7

Frustrated by the polite tour, Balthazar looks about for a scholarly type, with whom he can discuss the expeditions findings. Whether he finds one or not, he will end up in front of the metal door, and try to make sense of its writings.
Regarding the Aspis, he waves his hand dismissively. "If you let them in, make sure you kill the leader."

Rolls:
Linguistics: 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge (arcana): 1d20 + 9 ⇒ (11) + 9 = 20

Dark Archive

3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2

Whisper will ask our guide, "What's the deal with the sphere?

Grand Lodge

F Human, with Orcish qualities Mom-12

All we know about the sphere is that it glows brighter when then charau-ka get closer.

The metal door is locked. You recall that the key you are holding has a symbol that matches the symbol on that metal doorway.

Your decision about the aspis has no effect on the scenario at all, but it was there to ask.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Are we in immediate danger of attack, or do we have a chance to look around and do things? Cause we shouldn't play with the door if we're about to be under siege...

Grand Lodge

F Human, with Orcish qualities Mom-12

They are about to be under siege, but it does not concern you. Play with the door.

Dark Archive

3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2

Warning guys...she had a maniacal smile when she typed that

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Well if we feel we can...

Wilhimina will prod Whisper, "Does that looked trapped to you?" She'll then turn to Balthazar, "Can you make any sense of it? Is it time to try that key thing yet?" She'll glance over at Marshala with a mischevious smile, "You in?"

Her own perception on the door: 1d20 + 12 ⇒ (2) + 12 = 14

Edit: Nope, no traps here... :)

Scarab Sages

Aasimar Swash 2 / Cleric 2 HP:32/32 | AC: 17(19) | T: 10 | FF: 16 | CMB/CMD: 5/15 ort: +4 | Ref: +3 | Will: +6 | Init: +0 | Perc: +10 | Diplo +10 | Know Local, Rel +4 | Ling +4|Sns Mtv +7 | Spellcraft +4 | Sailor +11 | Swim +7

Marshala bites her tongue regarding the sphere (a rare bit of tact from the pirate) and turns to the door. but really, an unknown object that glows in the presense of the ape-men and you have NO IDEA why they'd be attacking you? We could make a killin' selling perception checks to these folks, just sayin...

linguistics: 1d20 + 4 ⇒ (20) + 4 = 24

If the runes on the door look magical, she will cast read magic and attempt to decipher

If it's a glyph of warding or similar that requires a spellcraft check:
Spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21

If there's no indication from the above checks or from party members that doing so is dangerous, she'll pull the key from her haversack and look for a way to open the door.

Grand Lodge

F Human, with Orcish qualities Mom-12

As soon as you even remotely mention to Dias that you have a key that kinda maybe looks like the runes on the door, she asks for it. Let me see it! It may be the answer!

Once you give it to her, she'll tell you to step back. She descends the terraced excavation to the door and spends several minutes tracing her hands along various pictographs and symbols, constantly looking to the key and then back to door. Without warning, she slaps the key into a space that just moments before wouldn’t have fit it, and the door slowly, silently, opens outward to reveal a set of wide stairs descending into darkness.

She turns back to you with a huge grin on her face, but as she's about to speak the horn sounds from the tower over the palisade gate and the camp suddenly leaps into action. She runs back up the terraced dig and says, “Explore the complex, find out what might be in there, and hope to the gods it’s something that will help us. I have to organize our defense. Go! GO!”

As she sprints off toward the camp’s defenses, a familiar roar thunders in the air, and a cacophony of screeching and screaming sounds echoes from all around the palisade wall.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Wilhimina looks at Dias sprinting off, and then back to the now open door. "Yes, I'm sure this is perfectly safe... Let's go exploring!" With that, she'll activate her Wayfinder, and head in, trusting the rest of the party to follow.

Dark Archive

3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2

"Stay out here and fight monkey men or go in there... either way all we will get is rocks in our pockets and stones over our heads."

Whisper will head in first looking for traps.
trap_finding: 1d20 + 11 ⇒ (10) + 11 = 21

Grand Lodge

F Human, with Orcish qualities Mom-12

Your wayfinder has light, right Wilhimina?

You find no traps. As you enter, a wide set of stairs descends into an enormous room, measuring thirty-five feet wide by forty feet long, and more than thirty feet tall. The entire room smells sickly sweet, but the floors, wall, and ceiling are all smooth and clean—rather similar to the sphere in the ground outside. Four enormous monoliths, fifteen-foot-tall human-shaped metal statues, rest in the four corners of the room. They’re made of white metal, almost like a suit of full plate sized quite large, but without anything discernible as a face.

Azlant Ridge map updated. You guys are on it now.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Yes, it's just your basic wayfinder.

Unless something happens that would change her action, Wilhimina will detect magic (though she may go temporarily blind and regret that decision if there's magic strong enough in here...)

Dark Archive

M Tiefling Magus 4 HP (23/27//27/31) (AC 16,T12,FF14) F:+7+8 R:+3 W:+4 Per +3 Init +2; Arcane Pool 5/7

"Hrmph. Seems like we're merely Zey's delivery monkeys." Balthazar crossed his arms as Dias performed the ritual to open the door.
He shouted after Dias as she hurried away to organize the camps defenses.
"Rushed archeology gleans a mere fraction of... Oh, forget it." he trailed off, muttering. He looked back at the yawning maw of the opened door and smiled to his compatriots.
"Shall we?" he asked, pulling out his trusty dagger and tapping himself with his wand. Mage Armor, lasts 1 hour.

Once inside, he admired the craftsmanship of the giant statues as he tried to place the smell. What kind of roll is that, Survival? Knowledge Dungeoneering?
"Amazing. Do you realize this chamber has been sealed for nearly 10,000 years?" he seemed to be thinking aloud, rather than asking a question.

Grand Lodge

F Human, with Orcish qualities Mom-12

Smell, knowledge religion. Monoliths, knowledge arcana.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Ooo! Me! Me! Religion, religion!

Knowledge Religion: 1d20 + 5 ⇒ (20) + 5 = 25

Grand Lodge

F Human, with Orcish qualities Mom-12

You smell something that reminds you very much of some undead flesh.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Eww, suddenly I'm not very hungry.

"Uh guys, we've got company!"

Dark Archive

M Tiefling Magus 4 HP (23/27//27/31) (AC 16,T12,FF14) F:+7+8 R:+3 W:+4 Per +3 Init +2; Arcane Pool 5/7

Knowledge Arcana: 1d20 + 9 ⇒ (3) + 9 = 12

Grand Lodge

F Human, with Orcish qualities Mom-12

You think the four statues are probably Golems.

Scarab Sages

Aasimar Swash 2 / Cleric 2 HP:32/32 | AC: 17(19) | T: 10 | FF: 16 | CMB/CMD: 5/15 ort: +4 | Ref: +3 | Will: +6 | Init: +0 | Perc: +10 | Diplo +10 | Know Local, Rel +4 | Ling +4|Sns Mtv +7 | Spellcraft +4 | Sailor +11 | Swim +7

Out of th' fryin' pan and straight into the chum bucket... mutters Marshala as she pulls out her wand of Shield of Faith and her silver battle aspergilium.

Warily she looks around, (she has darkvision, if it matters)
perception: 1d20 + 10 ⇒ (7) + 10 = 17

Grand Lodge

F Human, with Orcish qualities Mom-12

I think Wilhimina's wayfinder provides light, but okay.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Wilhimina is so pulling out her starknives.

"Shall we?" she asks, walking into the center of the room.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Grand Lodge

F Human, with Orcish qualities Mom-12

There's nothing in the center of the room.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

If we haven't uncovered anything of further importance with our search of this room and the various knowledge checks, then Wilhimina will impatiently wait for the rogue to proceed her as she starts shining the light into the next area.

"In my experience, old temples and ruins that have been this well sealed are usually trapped. You're good at finding those, right?" She asks Whisper.

Dark Archive

3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2

"Finding traps? One way or another...
Whisper will draw his weapon and move toward the entry to the hall,
checking for traps.
trap: 1d20 + 11 ⇒ (9) + 11 = 20

Grand Lodge

F Human, with Orcish qualities Mom-12

Whisper finds no traps.

Dark Archive

M Tiefling Magus 4 HP (23/27//27/31) (AC 16,T12,FF14) F:+7+8 R:+3 W:+4 Per +3 Init +2; Arcane Pool 5/7

Balthazar nudges Marshala. "We've got the best sight of the group. Are you with me?"
He steps into the next room with his dagger drawn.

Scarab Sages

Aasimar Swash 2 / Cleric 2 HP:32/32 | AC: 17(19) | T: 10 | FF: 16 | CMB/CMD: 5/15 ort: +4 | Ref: +3 | Will: +6 | Init: +0 | Perc: +10 | Diplo +10 | Know Local, Rel +4 | Ling +4|Sns Mtv +7 | Spellcraft +4 | Sailor +11 | Swim +7

Aye. Marshala taps herself with the wand and follows suit.

Grand Lodge

F Human, with Orcish qualities Mom-12

Before you get into the hallway, you've noticed the things from each alcove moving.

Initiatives:

Whisper: 1d20 + 4 ⇒ (18) + 4 = 22
Marshala: 1d20 ⇒ 19
Wilhimina: 1d20 + 2 ⇒ (16) + 2 = 18
Balthazar: 1d20 + 2 ⇒ (9) + 2 = 11
Ghouls: 1d20 + 2 ⇒ (14) + 2 = 16

This is Round 1
Whisper
Wilhimina
Marshala
Dk Red _ dmg
Lt Red _ dmg
Pink _ dmg
Blue _ dmg
Orange _ dmg
Grey _ dmg
Balthazar

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Are four golems also moving?

Wilhimina will once again call upon Desna to bless the party, and see if she can identify these things now that she sees them. She'll share whatever she knows with the party.

knowledge religion: 1d20 + 6 ⇒ (12) + 6 = 18

Dark Archive

3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2

Whisper sprints forward and moves into the alcove to cause some potential flank damage on the lead...whatever it is.

I know they are flat footed, but it's also a hard corner... DM's call on acrobatics roll.
attack: 1d20 + 9 ⇒ (1) + 9 = 10
potential_damage: 3d6 ⇒ (5, 3, 1) = 9
acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21

Grand Lodge

F Human, with Orcish qualities Mom-12

Wilhimina recognizes them as Ghouls, but seem a tiny bit different than the typical ghouls she has learned about.

Scarab Sages

Aasimar Swash 2 / Cleric 2 HP:32/32 | AC: 17(19) | T: 10 | FF: 16 | CMB/CMD: 5/15 ort: +4 | Ref: +3 | Will: +6 | Init: +0 | Perc: +10 | Diplo +10 | Know Local, Rel +4 | Ling +4|Sns Mtv +7 | Spellcraft +4 | Sailor +11 | Swim +7

kn.religion: 1d20 + 4 ⇒ (3) + 4 = 7

Marshala will move next to Balth and ready an action to channel positive to harm undead as soon as 3 are in range and line of sight

if conditions are met, DC15 for half
pos.energy: 1d6 ⇒ 1

Grand Lodge

F Human, with Orcish qualities Mom-12

So half of 1 is 1? Heh.

Scarab Sages

Aasimar Swash 2 / Cleric 2 HP:32/32 | AC: 17(19) | T: 10 | FF: 16 | CMB/CMD: 5/15 ort: +4 | Ref: +3 | Will: +6 | Init: +0 | Perc: +10 | Diplo +10 | Know Local, Rel +4 | Ling +4|Sns Mtv +7 | Spellcraft +4 | Sailor +11 | Swim +7

And that's assuming the ghouls cooperate so that it goes off at all! Some days, Desna laughs. :p

Grand Lodge

F Human, with Orcish qualities Mom-12

Sorry, 4 golems are NOT moving. Wilhimena you can go this round before they do.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

I did, I cast bless on the party. :)

Grand Lodge

F Human, with Orcish qualities Mom-12

I can't read.

The light red ghoul comes up and triggers Marshala's readied action. Not bothering with will saves since it is only one point.

As it can't attack around a hard corner, it tries to continue on to a double move which will provoke an attack from Whisper.

Dark red also comes to attack Whisper, how many AOOs do you get per round? and will attack him with its bite: 1d20 + 2 ⇒ (3) + 2 = 5 and if it hits will deal 1d6 ⇒ 1 plus disease and paralysis Fort saves please.

Pink will move up to Balthazar and attack with its bite: 1d20 + 2 ⇒ (1) + 2 = 3 and if it hits will deal 1d6 ⇒ 5 plus disease and paralysis Fort saves please.

Blue will move through Balthazar and Marshala AOOs please, and if it is still standing after, it will bite: 1d20 + 2 ⇒ (9) + 2 = 11 at Balthazar and if it hits will deal 1d6 ⇒ 4 plus disease and paralysis Fort saves please.

Orange will double move through Balthazar and Marshala AOOs please if you have more than one per round.

Grey will also double move through Balthazar and Marshala AOOs please if you have more than one per round.

Balthazar to finish Round 1, then start Round 2.
Whisper
Wilhimina
Marshala
Lt Red 1 dmg
Dk Red _ dmg
Pink 1 dmg
Blue 1 dmg
Orange _ dmg
Grey _ dmg
Balthazar

I think I did that right.

Silver Crusade

Female Gnome Warpriest (Champion of the Faith)/3 HP: 22/22 | AC: 16 (18 w/ SoF) | T: 13 | FF: 14 | CMB/CMD: 1/13 Fort: +4 | Ref: +3 | Will: +6 | Init: +2 | Perc: +12 | Diplomacy: +5 | Know Eng: +5 | Know Rel +6 | Sns Mtv: +7 | Spellcraft: +4

Anyone trying to move through an occupied square needs to make an acrobatics check, and needs to beat any relevant PC's CMD by 5 or more to succeed. If they fail, they can't continue forward, and are stuck in the doorway. Moving through occupied squares sucks unless you're a high dex class...

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