[PFS_CORE_Aerondor] 07-00 The sky key solution PbP Gameday 5: (Inactive)

Game Master Aerondor

CORE, Tier 1-2
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init:

[dice=Tere]1d20+4[/dice]
[dice=Kildrek]1d20-2[/dice]
[dice=Archybald]1d20+0[/dice]
[dice=Limney]1d20+8[/dice]
[dice=Haliphod]1d20+2[/dice]
[dice=Raven]1d20+3[/dice]
[dice=baddies]1d20+0[/dice]

Aid tokens:

Barred tables for support: 5,22
Received from: 15,19
Given to: 5(bad me),4, 24
Aid tokens
During the event, it is possible for characters at one table to assist those at another through the use of Aid Tokens. Each Aid Token represents the assistance of one or more allied Pathfinder agents who assist the PCs.

Once per encounter, any character at a table can use an Aid Token to assist the group in one of five ways described below. Once a table uses an Aid Token, the token grants no further benefit until the end of the encounter, at which point one of the players can pass the Aid Token to a neighboring table for them to use. It is very important that the players remember that there are a limited number of Aid Tokens, and hoarding one means that somebody else doesn’t get to use it.

So they are best used and then immediately passed on

An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following five forms.

Aid Another: A Pathfinder agent helps the PCs solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action for a PC.

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage.

Alternatively, the agent can instead cast neutralize poison, remove curse, or remove disease with a caster level of 5.

Spellcasting Synergy: A Pathfinder agent casts a spell at the same time as the PC, increasing the save DC and caster level of the PC’s spell by 1.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds.

Sharing the love
I don't know whether we will start with an aid token, but if/when we get one, we will be told which table gives it to us. When we in turn pass it on, we cannot return it to the table that gave it to us. We cannot give a token to a table that one of us is GMing or playing at, nor can we give a token to a table that we have already given one to.
Aside from that, you are free to pass the token on as you see fit.

VP: 11 (BofCA; A1,A2, C1,C2, D1, E1, E2(2); Romnus; Omandi)

Chronicles


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Dark Archive

Male Gnome Druid 2 / Conjurer 1 HP 23/23 AC 13, T 13, FF 13 F: +4, R: +2, W: +7; Init: +2, Perc +12, SM +4. Active Conditions: none

Haliphod tries to take down the smaller reptile quickly.

Acid Dart 2, into combat, reptilian subtype?: 1d20 + 5 - 4 + 1 ⇒ (13) + 5 - 4 + 1 = 15
Damage: 1d6 ⇒ 5

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

My mistake--Tere's attack should do 1d10+3, not +1. Add 2 to his damage.

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

AoO: 1d20 + 3 ⇒ (1) + 3 = 4 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Attack: 1d20 + 3 ⇒ (14) + 3 = 17 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

If by some chance the lizard still lives.

Force Missile: 1d4 + 1 ⇒ (1) + 1 = 2

"Master Shaine said we can take nothing with us but knowledge but we still may find items of use while here."

I'll Detect Magic. Here are some identification rolls to save time.

Spellcraft #1:
Spellcraft to ID object: 1d20 + 10 ⇒ (14) + 10 = 24

Spellcraft #2:
Spellcraft to ID object: 1d20 + 10 ⇒ (1) + 10 = 11

Spellcraft #3:
Spellcraft to ID object: 1d20 + 10 ⇒ (13) + 10 = 23

Then let's examine these bodies in detail.

Perception:
Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Kn Nature:
Kn Nature: 1d20 + 9 ⇒ (2) + 9 = 11

Kn Local:
Kn Local: 1d20 + 10 ⇒ (5) + 10 = 15

Lantern Lodge

Silent tide map

Tere manages (just) to drop the small dinosaur.

The group takes the lead from Lininy to see what they can learn....

Time for a skill check from everyone. You can each make a choice of Craft(painting); handle animal; heal; know(nature); profession(clerk, farmer, scribe, shepherd or stable master) and survival. Liminy I'll take your nature roll from above. At the end of various combats I'll provide a list of skills you can use to find out more stuff. These collectively provide Victory Points. Remember you have an aid token.

Status, AID TOKEN AVAILABLE
Haliphod acid darts used: 1
Tere
Raven elemental rays used:1
Limney force missile used:1
Archybald
Kildrek 6 damage;

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Survival: 1d20 + 5 ⇒ (1) + 5 = 6

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Lacking any of those skills....

Untrained Survival check: 1d20 + 1 ⇒ (3) + 1 = 4

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

The Aid token can be used to heal the group but since we are not rolling well on the skills let's use the aid token to assist whomever makes the next skill check and the wand to heal Kildrek. Then pass the token to whatever low level table doesn't have one.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

I figured we should reserve the Aid Another use for someone who has one of the actual skills, as opposed to helping with untrained checks.

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

I agree that this might be a good use of it, but I don't know if "aid whoever rolls the highest" is allowed...

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Not the highest. Just aid the next person who hasn't rolled a skill check yet.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

I was thinking of the highest bonus, not the highest roll.

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Fear my Profession(Scribe) roll...
Prof(Scribe): 1d20 + 5 ⇒ (19) + 5 = 24

Ummm...are we burniong that aid token to take me over 25?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

I'm good with that.

Dark Archive

Male Gnome Druid 2 / Conjurer 1 HP 23/23 AC 13, T 13, FF 13 F: +4, R: +2, W: +7; Init: +2, Perc +12, SM +4. Active Conditions: none

I also have a +8 survival or +7 handle animal or know nature. But use the aid token and pass it, I think that should be enough.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Haliphod you still need to roll one of them. Presumably Survival. We are trying to get multiple good numbers.

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Heal: 1d20 + 12 ⇒ (9) + 12 = 21

Kildrek will take a moment to heal himself with his wand if he has the time.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Lantern Lodge

Silent tide map

Archybald takes detailed notes of the anatomy of the creatures, and the team heads onwards! First victory point!

Any preferences as to the table you want to pass the token to? Might I suggest #5 they are a moderately low level Core table; or #8 a 1-2 tier classic table . The full list is here

You continue through what appears to be some type of zoological garden and end up in a steamy chamber.

Clouds of steam rise from this balmy chamber’s countless pools. Small, rocky islands abound, separated by cloudy, mineralladen waters. Each island supports a stone plinth carved with minute glyphs and elaborate pictograms. Sliding across the floors and floating in the pools, thousands of snakes of various species and sizes slither throughout the chamber and bask in its tropical heat.

Okay, there are five plinths with writing on them. The steam makes it impossible to read the writing unless you are within five feet of the plinths. They are each almost twenty feet apart, so jumping while possible won't be at all easy. You could try wading the waters, using either stealth or handle animal (or animal empathy if you have it). Each person who wants to try to read the writing on a pillar has to get there first.

Status,
Haliphod acid darts used: 1
Tere
Raven elemental rays used:1
Limney force missile used:1
Archybald
Kildrek

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

How about sending it to the Core table?
Also I think you missed that Archybald , Haliphod Kittrili, Raven Carlysle , and myself are all Mage Armored.

Attempt to... sneak past a bunch of snakes?

Stealth: 1d20 + 2 ⇒ (12) + 2 = 14

Hopefully they are feeling lethargic.

Assuming I get there successfully and it isn't a language I've already studied (Common, Osiriani, Ancient Osiriani, Ancient Azlanti, Jistka, Thassilonian, Terran, Auran)

Linguistics: 1d20 + 9 ⇒ (8) + 9 = 17

Lantern Lodge

Silent tide map

Liminy tries to avoid disturbing the snakes, but there are just so many of them, one bites him. Ouch.

DC 11 fort save, one per round for four rounds until the first is made. Each fail is 1 point of CON damage

Once there however, Liminy is able to start to decode ..

Okay once at a pillar, you need three successful skill checks, each PC can try any (if they are trained). You can only try each skill once per pillar though. Nothing to stop one character trying multiple skills though. The skills to use are Appraise, know(history, nature, or religion), linguistics or perception. If you speak Draconic you get +4 on the check.

Room status
plinth 1: Limney(succeeded in linguistics);

Status,
Haliphod (mage armour, 50 minutes) acid darts used: 1
Tere
Raven (mage armour, 50 minutes) elemental rays used:1
Limney (mage armour, 50 minutes) force missile used:1 ; DC 11 Fort required
Archybald (mage armour, 50 minutes)
Kildrek (mage armour, 50 minutes)
That is a lot of mage armor!

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

"Ouch!"

Fort: 1d20 + 5 ⇒ (16) + 5 = 21

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere sheathes his sword and wades carefully into the water towards another of the pillars.

Stealth check : 1d20 + 5 ⇒ (12) + 5 = 17
Perception check : 1d20 + 4 ⇒ (8) + 4 = 12

-Posted with Wayfinder

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Archybald joins Liminy at the pillar, carefully picking his way between the snakes.

Linguistis(with Draconic): 1d20 + 12 ⇒ (18) + 12 = 30
Knowledge(History): 1d20 + 8 ⇒ (17) + 8 = 25

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

I would vote to give the token to the 1-2 table, but either is fine.

Raven does her best to tiptoe through the snakes to a plinth no one has reached yet.

Stealth (untrained): 1d20 + 3 ⇒ (1) + 3 = 4 Ouch...
Fort: 1d20 + 2 ⇒ (8) + 2 = 10
Fort: 1d20 + 2 ⇒ (14) + 2 = 16
Sheesh. Sucks to suck. Con is currently 12.

Once there, she peers at the writings.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2

Wow. Out of my last six d20 rolls, only one has even been in the double-digits-- and three were natural 1's. The dice gods taketh away.

Lantern Lodge

Silent tide map

Tere manages to slip through the waters without disturbing the snakes but is unable to make anything more from the pillar.

Archybald.... still has to get to the first plinth somehow.

Raven slips through the waters... and stands on a snake which bites her painfully. She too can't make out anything on the plinth.

Room status
plinth 1: Limney(succeeded in linguistics);Tere (failed perception); Raven (failed perception);
- un-succeeded with so far - appraise; know(history, nature, religion), perception

Status,
Haliphod (mage armour, 50 minutes) acid darts used: 1
Tere
Raven (mage armour, 50 minutes) elemental rays used:1 ; 1 point CON damage;
Limney (mage armour, 50 minutes) force missile used:1 ; DC 11 Fort required
Archybald (mage armour, 50 minutes)
Kildrek (mage armour, 50 minutes)

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Knowing nothing about snakes, Archybald does his best not to disturb them as he wades through the water.

Stealth: 1d20 + 2 ⇒ (7) + 2 = 9

Lantern Lodge

Silent tide map

Archebald also gets bitted.

As above, DC 11 fort saves. four of them, or stop when you make your first success. Each failure is 1 point CON damage

Room status
plinth 1: Limney(succeeded in linguistics);Tere (failed perception); Raven (failed perception); Archebald (succeeded with history)
- un-succeeded with so far - appraise; know(nature, religion), perception

Status,
Haliphod (mage armour, 50 minutes) acid darts used: 1
Tere
Raven (mage armour, 50 minutes) elemental rays used:1 ; 1 point CON damage;
Limney (mage armour, 50 minutes) force missile used:1 ;
Archybald (mage armour, 50 minutes) DC 11 Fort required
Kildrek (mage armour, 50 minutes)

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek has armor, no need for Mage Armor.

Kildrek will not attempt any of this, instead he'll be ready to channel or give Guidance if needed. He really doesn't have the skills.

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Fort Save: 1d20 + 1 ⇒ (5) + 1 = 6
Fort Save: 1d20 + 1 ⇒ (1) + 1 = 2
Fort Save: 1d20 + 1 ⇒ (20) + 1 = 21

Archybald takes 2 CON damage, dropping his max HP to 7.

Did he not get anything with his Linguistics check as well?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere moves carefully on to the next plinth and examines it.

Stealth check: 1d20 + 5 ⇒ (13) + 5 = 18

Perception check: 1d20 + 4 ⇒ (12) + 4 = 16

Lantern Lodge

Silent tide map

I'll check with the Overseer, but I think it is only one success per skill per party. The scenario is a little ambigious in the wording.

Room status
plinth 1: Limney(succeeded in linguistics);Tere (failed perception); Raven (failed perception); Archebald (succeeded with history)
- un-succeeded with so far - appraise; know(nature, religion), perception

Status,
Haliphod (mage armour, 50 minutes) acid darts used: 1
Tere
Raven (mage armour, 50 minutes) elemental rays used:1 ; 1 point CON damage;
Limney (mage armour, 50 minutes) force missile used:1 ;
Archybald (mage armour, 50 minutes) DC 11 Fort required ; 2 points CON damage;
Kildrek (mage armour, 50 minutes)

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

It didn't occur to me that this would help with Perception--Tere speaks Draconic, so add +4 to both of those Perception checks.

Lantern Lodge

Silent tide map

In a concerted effort, the team cracks the secrets of the first plinth! Tere realises some of the runes are actually in draconic.

Room status
plinth 1: Solved!

Status,
Haliphod (mage armour, 50 minutes) acid darts used: 1
Tere
Raven (mage armour, 50 minutes) elemental rays used:1 ; 1 point CON damage;
Limney (mage armour, 50 minutes) force missile used:1 ;
Archybald (mage armour, 50 minutes) DC 11 Fort required ; 2 points CON damage;
Kildrek (mage armour, 50 minutes)

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere moved on to the second plinth and succeeded at a Perception check there.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Kildrek Autumnwind was not Mage Armored.

Pull out a scroll of Comprehend Languages. I realize it probably won't help decipher the writing directly but I at least get the +4 for knowing Draconic now.

Move to next Plinth.
Stealth: 1d20 + 2 ⇒ (2) + 2 = 4

fort: 1d20 + 5 ⇒ (20) + 5 = 25

"Getting tired of these snakes. Take a nap of slithery ones."

Adding +4 for Draconic. You can add +1 for Guidance if Kildrek is at the second plinth.

Linguistics: 1d20 + 13 ⇒ (13) + 13 = 26

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Stealth: 1d20 + 3 ⇒ (3) + 3 = 6
Fort: 1d20 + 2 ⇒ (2) + 2 = 4 -1 Con, dropping my HP to 12.
Fort: 1d20 + 2 ⇒ (13) + 2 = 15

Perception: 1d20 + 1 ⇒ (6) + 1 = 7

Lantern Lodge

Silent tide map

From the first plinth you learned that
The cities of the serpentfolk are elaborate, sprawling affairs. You have noted that Conical buildings encircled snake-headed central chimneys, spiked ziggurats and arches twisted toward the ceiling, and every tunnel, wall, roof—was covered in swirling designs and serpentine pictograms.

Room status
plinth 1: Solved!
plinth 2: Tere (succeeded in perception); Liminy (succeeded with linguistics); Raven (failed perception);
Unused so far: appraise; know(history, nature, religion)

Party Status,
Haliphod (mage armour, 50 minutes) acid darts used: 1
Tere
Raven (mage armour, 50 minutes) elemental rays used:1 ; 2 point CON damage;
Limney (mage armour, 50 minutes) force missile used:1 ;
Archybald (mage armour, 50 minutes) DC 11 Fort required ; 2 points CON damage;
Kildrek

Dark Archive

Male Gnome Druid 2 / Conjurer 1 HP 23/23 AC 13, T 13, FF 13 F: +4, R: +2, W: +7; Init: +2, Perc +12, SM +4. Active Conditions: none

"I love a puzzle. Oooo... little snakes! Nice!"

Haliphod takes his time, convincing the snakes to let him pass to each plinth. As he approaches each one, he makes detailed drawings and even some conclusions based on what he knows about nature.

If allowed to Take 10:
Taking 10 on each Handle Animal check (for 17 total), and then again on both Perception (25 total) and Knowledge, nature (17 total).

If Not:

Seeing how the others are doing, Haliphod joins the fun. He uses his animal skills to sway the snakes to one side as he approaches Plinth #2.
Handle Animal: 1d20 + 7 ⇒ (18) + 7 = 25
Then he looks over the writings, and starts pointing out some things that he finds interesting.
Knowledge, Nature: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17

Lantern Lodge

Silent tide map

I see no reason to disallow taken tens here. So Haliphod can get two successes on each plinth without trouble, leaving the rest of the team to manage the third.

Room status
plinth 1&2: Solved!
Plinths 3-5: successes with perception & know(nature) (Haliphod)

Party Status,
Haliphod (mage armour, 50 minutes) acid darts used: 1
Tere
Raven (mage armour, 50 minutes) elemental rays used:1 ; 2 point CON damage;
Limney (mage armour, 50 minutes) force missile used:1 ;
Archybald (mage armour, 50 minutes) DC 11 Fort required ; 2 points CON damage;
Kildrek

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Let's try avoiding the snakes this time.

Acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4

"If this keeps up I'm burning the lot of em!"

Fort: 1d20 + 5 ⇒ (1) + 5 = 6

Fort: 1d20 + 5 ⇒ (13) + 5 = 18

-1 Con.

If we want to move on to the next encounter I can take 10 on Kn Nature, History, Religion, Linguistics, untrained Appraise, and Perception for a minimum of 19 each.

Lantern Lodge

Silent tide map

That works for me

After taking the rubbings and decypering some more serpantfolk lore, the team discover a bit about their anatomy.

Serpentfolk are remarkably hardy, with lightweight but iron-hard bone structures and a plethora of redundant organs. Serpentfolk have keen senses, particularly their sense of smell. While their darkvision does not match the potency of their modern drow or duergar neighbors, they are unaffected by the curse of light-sensitivity.

They also try to keep their halls clean and tidy. The team is a little curious about how they manage that when they come around a corner to find some of the cleaners at work... blobs of some type of ooze maybe....

know(dungeoneering) DC 11:
Giant Amoeba to be precise

init:

Tere: 1d20 + 4 ⇒ (7) + 4 = 11
Kildrek: 1d20 - 2 ⇒ (19) - 2 = 17
Archybald: 1d20 + 0 ⇒ (8) + 0 = 8
Limney: 1d20 + 2 ⇒ (18) + 2 = 20
Haliphod: 1d20 + 2 ⇒ (2) + 2 = 4
Raven: 1d20 + 3 ⇒ (14) + 3 = 17
baddies: 1d20 - 5 ⇒ (19) - 5 = 14

Party Status, bold may post
Limney (mage armour, 35 minutes) force missile used:1 ; 1 point CON damage;
Raven (mage armour, 35 minutes) elemental rays used:1 ; 2 point CON damage;
Kildrek

Blobs
Haliphod (mage armour, 35 minutes) acid darts used: 1
Tere
Archybald (mage armour, 35 minutes) ; 2 points CON damage;

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

dungeoneering: 1d20 + 10 ⇒ (13) + 10 = 23

"Ah a Giant Amoeba. Now I'm trying to remember if they had any special defenses..."

Either way Force Missile it. Force Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

Silent tide map

Liminy knows that Amoeba are likely to try and bowl over the party and try to dissolve them. They are slow, and have all the normal advantages of being an ooze, such as immunity to mental effects and sneak attacks.

Sovereign Court

A strong surge of Pathfinders have overtaken the Zoological Gardens. In doing so, they have found their way to the Slave Pens!

The Zoological Gardens are now claimed, the Slave Pens are now discovered. This is reflected in the updated map.

Lantern Lodge

Silent tide map

Bahh, I should have waited. Oh well, quick encounter for you all.

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

"We're just here to gather information, right? Wouldn't that be easier if we try not to kill things?"

Ready an action.

Elemental ray vs first creature within 30 ft to attack me or an ally: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Lantern Lodge

Silent tide map

The blobs look like they want to 'clean' you away from the halls. While you could flee, that would take a bit of time that would delay your ability to research the area.

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Gotcha. Well Raven prefers to let things live when she can, so readied action still stands :-).

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek will also ready a Fire Bolt: 1d20 - 1 ⇒ (8) - 1 = 7 for Fire: 1d6 + 1 ⇒ (4) + 1 = 5 under the same parameters.

Sovereign Court

The high-flying Pathfinders have taken control of the Temple Plaza! In doing so, they have found out how to access the Temple itself!

The Temple Plaza is now claimed, the Temple Interior is now discovered. This will be reflected in the map momentarily.

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