[PFS Core] GM Harker Presents: The Emerald Spire (Inactive)

Game Master Upaynao

The Automaton Forge


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Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

"Ouch! You'll pay for that!"

Xakon grabs his side and returns the attack. Then he tumbles 5 feet north in the cluttered room.

melee: 1d20 + 6 ⇒ (8) + 6 = 14
cold iron piercing dmg: 1d4 + 2 ⇒ (4) + 2 = 6

Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn moves forward and climbs onto one of the beds, then steps onto the bed next to it to flank the goblin from an advantageous position.

Crunch:
Climb onto bed vs. DC 5?, Armor Check Penalty: 1 + 6 - 1 = 6

Morningstar, attack, flanking, height advantage: 1d20 + 2 + 2 + 1 ⇒ (17) + 2 + 2 + 1 = 22
Morningstar, damage: 1d8 + 2 ⇒ (7) + 2 = 9

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Unwilling to trust his aim any further, Mudk moves forward and strikes with his scimitar.

scimitar: 1d20 ⇒ 11d6 ⇒ 6

And misses so terribly he is left speechless.


Gamemaster | CC Map | S4 Map

Working together, Xakon and Frēodwēn make short work of the last conscious goblin in the room.

Combat Over

With the opportunity to explore the room in greater detail now that the goblin threat has been neutralized, your light sources allow everyone to see that this room is full to bursting with a motley collection of cots and other furniture cobbled from scraps of wood and cloth. The stench of rotting food is overpowering. Doors lead to the west and the north.

A riot of broken bits of metal, glass, stone, and a piece of particularly rotten cheese, not much of value can be found in the room, although under one of the goblin beds, wrapped in a tattered and dirty piece of cloth, is a green metal arm that looks like it might belong to a construct of some kind.

The goblins themselves hold nothing of particular value, just small sized leather armor, light wooden shields, short swords and short bows, along with a number of arrows.

We'll pause briefly here for potential healing and/or role-playing.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn exhales loudly. He takes a few moments to calm his rapid breathing. "I've never had to fight someone that was trying to kill me before. Boars and wild animals, sure... but that's different." He looks around. not sure who is lit right now.

"Is everyone alright? M'lady, are you still safe?"

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Jirah sheathes her rapier after wiping the blood off and replies.
Indeed. That's the first fight I've had outside of Kyonin, as well. It's a... different.... experience when there isn't a squad of archers hidden in the trees to back you up. I am glad we made it through.

She looks at the rest of the group, and then at the various items with the light dweomer cast upon them.
I hope this illumination issue doesn't persist throughout the entirety of the ruins. That would be most unfortunate. And annoying.

At the arm, she cocks her head to the side and examines it.
Knowledge Arcane: 1d20 + 7 ⇒ (3) + 7 = 10
Knowledge Dungeoneering: 1d20 + 7 ⇒ (11) + 7 = 18


Gamemaster | CC Map | S4 Map

Jirah is unable to identify what specific creature the metal arm comes from, but its craftsmanship and articulation would indicate it was removed from a construct.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Know(Arcana): 1d20 + 1 ⇒ (9) + 1 = 10

"Hmm... No clue either."

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Gathering everyone in range Mudk holds up his holy symbol and unleashes a burst of healing energy before searching the room.
.

perception to search the bodies and room for valuables : 1d20 ⇒ 1
channel energy: 1d6 ⇒ 1

[Ooc]4 straight 1s....... [/dice]


Gamemaster | CC Map | S4 Map

I'm just assuming you take 20 to search each room and also Detect Magic on them when not in combat, unless you're trying to save time for whatever reason (like to preserve buffs).

With some light healing from Mudk, the group prepares to move onward.

Gathering around the west door, no traps are found, but those on listening duty do hear some shuffling near the door. As Mudk opens it, he is therefore not surprised to see a female goblin ready with a shortbow. Further into the room Mudk can also see a male goblin sleeping on the floor with various pieces of food sticking out of his ears.

Peering further in, the dwarf also sees that rubble and sharpened sticks barricade the western entrance to this curved room, and a thin wall runs down the room’s middle. To the north, a short passageway leads out. Doors are set in the eastern wall of the room (the doors you're entering from) and both walls of the passageway.

Mudk's Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Frēodwēn's Perception aid: 1d20 + 9 ⇒ (10) + 9 = 19
Jirah's Perception aid: 1d20 + 3 ⇒ (3) + 3 = 6
Xakon's Perception aid: 1d20 + 9 ⇒ (6) + 9 = 15

PC Initiative
Frēodwēn Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Jirah's Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Lady Sugarsnap's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Mudk's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Sivantanpisil Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Xakon's Initiative: 1d20 + 3 ⇒ (16) + 3 = 19

GM Screen:

1d20 + 6 ⇒ (2) + 6 = 8

Initiative (Round 1)
Frēodwēn <= Up
Jirah [2 Dmg] <= Up
Xakon [3 Dmg] <= Up
Mudk [3 Dmg] <= Up
Goblins
Lady Sugarsnap/Truffles
Sivantanpisil

Frēodwēn, Jirah, Xakon, and Mudk are all up. Currently Mudk is the only one who can see the goblins. All squares are still difficult terrain.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

"A goblin with a crossbow 10 feet in front of us and another sleeping the hall to our right."

He enters the room and moves to the square north of the goblin and strikes at it with his scimitar.

scimitar: 1d20 ⇒ 61d6 ⇒ 2

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I wish I didn't effectively have a -8 when shooting into combat... Xakon is more effective in Melee than I am, though, so...

is Mudk emanating any light?

-Posted with Wayfinder

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

Not that I know of. I thought I spent my use of light on one of the others. If not I'll throw it up next turn.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I'll delay a bit for now. Once Xakon engages maybe I'll shoot an arrow. Feel free to ask for an encouraging word. I have no issue burning Inspire Courage rounds if you guys want me to spend them now. Although they'd be a little wasted on 1.5 goblins imo.

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

"Thanks for being my eyes Mudk!"

Xakon rushes the (flat-footed?) goblin sticking him with the pointy end.

melee: 1d20 + 6 ⇒ (12) + 6 = 18
cold iron piercing dmg: 1d4 + 2 ⇒ (4) + 2 = 6
sneak attack: 1d6 ⇒ 2

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

I feel like Frēodwēn is exactly ill-equipped for this module.

Frēodwēn drops his Morningstar, draws a torch and Tindertwig, and lights the torch. "I'm going to throw this into the next room. Maybe it will show me where the other goblin is."

I think that's all my actions for this round...

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

While Mudk has little success impaling the goblin with his rapier, Xakon easily dispatches her with a dagger attack at her throat.

Meanwhile, Frēodwēn prepares a torch in order to shed more light in the next room.

Jirah is up.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Sivvy steps forward and casts daze on the goblin attacking Mudk. DC 17, Duration 1Rd

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Please put Jirah in the square directly under Mudk. Thanks!

Upon hearing the noise, Jirah rushes forward and gets to Mud, but can't see anything further.
Where are they Mud? This damned darkness is so frustrating!

Ready action to attack with her bow as soon as she can see one.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision
Jirah Aurellion wrote:

Please put Jirah in the square directly under Mudk. Thanks!

Upon hearing the noise, Jirah rushes forward and gets to Mud, but can't see anything further.
Where are they Mud? This damned darkness is so frustrating!

Ready action to attack with her bow as soon as she can see one.

Done.


Gamemaster | CC Map | S4 Map

Jirah moves into the next room and readies her bow to shoot whatever appears out of the darkness.

Everyone in the new room hears sounds of stirring, as the formerly sleeping goblin moves closer to get a better look. "Waaah?!?" He exclaims as Mudk sees him draw his shortsword and shake the rest of the food from his ears.

He is still out of light range for everyone but Mudk.

GM Screen:

1d20 - 1 ⇒ (7) - 1 = 6

Sivantanpisil moves to the door of the room, but only sees a dying goblin on the ground. You can take another move or a different standard action if you like, Siv.

Initiative (Rounds 1-2)
Frēodwēn <= Up
Jirah [2 Dmg] <= Up
Xakon [3 Dmg] <= Up
Mudk [3 Dmg] <= Up
1 Goblin
Lady Sugarsnap/Truffles <= Up
Sivantanpisil <= Up [Can take a Standard or another Move action]

Everyone is up!

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn pauses. "I have a torch ready to chuck in there. Just tell me when you're ready."

delaying

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

"Chuck it!"

Xakon waits for the torch to provide light and moves to engage the goblin.

melee: 1d20 + 6 ⇒ (14) + 6 = 20
cold iron piercing dmg: 1d4 + 2 ⇒ (2) + 2 = 4
sneak attack: 1d6 ⇒ 2

(I'm still uncertain if Xakon received a Light spell in exchange for the magical gem that radiates torchlight)

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

I thought I gave someone my light spell. It very well could have been you.

If Freod is delaying and Xakon is going after him I think this happens before the goblin gets into melee. Either way it probably misses.

Mudk throws fire at the goblin and misses again horribly.

Fire bolt, ranged touch 2/8: 1d20 + 1 ⇒ (5) + 1 = 61d6 ⇒ 2

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

Frēodwēn goes to stand on Tan's left, then throws the torch over her shoulder, over Xakon, and over Mudk, into the darkness beyond.

no idea how you want to adjudicate that. My ranged attack bonus is +3.

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Damn, I was hoping that my readied action would go off before someone closed in with melee. Oh well. Here goes nothing...

Attack: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Damage: 1d8 ⇒ 6

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

No one has gone into melee yet. Once my torch goes in, IF it lands close enough to illuminate the goblin, your shot will go off before Xakon reaches the other goblin.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

I just found out I have to work 16-18 hours tomorrow and still do normal shifts all week so no repossession from me. Use me for healing and spotting until Wed or Thursday evening if I don't post

Grand Lodge

Female Halfling Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3

looking back I do believe that Sugar has the light gem. so she is illuminated

clutching her little light, Sugar advances a little more.

Truffles stays by her side ready to defend her from a goblin assault.

sorry Sugar isn't much help right now. the situation just hasn't been right for her and she isn't much of a melee type.


Gamemaster | CC Map | S4 Map

Re: Tossing a torch. I'd say it works similarly to a splash weapon, you tell me what square you're targeting and then make a ranged attack against AC 5. A miss would hit one of the surrounding squares. If your character can't see where s/he is throwing, just give me a general idea of how far you want to throw it and in what direction.

In this case, Mudk gave pretty specific directions, so I assume Frēodwēn is tossing it at/near that location.

Freod's Ranged attack - Cover: 1d20 - 1 ⇒ (1) - 1 = 0
Miss Square: 1d8 ⇒ 7

Frēodwēn tosses his torch, and it travels 10 to bounce against the western wall. Although it was perhaps not specifically where the half-elf was targeting, it works well enough to illuminate the goblin 10 feet away from Mudk.

With his only advantage gone, Jirah's arrow slams into his chest, while Xakon's blade removes him as a threat.

Combat Over

Searching the goblin bodies, you discover they carry the same shoddy equipment as the others.

Exploring the room with your light, you discover it's rather large and divided into two sections. The first section that you entered through contains a rubble and sharpened sticks barricade that blocks the western entrance to this curved room, and a thin wall runs down the room’s middle. To the north, a short passageway leads to a similar room. Doors are set in the eastern wall of the room and both walls of the passageway.

The barricade has enough room for a small humanoid to squeeze through it, while anyone larger would have to work to wriggle through it.

Making your way down the passageway reveals another curving room, with doors that lead east and west, and the south passage you came from. A small table with four rickety chairs sits in the middle of the room. A pair of dice lies on the table amid cups and plates.

In the north room, you also spot a canvas screen painted to match the walls that reveal a small tunnel. The passage is large enough for Xakon, Lady Sugarsnap and Truffles to move comfortably through it, while the larger folk would have to squeeze.

When nothing of value is found on either side, those checking the door examine the center west door for traps. Although they find none, they do discover the door is locked.

Mudk's Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Frēodwēn's Perception aid: 1d20 + 9 ⇒ (5) + 9 = 14
Jirah's Perception aid: 1d20 + 3 ⇒ (19) + 3 = 22
Xakon's Perception aid: 1d20 + 9 ⇒ (7) + 9 = 16

Let me know how you would like to proceed (i.e., try to unlock/break the west door, or skip it and continue moving to the left, or choose a completely different door/passage).

Also, to clarify the lighting situation, please indicate whether or not you have a light source when you make your next post.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

strictly speaking, trying to cross the barricade would be keeping the left-hand-rule the most, but I'd rather try this door.

Frēodwēn has cast light on his own shirt. Let's say he also picked up the torch and gave it to Mudk (so we can see him) and lit another torch to throw in future.

"Here Mudk, take this torch so we can see where you are and what is beside you." Frēodwēn hands Mudk a torch, then lights a second one. "Next time we come into a dark room, I'll toss this one in."

-Posted with Wayfinder

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

"Sounds like a great idea, Freddy!"

Sivvy casts a new light on her the top of her head, creating a halo effect, and the light on her dagger fades.

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Xakon makes a request to Mudk.

"If you be carrying a torch, then do you mind shedding some light on my shield? I can't see beyond my blasted nose!"

I really appreciate the pace of this PbP.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

"Then I won't be able to see after I throw the torch." I thought Tan cast light on you after you have her the gem? Or was that Sugarsnap?

-Posted with Wayfinder

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Jirah casts a new light spell on her bow.
Let us make sure we have a way for everyone to see somewhat properly before we proceed further. This place is... Annoyingly dark.

She keeps an arrow nocked, as she moves.


Gamemaster | CC Map | S4 Map

Sivantanpisil, I don't believe you can technically cast Light on your body parts, since the spell states that the target is an object. You can, however, cast it on your clothing, jewelry, etc., so it's not an issue.

* * *

Light Sources

Freod - Light spell (cast on himself), Carrying a torch

Mudk - Carrying a Torch

Siv - Light spell (Cast on herself)

Jirah - Light spell (Cast on her longbow)

Sugarsnap - Xakon's Gem

Xakon - Mudk's Light spell?

Any objections to this set up?

* * *

Also, let me know how you're getting past the locked door.

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

How about she'll cast it on a pink scarf she's wearing around her neck?

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

looks good to me.

Upon seeing Jirah nock her bow, Frēodwēn draws his own to carry in his other hand.

-Posted with Wayfinder

Grand Lodge

Conditions:
Longstrider 1hr
HP 131 (+22 Rage) - DR 1/- AC27 (25 rage) / T19 / FF27 - Perc+17; Torch Light - F+9*/R+13*/W+9* (*see rage powers) - CMB+13, CMD28 - Speed 50 - Init+4 - Rage 23/23

Trapfinding, T20: 20 + 9 = 29

Disable Device, T20: 20 + 11 = 31

Xakon carefully attempts to open the locked door after examining it for traps.


Gamemaster | CC Map | S4 Map

Xakon examines the door again for traps, taking a couple minutes to be sure there's absolutely nothing dangerous attached to the door. Satisfied with his search, he then sets to work disabling the lock using the finest of tools. Patiently working to make sure it gets it just right, soon Xakon unlocks the door.

Opening the door, the room appears to be empty of living creatures. With Mudk's darkvision and your artificial light, the group sees rows of wooden racks on the walls of this room that hold a ramshackle collection of rusty blades, scraps of armor, and warped arrows.

Canvasing the room for anything of value, the party finds six Small dogslicers and six Small horsechoppers piled haphazardly around the room. The other weapons and items are unusable and worthless.

The northwest door would be the next left, is that where you would like to go next?

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

fine with me.

-Posted with Wayfinder

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Agreed. Rule of Left.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

agreed.

Grand Lodge

Female Elf Fighter 2/ Wizard 4 HP:39 AC:20 T:13 FF:17 Init:3 Speed: 30ft Fort:5 Ref:4 Will:6 +1 Longbow +8, 1d8+3, x3 Glaive +6, 1d10+ 2, 20x2
Skills:
Know Arcane:13 Know Dungeon:13 Know Nature:13 Know Planes:13 Percept:12 Profession-Sculptor:9 Spellcraft:13

Agreed


Gamemaster | CC Map | S4 Map

Mudk's Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Frēodwēn's Perception aid: 1d20 + 9 ⇒ (17) + 9 = 26
Jirah's Perception aid: 1d20 + 3 ⇒ (1) + 3 = 4
Xakon's Perception aid: 1d20 + 9 ⇒ (4) + 9 = 13

Finding no traps on the northwest doors, the party progresses forward into what appears to be an empty room. To the right is what appears to be a dead end to Mudk, a round tower that is badly damaged with its floor strewn with rubble.

Continuing left, Mudk also sees that the next room is a large foyer that seems to have been the main tower entrance, but the grand doorway leading outside is now a broken mass of glass rubble. Crumbling archways lead to the north (from which you came) and south.

He can also spy two goblins waiting for them, wearing studded leather armor and armed with shortbows. Accompanying them are two incredibly ugly hairless dogs.

Knowledge (nature) checks may be able to give you more information about the dogs, once you see them.

PC Initiative
Frēodwēn Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Jirah's Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Lady Sugarsnap's Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Mudk's Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Sivantanpisil Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Xakon's Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

GM Screen:

Goblin Init: 1d20 + 3 ⇒ (12) + 3 = 15
Dog Init: 1d20 + 2 ⇒ (6) + 2 = 8
Roll off, Sugar: 1d20 ⇒ 15
Roll off, Goblins: 1d20 ⇒ 20

Initiative (Round 1)
Frēodwēn <= Up
Mudk [3 Dmg] <= Up
Jirah [2 Dmg] <= Up
2 Goblins
Lady Sugarsnap/Truffles
2 Dogs
Xakon [3 Dmg]
Sivantanpisil

Frēodwēn, Mudk, and Jirah are up.

Dark Archive

Male Human Paladin 9 - HP: 74- AC: 24/T:12 /FF: 22, Fort:+14, Ref:+10, Will:+13, CMB:+15, CMD:24, Speed: 20, Perception:-1, Init: +5

"Two goblins and two....lizard? Dog things. To our left and across the room. They are waiting for us! We die here! But we die in fire horribly screaming! I'll blind them! Let's go!"

Convinced that he motivated the others Mudk casts obscuring mists in the middle of the room to provide the group with cover while they close with the goblins.

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

"so much for my bow." Frēodwēn mutters to himself. As he drops his bow to the ground and draws his Morningstar he shouts "Onward friends! We will slay these goblins just as we did the others!"

inspire courage is active! You all get +1 competence bonus to attack and damage, and a +1 morale bonus on saving throws vs. Fear

-Posted with Wayfinder

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Did Froedwen, per the SOP, throw the torch or are the goblins still in the dark to us?

Grand Lodge

Male NG Human Ranger/Bard 2/12 - HP 112 - AC 21/T:16/FF:15 - Perception: +16 - Fort: +14, Ref: +22 Will: +12; +4 vs. bardic performance, sonic, and language-dependent effects - CMB: +14, CMD 30 - Speed 30 ft. - Init. +8

nope. He failed at that basic task. :-( We can't see them anyway because of the mist. He should have thrown the torch instead of inspiring. It's a wasted inspire round because no one will be able to use the bonuses this round. Oh well. He'll chuck the torch next round.

-Posted with Wayfinder

Scarab Sages

Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision

Does Sleep require line of sight? Doesn't mention it in the spell description the area of affect says "one or more living creatures within a 10-ft.-radius burst". I could target out 20' and then get a 10' radius.

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