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

Game Master Gilthanis

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Battle Map


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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 quietly sticks to the shadows and stalks her companions.
Stealth 1d20 + 5 ⇒ (7) + 5 = 12
Perception 1d20 + 7 ⇒ (13) + 7 = 20

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

Perception: 1d20 + 1 ⇒ (15) + 1 = 16


The spry gnome Nit, manages to walk the whole top path, without taking nay injuries or falling in any pits. Hootie and Raven, bot spot a few more pit traps along the way. One in a path towards the door, and one leading to another path up from your current position.

Nitkiflink, reach a door with a very fine lock attached to it.

DD to try and open the locked door, or find a means to open it otherwise.

Waruk, remembers there being a switch on one of the walls he noticed while taking the lower past just moments ago.

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

Assuming Waruk mentions the switch.

Waruk, flip teh switch. See if it unlocks this door. Unless one of you are able to pick locks. Nit says tapping the door impatiently with his spear.


Waruk, will presses the switch, but nothing happens. You can hear a faint click when the switch is pressed, but the door remains locked.

which path, left or middle, as you know there is a pit trap on the right path.

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)

"Hmm, with that door not opening let's go this way." as he starts going down the left side

-Posted with Wayfinder


Waruk, goes up the left-most path, and to his surprise doesn't fall into any pits, and makes it to the next decision.

which path, red, orange, yellow?

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

Hearing about the switch on the wall, Fleur tires the yellow path looking to see if there is another one, all the while keeping an eye out for pits.

perception: 1d20 + 4 ⇒ (13) + 4 = 17

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 contemplates the door before following the rest of the party.

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 and his familiar follow the bard.
perception Tanivh/perception familiar: 1d20 + 6 ⇒ (7) + 6 = 131d20 + 10 ⇒ (6) + 10 = 16

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 traces a pair of eyes in the air with her wand, muttering the short incantation.

Casting detect magic.

-Posted with Wayfinder


I figured once you guys found all the traps, navigating them to find all 3 switches could be done easily enough, so I "handwaved" it to keep things going. Thanks for staying with me :)

Fleur, heads up the left-most path, only to spot another pit trap down the path near it, AND comically the spot right at the turn to head parallel to the group.

Tannivh, instead takes a path, none has goes down, and spots...what he hopes, is the final pit trap at the end of the path, leading up.

Waruk, then goes up the path he feels is safe and spots another switch on the wall, past where Fleur got stuck. A bit towards the "lower" paths, Tannivh spots another switch. You send another of your party to the first switch you found. You press them all at once, and Hootie who is at the door, yells back that it worked, and the door is open, You all rush through the door, before it closes on you within a matter of moments.

Once you get past the door, you hear the moaning coming from the door to the south (area 3). There is also a door to the west (area 11), as well another winding hallway that ends in a door to the west as well (area 4).

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

Nice moving things. Good pbp DMs try to limit 'doors'.

Tanivh follows, alert for trouble.

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|

"That moaning is beginning to irritate me." Hootie grumbles as she tries to look out for the incessant moaning above her fellows. An epic task given her relative short height.

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 done everyone! Nit says as he smacks the haft of his spear against the stone floor.

Hearing the moaning Nit moves to the southern door and opens it.

Let's find out what is doing all this crying....

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

One spell left (color spray)

Tanivh follows along. "I am feeling my enchantment and illusion magic that is left will be ineffective."


The group heads to the southern most door and hears what all the fuss is about. It appears there is a man, behind the door babbling. The babbling is coherent in terms of words, but his thoughts are all over the place.

How many left? How do I get out?

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

"Oh, I don't know about that," Raven says brightly. "Spells can do all sorts of things."

She stops when the words are intelligible. "Wait! Do you hear that?"

-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 goes up to the door, "Sir, can you hear me. Are you alright?"

diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10

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|

"Doesn't sound right to me...." Hottie mutters


Fluer DC 20 perception:

You can hear a crossbow being loaded from beyond the door

For each square behind Fluer, increase the DC by 2 to unlock spoiler.

As Fluer calls out to the person, the sounds go silent.

After a few seconds, Go away! You're with them. You're with the bones that speak.

DC 15 diplomacy check to try an calm him down. 3 successes to get him to cooperate. Door is locked and baricaded. DD to unlock, than 3 DC 10 strength checks to push teh door open. Or you can hack it away. Or you can try to calm the man down.

I forgot to mention the door to area 11 is locked, and appears to only open from the other side...aka 1 way door

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 not. We're alive and we're here to help you."

Diplomacy : 1d20 ⇒ 18

-Posted with Wayfinder

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 is impatient.
"We are Pathfinders, we can solve any problem you have."
Tanivh sounds somewhat arrogant.
hence his -2 aid to diplomacy: 1d20 - 2 ⇒ (14) - 2 = 12

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|

"Do you think Bones would speak and let us talk with you?" Yells out Hootie.
lol Diplomacy 1d20 + 2 ⇒ (1) + 2 = 3


You can also try intimidate checks as well to "calm" him down, apparently I missed that part in the mod lol

The man listens as Raven pleas with the man. He still says nothing, but nothing hostile happens. Hootie speaks, and thoroughly "inserts her foot into her mouth". The man than responds abruptly,

You were sent by the dead that speaks. You are all tricks of the dead one who speaks, to get me to let my guard down.

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

Diplomacy: 1d20 + 3 ⇒ (1) + 3 = 4

There is anything to cry about in here. We have taken care of all of it. Nit says annoyingly.

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

perception: 1d20 + 4 ⇒ (10) + 4 = 14

Fleur tries again to calm the fellow, "No we are not, we are from town to retrieve the flame."

Diplomacy: 1d20 + 3 ⇒ (6) + 3 = 9

"We are here to help not hurt you."

Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13

"You've got to trust us, you'll starve if you stay in there forever."

Diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20


After a few minutes, the man seems more responsive to talking with your group. The door doesn't unlock or open.

My name is, Roldare. I came here three, or was it four days ago. Only my sister and I are alive. There were 6 of us in total. We set up the traps here on the first level. We were attacked a few days ago, by the one with the voice of death, who stalks these halls in ancient mail.

He lets that sink in for awhile, then continues Promise me that you will bring my sister back alive. She is all I have. Also, you will have to go for a swim, but I forgot where. Don't forget the keys, they are important. Shield yourself from the dangers in the crypt.

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|

"Alright! We'll get your sister when we find her. Where are these keys. And oh you can stay in there till we clear this place." Hootie is irritaed by now, judging by the twitch in her eyebrows.


I can't remember where the keys are, I am sorry

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

"Well do you know where you saw them last?"

What kind of Knowledge might be able to identify the creature he's talking about?

-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

There were a lot of keys in that fountain room. Remember I swam down and grabbed the magical one. Nit pips up in a shrill voice as he holds the key high in the air.


Lets go with a very high K-religion checks since you have yet to see the creature in question

I think there are some in the rooms south of here.

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)

"We will get her back. Do not worry."

-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

We will find her. Nit gives a flourish bow with his longspear.

Moving to the western door he opens it.

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 at the failure to get the man to trust the group, "We will find your sister and return."

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

"Yes, losing siblings can be troubling."

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

That's fine. Never mind then.

-Posted with Wayfinder


Initiative:
Fleur 1d20 + 6 ⇒ (20) + 6 = 26
Waruk 1d20 + 2 ⇒ (2) + 2 = 4
Hootie 1d20 + 5 ⇒ (12) + 5 = 17
Nitkiflink 1d20 + 6 ⇒ (3) + 6 = 9
Tannivh 1d20 + 5 ⇒ (9) + 5 = 14
Raven 1d20 + 4 ⇒ (11) + 4 = 15
Me 1d20 ⇒ 18

Initiative Order: round 1

Fleur: go
-----
Beetle:
-----
Waruk:
Hootie:
Nit:
Tannivh:
Raven:

Nit opens the door that heads eastward. Inside he hears skittering about, and as he peeks around the corner, he sees a brown and yellow beetle, which is piling up refuse in the corner. It appears it is making to be making a spot to put the corpse which is sprawled in the center of the room.

Fleur, hearing the skittering is first to react as her reflexes tell her something is about to happen as the beetle hisses at the sight of Nit.

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 begins to inspire the group with a battle song "Crunch goes the shell ..."

all allies, bardic inspire courage +1 to hit, damage and save vs fear


Initiative Order: round 1

Fleur: inspire courage
-----
Beetle: done
-----
Waruk: go
Hootie: go
Nit: go
Tannivh: delays
Raven: go

The beetle doesn't move, but seems ready to attack the first creature that enters its territory.

MY screen:

charge, AC 14: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d8 + 3 ⇒ (5) + 3 = 8

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 patiently, knowing a beetle should be something he can let the others handle.

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|

"Nice of you to stay still." Hootie mumbles as she draws a bead on the insect after trying to identify it.
Knowledge (nature) 1d20 + 5 ⇒ (3) + 5 = 8
Shoot 1d20 + 5 ⇒ (10) + 5 = 151d4 ⇒ 1


Hootie, tries to identify the creature, but has no clue what type of beetle it is. Her shot, is straight, but at the last second dips down and lands in between the legs of the beetle. It clearly is not happy at the aggression of the small sized meal.

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 move up and hit it with glaive

atk: 1d20 + 6 ⇒ (14) + 6 = 20

dmg: 1d10 + 11 ⇒ (4) + 11 = 15

-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 flicks her wand. "മിസൈൽ!"

Magic missile: 1d4 + 1 ⇒ (4) + 1 = 5

-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 moves into the room behind Waruk and stabs his longspear through Waruk's legs at the beetle.

Longspear: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Internet is being crap at work and won't allow me to move token on map. Trying to move Nit 1 more space south.


The beetle will charge at Waruk as he enters the room, hitting the burly half-Orc, biting him in the leg, but not before he hits the beetle because it provoke an AOO due to Waruk having reach.

counting the attack as an aoo

Raven than blasts the beetle with a ball of force, which is enough to drop the beetle. The combat, all the while short, leaves a nasty gash on the fighter's leg.

Combat over, Waruk took 8 damage

After a quick exploration of the room, you find another door leading south, it is unlocked.

not near computer so update about contents of this room will have to wait. I will also be traveling yomortow so next major update is not likely until weekend sometime. Sorry for delay

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 uses two charges from the wand of cure light wounds the group found earlier to heal Waruk, "There you go no more nasty beetle bite."

wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
wand CLW: 1d8 + 1 ⇒ (4) + 1 = 5


The door to the south area 5 is unlocked. Waruk opens the door, and the remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.

The smoke is thick, and seems to get lodged in your airways as you breath.

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