PFS Core Mod Run, from level 1-12 (Inactive)

Game Master Gilthanis

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Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

all ally, Inspire Courage +1 to hit, damage and save vs fear. 11 of 13r.

Despite the painful wound, Fleur continuous to inspire courage and defensively attacks the green skeleton with her long sword.

longs word w/-4 defensive +1bard : 1d20 + 2 - 4 + 1 ⇒ (5) + 2 - 4 + 1 = 4

temp AC 17, hp 5/10

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit has a difficult time getting into the room as he squeezes past all of the coffins and pillars.

Double Move and Provoke from Purple Skeleton from movement.


(Round 2-3)
Tannivh: Delays, go round 3
Nit: grows up round 2, Go round 3
Fleur: IC round 2, go round 3
Waruk: attack miss Asar, go round 3
-----
Asar: attacks Waruk

green: moves and attacks Fleur
yellow: prone , than stands up
purple: moves and hits Tannivh for 4
blue: moves and hits Tannivh for 2
-----
Raven: +1 AC for party, minus Waruk round 1, go round 2
Hootie: moves up, provokes purple round 1, go round 2
==========================
==========================

AOO purple on Nit: 1d20 ⇒ 111d6 ⇒ 4

Raven, protects her allies, by causing a field of force to give them some minor protection. Hootie, moves forward in hope to lend aid to the fighting companions. Tannivh is struck with fear and doesn't know what to do. Nit, finishes his Enlarge Person spell, and grows up. He doesn't reach large proportions, but he can now look most of his fellow ally's in the eye. Fleur inspires her allies to the best of her ability while making a feeble attempt to lend a blow on the skeleton that struck her moments ago. Waruk makes a while swing, but the blade clangs off the armor.

Asar, takes another swing at Waruk, trying his best to take flesh from bone. The mighty warrior in Waruk, tries to dodge the incoming edge of the blade. He takes his eye off the blade, as he feels the pressure of the skeleton behind him harassing his personal space. he ducks right into the blade, which opens up a nasty gash above his brow. He bleeds like a stuck pig. The other three skeletons all miss badly against their targets.

Asar Waruk, AC 15: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 301d8 + 3 ⇒ (1) + 3 = 4
crit?: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 151d8 + 3 ⇒ (8) + 3 = 11

The remaining skeletons engage the living interlopers.

green Fleur, AC 16: 1d20 ⇒ 21d6 ⇒ 4
purple Hootie, AC 19: 1d20 ⇒ 71d6 ⇒ 3
blue Waruk, AC 16, flank: 1d20 ⇒ 71d6 ⇒ 3

The skeleton flailing on the ground, tries to stand, but continues to flail in the slippery goo.

yellow reflex: 1d20 + 2 ⇒ (5) + 2 = 7
============================
============================
Tannivh: 6 damage (2/8)
Fluer: 5 damage (5/10)
Waruk: 15 damage (1/16)

Scarab Sages

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf Wizard-CORE (Conjurer) 2

Tanivh waits, as he can't escape until one of the skeletons on him is dropped. If his companions take out a skeleton, Tanivh withdraws to stand by Nit.

If not, Tanivh shifts to give Waruk a flanking attack and casts an acid spray, trying to cast defensively to avoid an attack and his spell fizzles in his caution.

Withdraw if it no longer provokes, only if foe is dropped.

casting defensively: 1d20 + 4 ⇒ (3) + 4 = 7

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie shifts a step hoping to make use of the flank to deal some damage.
Raising her club, she aims very carefully at the thigh bone after all it was the biggest bone that she could see and reach. She swings....
Clubber 1d20 + 3 ⇒ (18) + 3 = 211d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

all ally, Inspire Courage +1 to hit, damage and save vs fear. 12 of 13r.

Taking another painful wound that nearly causes her to pass out, Fleur maintains her bardic inspired courage as she defensively cast her last spell to heal her wounds and shifts to the side.

cast defensively vs DC17: 1d20 + 6 ⇒ (14) + 6 = 20
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

hp 5-4+7=8/10

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

Waruk will total withdraw back toward nitwick and not take any aoos.

need health lol

-Posted with Wayfinder

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

Raven uses her wand against the one in front of Hootie.

Disrupt undead vs purple (touch) : 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

-Posted with Wayfinder

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit steps forward and draws the wand from his belt loop and lets a magic missile fly at the Blue skeleton.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5


Round recap:

(Round 3-4)
Tannivh: withdraws as Nit drops blue, go round 4
Nit: drops blue with a MM, go round 4
Fleur: heals self for 4, go round 4
Waruk: total withdraws towards, go round 4, AOO on Asar
-----
Asar: follows Waruk, provokes AOO for movement

green: attacks
yellow: prone and flailing
purple: attacks
-----
Raven: failed touch for disrupt undead, go round 3
Hootie: hits purple for 4, go round 3

Raven, tries her best to blast the undead with disruptive positive energy. Her ray goes wide and disperses harmlessly on the ground near the skeleton's feet. Hootie takes this momentary distraction to knock the skeleton in the kneecap. The blow is quite powerful for a smaller enemy. It begins to tremble, but barely stays standing.

Nit sends a ball of force that smacks the skeleton in front of Tannivh. The force of the smash sends the unnatural enemy to the ground into a heap.

As the skeleton crumbles, Tannivh takes the opportunity to withdraw back towards his healthier companions.

Waruk, likewise sees the opportunity to withdraw. He moves toward Nit, hoping to use his reach weapon to his advantage.

The enemies continue their assault.

The skeletons attack their respective targets.

Fleur: 1d20 ⇒ 51d6 ⇒ 5
Hootie: 1d20 ⇒ 31d6 ⇒ 4

The leader, quite upset that his target has moved, continues to press the attack until his has gleaned the satisfaction of rendering the target be another member of his unholy group. His armor slows him down and he has to move past the reach of Waruk, giving Waruk a slight opening on the enemy.

The skeleton, that is flailing about tries its best to stand again in the slippery muck. It finally stands and moves forward to aid its leader in the death and destruction of all the living matter in the room.

ref yellow: 1d20 + 2 ⇒ (17) + 2 = 19

PARTY UP. WARUK AOO ON BBEG

=========================
=========================

Tannivh: 6 damage (2/8)
Waruk: 15 damage (1/16)

Purple: (1/5)

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit steps back and releases a magic missile at the purple skeleton. Get out of there!

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

hp 8/10; All allies, Inspire Courage +1 to hit, damage and save vs fear. 13 of 13r. Last round.

Feeling the desperateness of the battle, Fleur swings her longsword at the green skeleton and shift back.

long sword +1bard: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
damage if hits: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8


Nit fires off another orb of pure force. The ball, obliterates the skeleton which falls to the ground in various pieces. Fleur than lands a solid blow on the enemy before her. It doesn't drop, but it doesn't seem to be moving very well...despite being a mound of shuffling bones.

Nit, how are you going from size small to size large. EP only bumps you up one size I thought?

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

aoo: 1d20 + 5 ⇒ (20) + 5 = 25

dmg: 1d10 + 10 ⇒ (6) + 10 = 16

-Posted with Wayfinder

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

crit confirm: 1d20 + 5 ⇒ (6) + 5 = 11

crit dmg: 2d10 + 20 ⇒ (10, 4) + 20 = 34

-Posted with Wayfinder

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Yea it does. I misunderstood it.

Scarab Sages

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf Wizard-CORE (Conjurer) 2

Tanivh fires at the wounded skeleton.

acid touch: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 1 ⇒ (1) + 1 = 2

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

Disrupt Undead (touch) vs yellow: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie raises her club once more and smashes it in as viciously as she can.
Club Bones! 1d20 + 3 ⇒ (6) + 3 = 91d4 + 1 ⇒ (4) + 1 = 5


Yellow: 4 damage (1/5)
Asar: 11 damage (?/?)

The intrepid heroes combine their efforts. Asar, cocky as ever tries to slip past Waruk. The beefy man is more than up to the challenge, and gives the evil leader a good THWACK. Bones rattle inside the stout armor. He wasn't expecting the warrior to deal such a heavy blow. Even in undeath, the enemy knows that it is probably unwise to risk such another endeavor.

The team of Fleur and Tannivh take out one skeleton. Raven, manage to hit with the disrupting flow this time around, almost causing her target to drop. Hootie takes a powerful swing, but fails to connect, he hits the ground and dust flies up in the air as the impressive force,

Waruk go, then BBEG and skeleton will take their turns

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

Waruk will 5ft next to Nitkiflink and swing hard on boss

.atk: 1d20 + 5 ⇒ (19) + 5 = 24

dmg: 1d10 + 10 ⇒ (8) + 10 = 18

With another heavy swing the mighty half orc makes contact with the leader, dealing another significant blow

-Posted with Wayfinder


Waruk, lands another heavy blow on Asar, leader of the undead horde. His bones shake, and tremble, but he stands strong. Defiant of dying for good to the living flesh which he wants to destroy so much

Tannivh: 6 damage (2/8)
Waruk: 15 damage (1/16)

Yellow: 4 damage (1/5)
Asar: 26 damage (?/?)

Asar, moves up, and takes another swing at Waruk. This time he swings towards the weapon he wields, rather than the bag of flesh himself. Asar hopes to disarm to enemy, making it easier to send him into his dwindling army of undead. His attack is strong, but the grip by the stout fighter is stronger. He manages to hold his ground and hold his weapon.

disarm, no AOO as I have Imp Disarm: 1d20 + 9 ⇒ (5) + 9 = 14

The lone skeleton, charges Fleur, hoping to strip her of her flesh with his shoddy scimitar. The weapon clashes on armor, and her defenses hold true.

scimitar: 1d20 + 2 ⇒ (12) + 2 = 141d6 ⇒ 5

PARTY UP

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

Waruk will 5ft back and swing again hoping to end this for good

atk: 1d20 + 5 ⇒ (7) + 5 = 12

dmg: 1d10 + 10 ⇒ (4) + 10 = 14

Failing to connect Waruk braces for upcoming attack
-Posted with Wayfinder

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie undeterred, strikes once more! This time she aims for the joints!
Bone be down 1d20 + 3 ⇒ (12) + 3 = 151d4 + 1 ⇒ (2) + 1 = 3

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

Disrupt Undead: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 4

Raven flicks her wand again, and even without Fleur's magic, the missile strikes true.

Scarab Sages

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf Wizard-CORE (Conjurer) 2

Tanivh fires acid at Asar.

touch;acid: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 111d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Assuming between Hootie and Raven they take down the remaining yellow skeleton:
Out of breath Fleur stops singing, as she drawing the wand of CLW as she moves to within reach of Waruk and tapping him once with it's healing magic.

Wand CLW on Waruk : 1d8 + 1 ⇒ (8) + 1 = 9 two charges remaining.


Hootie takes a swing with her club, at the lone meek skeleton. Her aim is true, and the skeleton crumbles to the dusty crypt floor. Fleur than takes this opportunity to move next to Waruk, and taps him on the shoulder with a wand. He feels some of his wounds close. Waruk, than waits for Nit to move out of the way, and moves back and tries to end the fight with a mighty swing. The blade clangs against Asar's armor, but the sound is just that as Asar stands defiant in its journey to end life.

Raven, sends a ball of positive force hurtling towards Asar. His focus is not on the mage, as it barrels int his chest. He screams in pain, but stands even more defiant of the curse of flesh that taints his halls.

Nit, I moved you back 5'. You can still move more if you wish and take your standard action.

Waruk: 5 damage
Asar: 30 damage

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit steps around the pillar and sens a small missile at the skeleton king.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Nit's magical ball of force sends it reeling. Its knees buckle, but it remains upright.

The leader Asar, steps up to Waruk, and takes another mighty swing. This swing is harder than his other ones, as he is angered that the living has not succumbed to him and his other minions. He doesn't look too good, but it is hard to tell as he doesn't breathe or have any other tell tale signs of fatigue.

PA : 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
damage: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11

Party Up

Waruk: 16 damage, staggered
Asar: 34 damage out of ??

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur tap Waruk with the wand of cure light again.

wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
one charge left.

-Posted with Wayfinder

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

Waruk will step back and swing his mighty glaive

atk: 1d20 + 5 ⇒ (15) + 5 = 20

dmg: 1d10 + 10 ⇒ (1) + 10 = 11

-Posted with Wayfinder


Waruk's swing connects. His slice is so precise, that he manages to slice through the spine, causing the head to roll forward a few feet as the rest of the body crumbles to the ground. The red glowing eyes of Asar fade out, as the residual necromantic energy disperses into the dusty crypt.

COMBAT OVER!

You check on the woman on the sacrificial pedestal. She appears to be okay, just has seen better days (stable at -1). You revive her, and she tells you all that has happened to her from entering the crypt to being taken by Asar. She tells you she is indebted to you and the bravery you all have shown. Se follows you out of the crypt and back to town. You 5 are heralded as heroes, and given praise and kudos for as long as you stay there.

Once you return to Absalom, you report back to the VC that had sent you. You report your findings and results. The Captain takes what you have given him, both information and otherwise and disperses them according after everything has been properly sorted and cataloged.

SCENARIO OVER! Sheets and Logging to come shortly. Still need info from Tannivh and Raven. Found the PFS #, but no job rolls, unless you have none?


Game reported and sheets set up in the link under "Campaign Tab". Please let me know if there are any errors :)

Next game to start around 7/12/16 or there about :)

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Yeah!

Thanks for GMing .

-Posted with Wayfinder


CHAPTER 2: THORNKEEP-ACCURSED HALLS

The Venture Captain, gives your group some time to relax, and rest from the demanding mission you had. A month goes by, and you each get a summons sent to you via magical message.

This is Arem Zey, I need the six of you back as Castle Urion, at the border to the Echo Woods, as soon as you can get here. Thank you.

You head to the Castle, and you are met by griffon riders of Iomedae. You are greeted and asked if you are traveling the river road. When you respond you are meeting someone, they bid you a kind farewell, and told of you need any help please don't hesitate to ask.

You walk around the small town, and you run into a man in shambled clothes, who asks you for a few coins. After a few moments, he chuckles, and reveals his face...it is none other than Arem Zey.

Please, lets talk in here, as he points to a inn nearby.

You all walk in, sit down, and order a round of drinks.

So, you all and a restful respite, now it is time to get back to work. It has been brought to the Societies attention, that deep in the Echo Wood, there is a set of ruins. These ruins go by many names, "Halls under the Hill". But those that have braved its depths ad catacombs have cone to call it "The Accursed Halls". I am unsure what is down there, but that is where you come in. He takes a sip on his brandy glass, and looks up again.

The once rebel Azlanti Lord, Nhur Athemon, constructed the halls you shall be going into. I want you to explore the ruins, and catalog everything you see and encounter. I want as much detail of the catacombs as possible. If you need further preparation, please give me a list of supplies you may need, and I will gather them on your behalf before you set foot to your destination

No real Knowledge spoilers as far as I can tell, but if you ask something I will try to answer it to the best of my ability without too much spoiler issues :)

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

Knowledge (history): 1d20 + 8 ⇒ (5) + 8 = 13
Do I know anything else about Nhur Athemon or the Halls?

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur sighs, "Another musty dungeon. Oh well if duty calls.. Sounds quite old, probably any writing we find will be old Azlanti. Do you have anything to help decipher old languages?"

K(history): 1d20 + 6 ⇒ (11) + 6 = 17


Raven doesn't recall much about The Accursed Halls.

In response to Fleur's inquiry, Arem Zey gives her a chuckle.

You are Pathfinders, I am sure you can be resourceful. I would suggest 'comprehend languages' or expand your knowledge of various languages on your down time. The Society did not give me any extra resources to distribute for this mission. I would be happy to purchase a scroll of something if you wish. I can teleport back and forth to facilitate such purchases. I need a list however for my ways are limited.

Fluer gets more info but not near computer right now

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

"I want scroll tat make me bigger"

-Posted with Wayfinder

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit scratches his head as he looks to Aram Zey. What would you suggest taking to the region?

Scarab Sages

#76925-39 CG Female Halfling Ranger 1 Rogue 2 | HP: 23/23| AC: 19/15/16 |Init: +5| Perc: +7| Fort: +5| Ref: +10| Will: 3| CMB: +2| CMD: 15| S.Lbow: +5;1d6| S.MStar: +3;1d6+1| Sap: +3;1d4+1| SA:+1d6|
Skills:
Acro: +8| Appraise:+5| Bluff:+6| Climb:+1| Diplo:+6| DD:+7| Intim: +2| H.A:+6| Kn.(Nat/Geo): +5| Kn.(loc):+6| Kn.(His):+2| Kn.(Arc):+2|Lin:+5| S.M: +5| Stealth: +11| Sleight: +5| Survival: +5| Swim: -1| UMD:+6|

Hootie scratches head.
"I know but one ancient language, not sure if it's useful or not."

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 know the spell, but of course it's only temporary. Scrolls would be prudent. Anything else we should know about the place? Is it inhabited?"

-Posted with Wayfinder

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur smiles, "If you are buying a scroll of comprehend languages for us free that would be dandy, but if not then I'll do without.'

Scarab Sages

14/14 HP; AC:13, T:13, FF:10, CMD:12, F:+5, R:+3, W:+5, Init +5, Perception +4 (+6 w/ Familiar +9 shadows/darkness), NG Male Elf Wizard-CORE (Conjurer) 2

Tanivh nods
"I can learn the spell when needed. It is just dodging skeletons has been more important than reading languages."


Fleur, while spending your time in Absalom, you visited the library and took up some light reading. Through your quest for knowledge you learned that The Echo Wood is home to giant spiders which build large webs to catch prey. Whether or not these spiders call the Accursed Halls home is another matter. You also remember reading that The Accursed Halls are not a super recent discovery, but adventurers have gone exploring into them, just not that far.

Aram Zey smiles, I will not be purchasing with my own monies, for how would that teach you to fend and think for yourselves. On the subject of what you might find: kobolds and goblins have been known to favor the area as much if Golarion. The giant spiders of lore could be there. Undead most likely as it is an ancient crypt. Hence why we want and need you to catalog what you find and experience.

Liberty's Edge

27/27 HP, AC: 17, T: 11, FF: 14, CMD: 17, F: +5, R: +1, W: -1, Init +3, Pereption +2, CN Male Half Orc2 Barbarian(Core), MwLBSword +6 (2d8+8, 19-20x2)

even if not free waruk will take a wand of enlarge person and wand of clw for 4pp

-Posted with Wayfinder


Aram Zey, takes the list of magical goodies, and comes back about half an hour later. He hands over what was wanted and the looks to the lot of you,

Good luck Pathfinders.

You head into the Echo Woods, and head towards the Accursed Halls. You get accosted buy a few groups of goblins. You easily dispatch them, as your combined might and big green hack machine takes the threat out with little effort. You finally make it to your destination.

This large hall is held up by a number of carved columns. Directly ahead, a doorway is sealed with stone blocks. In the center of the floor, the flagstones have been pulled up, revealing a staircase leading downward. The stench of rotting meat hangs in the air.

Grand Lodge

female Dwarf Druid 2 HP 20/20 AC 15 T10 FF15 F 6 R0 W 7 (+2 if S/SU/P) P 9 Ini 1 SM 4

A young dwarf woman with a boar companion in armor bursts in. "Am sorry, we are late. Me I am Brunhild and this is my friend Hubertus!"

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit peers down the staircase, his golden eyes slowly adjusting to the light as the druid approaches. Quite alright. We just arrived ourselves. Shifting his spear to one hand he holds his out to shake. I am Nitkiflink Stormfizz. You can just call me Nit.

Letting out a heavy sigh he nods down. Well, Shall we?

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