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

Game Master Gilthanis

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Initiative:
Fleur 1d20 + 6 ⇒ (1) + 6 = 7
Waruk 1d20 + 2 ⇒ (1) + 2 = 3
Hootie 1d20 + 5 ⇒ (14) + 5 = 19
Nitkiflink 1d20 + 6 ⇒ (11) + 6 = 17
Tannivh 1d20 + 5 ⇒ (16) + 5 = 21
Raven 1d20 + 4 ⇒ (5) + 4 = 9
Me 1d20 + 6 ⇒ (14) + 6 = 20

Tracker: Round 1
-----
Skeletons: done
Red:
Orange:
Yellow:
Green:
Blue:
Purple:
-----
Fleur: go
Waruk: go
Hootie: go
Nitkiflink: go
Tannivh: go
Raven: go

AS soon as Hootie steps in to see what is going on, six skeletons assemble from various shambles and shuffle towards the group with menacing intentions.

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|

"oah Ah!" Hootie exclaims as she back pedals.
"I've got nothing on those at the moment..." as she searches for a suitable weapon to use on them, thinking arrows can't find any purchase on just bones.

Moves out of the way and away from the bone men.

The Exchange

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 jumps in surprise and whirls around.

Knowledge (religion, untrained): 1d20 + 4 ⇒ (3) + 4 = 7

If I remember right, skeletons are common enough that their knowledge is only a DC 5.

Ok... undead... mindless... weak to healing magic and blunt weapons... guess my basic attack is my best option here. She points her wand at the nearest one she can see. "മിസൈല്!"

Magic missile vs orange: 1d4 + 1 ⇒ (4) + 1 = 5

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 strike out at yellow and then move 5ft.

Atk: 1d20 + 4 ⇒ (5) + 4 = 9

Dmg: 1d10 + 10 ⇒ (1) + 10 = 11

Waruk swings his glaive sideways and the blade travels inbetween the ribs of the skeleton, not doing any damage

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

K(religon) for info about skeletons: 1d20 + 2 ⇒ (17) + 2 = 19

Recalling what she knows about skeletons, Fleur belts out a few inspiring lines of a song "Stick and stones are what break bones, while swords and arrows slip through them, ...."

The bard looks around to see if there are any club size sticks or improvised blunt weapons.

(All allies - Bardic Inspire courage: +1 competence bonus on attack and weapon damage, and +1 morale bonus on saving throws against charm and fear effects. Rounds used: 1)

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 gestures and an acid splash moves toward the skeleton already injured if it still stands. If not, a new one.

touch/acid damage: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 71d6 ⇒ 2

After missing, Tanivh steps back a bit.

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

Moving forward a bit quickly weaves a spell, increasing his magical defenses.

Seems we awoke something. This is exciting!

Cast mage Armor


Tracker: Round 2
-----
Skeletons: done
Red:
Orange:
Yellow:
Green: DED
Blue:
Purple:
-----
Fleur: go
Waruk: go
Hootie: go
Nitkiflink: go
Tannivh: go
Raven: go

Hootie moves back, as she doesn't wanna be anywhere near the ensuing battle. Waruk takes a mighty swing, but get nothing but air. Nit casts mage armor to better protect himself, while Tannivh fires off an acidic ray but it sails between the ribs and splashes the ground. Raven, sends a small ball of pure force that sends tiny shock waves through the enemy and it topples to the ground...motionless.

The remaining skeletons, attack those that wish to disturb their rest.

yellow Waruk, 2 claws: 1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (1) + 2 = 3

light blue Nit: 1d20 + 2 ⇒ (5) + 2 = 7

orange Hootie: 1d20 + 2 ⇒ (20) + 2 = 22

crit Hootie?: 1d20 + 2 ⇒ (9) + 2 = 11

damage Hootie: 1d4 + 2 ⇒ (2) + 2 = 4

The only skeleton skilled enough to get through all the defenses is the skeleton that attacks Hootie, which narrowly avoids clipping an artery, causing sever pain. Lucky for the Gnome, the claw only get the flesh.

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)

do i get an AoO on the blue one for reach

Waruk will hit orange

atk: 1d20 + 5 ⇒ (1) + 5 = 6

dmg: 1d10 + 10 ⇒ (6) + 10 = 16

AoO on blue: 1d20 + 5 ⇒ (7) + 5 = 12

dmg: 1d10 + 10 ⇒ (8) + 10 = 18

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

Tannivh tries to prevent the skeletons from getting an advantage by casting a patch of grease Blue square added on map

Grease Reflex DC 16:

School conjuration (creation); Level bard 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S, M (butter)

Range close (25 ft. + 5 ft./2 levels)

Target one object or 10-ft. square

Duration 1 min./level (D)

Save see text; SR no

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.


Tracker: Round 2
-----
Skeletons: done
Red:
Orange: prone
Yellow:
Green: DED
Blue: prone
Purple:
-----
Fleur: go
Waruk: attack miss
Hootie: go
Nitkiflink: go
Tannivh: grease spell, both fall down
Raven: go

blue, orange: 1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (8) + 2 = 10

Waruk, takes a swing as a skeleton approaches, but misses. His swing on the other skeleton, misses as well. Tannivh is more successful as both skeletons are not nimble enough to stay on their feet, and fall as a patch of slippery goo coats the floor under them.

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|

Drawign her club seeing that she's unable to get out of the way quick enough. The Halfling woman clubs her foe in the knee.
Attack 1d20 ⇒ 111d4 + 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

Unable to step up Fleur steps back to give the other room to maneuver as she keep her bardic inspired courage going, "Smash them, Trash them, grind their bones to dust!"

Fleur looks around for a impromptu club type weapon to use.

(All allies - Bardic Inspire courage: +1 competence bonus on attack and weapon damage, and +1 morale bonus on saving throws against charm and fear effects. Rounds used: 2)

The Exchange

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

Invigorated by Fleur's magic, Raven tries a different tactic. I have some positive energy... I can't heal, but I can slow them down. "ചെറുക്കാനും!"

Disrupt undead: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

-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

As the skeletons rush in Nit darts his spear out in their direction, though it passes right through their ribs.

AoO Longspear vs Blue Skeleton: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Taking a small step backwards he tries again.

Longspear vs Blue Skeleton: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Such bad rolls lol


Tracker: Round 3
-----
Skeletons: done
Red: attacks Hootie with a AC boost
Orange: prone, 3 damage, stands provoking AOO from Hootie & Nit
Yellow: FRA Waruk and misses twice
Blue: prone, stands provoking AOO from Nit if you have combat reflexes
Purple: moves into grease
-----
Fleur: go
Waruk: go
Hootie: go
Nitkiflink: go
Tannivh: go
Raven: go
-----------------------
Nitkiflink tries to stab the skeleton twice, but misses both times. Fleur looks around for a club, and finds a broken tree branch that looks sturdy enough to take a few good whacks with. improvised weapon, -4 to attack with it.

Raven, blasts the prone as it is falling, disrupting its hate filled soulless soul but it stays together.

The skeletons then proceed to continue fighting the invaders. The two skeletons that were flailing on the ground, stand up, not knowing that those actions allow a few if the intruders the opportunity to bach them to bits.

The lone skeleton in the back, moves into the grease, trying to keep its balance. It falls flat on its bony tailbone, since it has no ass.

ref DC 16: 1d20 + 2 ⇒ (1) + 2 = 3

The skeleton still engaged with Waruk, takes another two swipes at him. Both claws rake his armor, but barely even leave a scratch.

1d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (3) + 2 = 5

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 attak the orange one.

atk: 1d20 + 9 ⇒ (19) + 9 = 28

dmg: 1d10 + 10 ⇒ (6) + 10 = 16

With a powerful slice at the neck Waruk decapitated the skeleton and it crumbled to the ground.

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 until the gnome attacks and attempts to switch places with him to get a clearer shot.
If we can't switch add another -4 to my hit roll
acid touch: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 181d6 ⇒ 5
The elf's aim is uncanny as he a skeleton with acid spray.

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 continues swinging wildly at the walking bones once she gets in a nice position!
Attack 1d20 + 3 ⇒ (15) + 3 = 181d4 + 1 ⇒ (1) + 1 = 2


Tracker: Round 3
-----
Skeletons: done
Red: attacks Hootie with a AC boost
Yellow: FRA Waruk and misses twice
Purple: moves into grease, falls prone

Fleur: go
Waruk: kills orange
Hootie: hits blue as it stands, go with regular action
Nitkiflink: go
Tannivh: blasts blue
Raven: go
============

The skeletons stand up, giving Waruk and Hottie ample shots at the bony enemy. Waruk, slashes the skeleton farthest from him. Normally his bladed weapon wouldn't be enough, but his sheer strength overcomes the skeletal nature, and it topples to the ground.

Hootie, hits the skeleton that hasn't been obliterated, and causes some damage, which Tannich them finishes off with a well placed acidic bolt to the skull. It falls to the ground, bones scattered various places.

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

Continuing to use her Bardic song to Inspire the groups Courage, Fleur grabs the broken tree branch to use as an improvised club.

(All allies - Bardic Inspire courage: +1 competence bonus on attack and weapon damage, and +1 morale bonus on saving throws against charm and fear effects. Rounds used: 3)

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

Seeing the skeletons fall all around him and that his spear is not of much use Nit crunches his hand into a small ball as he whispers a word in draconic.

Opening his hand he throws a small glob of acid at the red skeleton.

Acid Splash: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d3 + 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|

Chancing a hit, Hootie swings around the wall and tries for the other skeleton before taking a step back.
Attak Red. 1d20 + 3 ⇒ (18) + 3 = 211d4 + 1 ⇒ (1) + 1 = 2

The Exchange

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 flicks her wand at the prone skeleton, not trusting her aim and knowing the missile will strike true.

Magic missile vs red: 1d4 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder


The combined efforts of Hootie, Raven and Nit, take out the final skeletons. Once the bones stop rattling on the floor, the dust settles, you are able to go about your search. In the two backpacks, you find a total of a large pillow, two quivers (each containing 10 blunted arrows), 2 days’ worth of rations, a full waterskin, and a pair of smokesticks.

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|

"Hmmmm. These could turn out useful........if they were the right size." Hootie examines the arrows and puts it aside, shaking her head.

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 "I can use the arrows, I'll share them with anyone else who can use them. Who needs healing?"

The Exchange

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 lowers her wand. "Sheesh. Do you think they knew about those things back in town?"

-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|

"Unlikely."

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 shakes her head "Sadly no, "

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

Well looks as if we have a door east and a door west.

1=East; 2=West: 1d2 ⇒ 2

Clamoring up the stairs Nit points to the western door. We should go this way.

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 shrugs "Which way was that sound coming from before?" She also looks over the two bodies in the room.

DM, do we still hear the wail sound? Also do we recognize the two bodies as being people from the town?"


K local 15:

You recognize the two deceased to be Gerol and Vark, both of whom are friends of the mayor.

Nitkiflink heads towards the western door, it appears to be unlocked. He opens it then heads out of any potential harm. In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken off and is nowhere to be seen. A voice booms out from the darkness, saying, Magic is the key. The voice slowly fades, leaving a dreadful silence.

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

Tannivh enters the chamber. "I've got magic. Maybe we need to find the head to this statue."

Tannivh begins detecting for magic auras in the room.

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

( K(local) take 10+6=16)

Fleur sighs after getting a good look at the dead men's face "The two deceased to be Gerol and Vark, both of whom are friends of the mayor."

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|

"I think it's safe to safe we got unfriendlies in this area." Hottie states the blindingly obvious upon Fleur's announcment.

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)

"Maybe we should just break the statue"


Tannivh, scans the room in hopes to find a magical aura in hopes to be able to leave the room. A preliminary scan, doesn't bring anything to light. As he peers into the murky fountain, he spots something magical at its depths.

Swim check DC 10 as a FRA to go up or down at half speed.


As Waruk looks down into the fountain, he can see 100 plus keys at the bottom of the fountain.

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 looks into the water to see how deep it is, "Did anyone bring their swim suit?"

DM stylz, How deep is the fountain?

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

Tannivh concentrates, hoping to find the magic key.

"You might need to bring them up. I don't know if I can sense through water."


The fountain pool is 40' deep, and yes Tannivh you can locate the key via detect magic, but you cannot physically see the key. make sense?

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 leans over the edge of the fountain and lets out a low whistle. Were we supposed to bring keys to drop in? Why are there so many? Look that one matches my eyes! Nit says as he points to a small golden key.

Nit casts a quick spell and sees the key begin to glow with magic.

Detect Magic

Nit leans his spear against the fountain and pulls his robes off over his head, leaving his flabby squat body exposed. Standing gloriously on the ledge Nit plugs his nose and leaps in, concentrating on the key.

Take 10 on Swim for a 12


After about a minute, a soaking wet gnome comes back up and thrusts himself out of the water. After he dries himself off, he shows the special key to everyone.

Waruk, tries both doors. The right most door doesn't give way when the key is turned. The left door unlocks luckily, providing you more access to the Crypt.

This long corridor is flanked by a row of human statues, set into alcoves on each side. The statues look like Kassen, and each one holds a longsword out in front of it. The blades of roughly half the statues are wrapped in leather padding.

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|

Looking amused as the gnome dives into the fountain and brings up a key. Hootie cannot help but give a thumbs up to the plucky gnome.

Walking past the doors, she ponders.
"Nice placed for ambush if you ask me......."


How far down are you going? The hallway is 45' until you get to the next door.

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 be second in the order

I say we just start going

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 follows behind Waruk.

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 walks onwards until coming towards a door while keeping an eye out for trouble and hoping to pass unnoticed.
Perception 1d20 + 7 ⇒ (14) + 7 = 21
Stealth 1d20 + 5 ⇒ (16) + 5 = 21

The Exchange

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 follows the group, keeping her wand lit. "[/b]Huh. Some of these statues have their swords wrapped; others don't.[b]"

Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Do I know anything relevant?
Knowledge (history): 1d20 + 9 ⇒ (13) + 9 = 22

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