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

Game Master Gilthanis

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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 struggles to close the door, leanign on her body weight to aid her depleted strength. Her head begins to swim with the effort, her brow furrowed with beads of sweat.


The door is shut after Waruk gets pelted with two arrows. The arrows nearly take the beefy man out on his feet, but he stands his ground. After about a minute, the whirring of the column, and the downpour of thudding arrows stops coming through the door. The door is opened once again, and you see that it is all out of arrows, and the coast is now clear.

There are two doors, one on the eastern side of the room, directly across from your current position, and another directly south from the column of doom.

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 was deadly." Hootie pants out leaning heavily against the wall beside the closed 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 now needs that healing lol

Stumbling over to the bard, Waruk takes a seat to let him tend his woulds.

2 if you don't mind. I will get one after this and pay you back I am sure

clw: 2d8 + 2 ⇒ (6, 3) + 2 = 11

Waruk looks over at the halfling, "drink up so you feel better little one"

-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 looks up at the very bruised Half Orc.
"You sure?" she asks doubt laced in her voice. Sure she had taken severe draining but the guy in front of her looked ready to drop!

[ooc]I'm a ranged char so losing 6 str isn't that bad for me.[/oc]

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 helps Waruk to his feet and sighs. Is everyone alright? He says looking 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

Fleur would gladly uses the wand of CLW on Waruk but mentions "You know those arrows were blunts so they may hurt for a while, but you should be back to full after resting two hours. Not sure we use the wand limited charges, unless we are in a hurry. So how are we going to get past the arrow trap device. Do we have a tower shield or maybe break loose a door to use as one?"

Note to self: Wand CLW 6 charges remaining if use it instead of resting 2 hours.

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

"Glad you're here, really," Raven says, looking at Waruk's wounds. "A beating like that and I probably wouldn't still be standing."

-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

Tannivh seems uninjured.

"I am ready to move out."

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)

where does it say that blunt arrows do non lethal dmg. As far as I am tracking they do normal dmg but are for bypassing DR blunt

-Posted with Wayfinder


The mod says to do NL

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|

Well if the mod says it does do non lethal damage it does though I do think it does non lethal.

Hootie gives a thumbs up to indicate she's ready to go too.

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

You can do non-lethal with blunt arrows {link} taking the usual -4 to hit, and the DM listed the damage as NL.

Fleur suddenly recalls, "The wood golem had two tower shields! If we get those we can block the arrows!". The bard goes to retrieve the two tower shields while the group rest.

When Fleur gets back, she give the trap a try using one of the tower shields as a wall. If she gets hit she retreats back.


I posted this above, but it may have gotten missed.

The door is shut after Waruk gets pelted with two arrows. The arrows nearly take the beefy man out on his feet, but he stands his ground. After about a minute, the whirring of the column, and the downpour of thudding arrows stops coming through the door. The door is opened once again, and you see that it is all out of arrows, and the coast is now clear.

There are two doors, one on the eastern side of the room, directly across from your current position, and another directly south from the column of doom.

The trap is done, it goes for a full round, non-stop. You s@&# the door and let it run its course

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 peeks.
Seeing no arrow fired at her, she notices the empty column.
"I think there's no arrows left." She does drop prone.

Just to be sure. One can't be too careful now.

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

When everyone is finished resting, Fleur's ready to move on.

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

Ready.

-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 peeks around the corner and slowly steps into the room. It does indeed seem to be out.

He follows Waruk closely behind through the southern door.


Waruk, opens the door and before him, A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.

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)

that makes sense about the blunt arrows now

"Let's move toward the staircase" Waruk says as he walks that way with weapon drawn

-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 nods, "Right behind you."

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 descends after Waruk. Seems there is more to this place than meets the eye.

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

"Let's make sure we keep together." Tanivh follows too.

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 stays nearer to the back this time as she too follows the party onwards.


As Kraull enters the room, his movement brings more corrupted, spiteful creatures who are not happy with your presence. He can see the partial figures of 4 skeletons, dripping in blood come from behind the pillars, turning their unnatural gaze at Kraull.

Initiative:
Fleur 1d20 + 6 ⇒ (4) + 6 = 10
Waruk 1d20 + 2 ⇒ (2) + 2 = 4
Hootie 1d20 + 5 ⇒ (1) + 5 = 6
Nitkiflink 1d20 + 6 ⇒ (5) + 6 = 11
Tannivh 1d20 + 5 ⇒ (20) + 5 = 25
Raven 1d20 + 4 ⇒ (9) + 4 = 13
Me 1d20 + 6 ⇒ (5) + 6 = 11

Round 1:
Tannivh: go
Raven: go
---
Nit: go
Me: go
---
Fleur:
Hootie:
Waruk:

[spoiler=Knowledge Religion 15+]
The skeletons before you are bloody skeletons. The only only way to truly destroy such a hateful enemy; is to "kill" with positive energy, "kill" it the the area of a bless/hallow spell, or sprinkle holy water on the remains./[spoiler]

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

Not again, Raven silently grumbles. If we hadn't been chosen, this "ceremony" might have killed its participants. She raises her wand.

Everyone gets +1 AC as long as they're within 10 ft of me.

-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 brings up her bow this time with less speed then she would like, her muscles protesting against the movement.

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 in behind Waruk and readies a spell as one draws near.

Acid Splash: 1d20 ⇒ 17
Damage: 1d3 ⇒ 3


Round 1-2:
Tannivh: delays, go round 2
Raven: gives +1 AC boost to PCs within 10', go round 2
---
Nit: readies acid splash, singes
Me: moves up
---
Fleur: go
Hootie: go
Waruk: go

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

Nit readies an acid splash. As one of the bloody skeletons moves forward, Nit singes it with acid. It still rumbles forward, and takes a swipe at Waruk, who is still trying to get into a good fight stance. The swipe of the blade clangs against armor, leaving only a scratch in the armor.

scimitar FF waruk: 1d20 ⇒ 12
dam: 1d6 ⇒ 6

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 needs someone to step back before he can swing

Waruk will 5ft back and swing

atk: 1d20 + 5 ⇒ (3) + 5 = 8

dmg: 1d10 + 10 ⇒ (2) + 10 = 12

-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|

Seeing that her efforts would yield her little results, Hootie back away hoping that her companions would be able to deal with the bony menances.

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

Seeing the way is too crowed, Fleur begins to inspire courage using her bardic voice.

Inspire Courage +1 to hit, damage and save vs fear. She also gets the wand of clw's ready to tag Waruk if a skelly tags him.

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 speaks softly:
"As long as they come one at a time, we should be good. Waruk, maybe a step back and we three on one them in the doorway?"

Tanivh moves to aid Waruk, knowing keeping him up his important.

aid another +2 to AC Waruk: 1d20 - 2 ⇒ (19) - 2 = 17


Waruk, you know that you can technically swing at orange since he is within your reach. You are not required to back up unless you willingly wish to?

Fluer inspires her allies, in hopes of hastily taking down the bloody enemies, before they rend the flesh from their own bones. Hooties moves back to give her allies more operating room, while Waruk takes a mighty swing and misses. Tanivh than bolsters Waruk's defenses even further by aiding him against the enemies bearing down on them.

Round 1-2:
Tannivh: boosts Waruk's AC
Raven: go
---
Nit: go
Me: waiting on Raven before I go
---
Fleur: inspire (+1 hit/dam/saves fear)
Hootie: moves back to give room
Waruk: swings and misses skeleton

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 closest of the creatures.

Magic missile: 1d4 + 1 ⇒ (2) + 1 = 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

Nit atempts to throw more acid over Waruk's shoulder at the lead skeleton.

Acid Splash; Cover; Melee: 1d20 - 4 - 4 ⇒ (20) - 4 - 4 = 12
Confirm Crit: 1d20 - 4 - 4 ⇒ (11) - 4 - 4 = 3
Damage: 1d3 ⇒ 2


Raven, sends a ball of force towards the front most enemy, sending vibrations through the skeletal structure which cause the skeleton to drop.

The next skeleton, steps up to attacks Waruk with its scimitar and then tries to rake his flesh with a bloody bony claw. Both attacks clumsily rake the armor, while Nit sends another glob of acid to singe the bones.

scimitar, claw: 1d20 ⇒ 41d20 - 3 ⇒ (10) - 3 = 7

Round 2-3:
Tannivh: go round 3
Raven: go round 3
---
Nit: done round 2
Me: done round 2
---
Fleur: go round 2
Hootie: go round 2
Waruk: go round 2

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 continues to try and protect Waruk.
aid: 1d20 - 2 ⇒ (4) - 2 = 2

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

DM, I believe inspire courage counts for Nit's Aicd splash attack. which he didn't count.

Fleur continues to inspire courage.

Inspire Courage +1 to hit, damage and save vs fear. 6 of 13r.

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 fires another missile at the skeleton that steps up to take the place of the last.

Magic missile: 1d4 + 1 ⇒ (3) + 1 = 4


Yes IC does count on the acid splash, but the HP is 5, so even if I factor it in it still would stand :)

Round 2-3:
Tannivh: AC boost (fail) on Waruk
Raven: MM orange, kills
---
Nit: done round 2
Me: done round 2
---
Fleur: continues IC
Hootie: go round 2
Waruk: go round 2

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

The combination of Nit and Raven manage to take out the next skeleton wanting to rip flesh off the party. The acid singes, while the small ball of force takes out the next in line.

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 takes in the carnage and prepares herself to fire in at the the opening presented if any.
No action for round 2.

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)

sorry for not posting.. Still messing with house stuff.. Will update tonight

-Posted with Wayfinder


DMPC Waruk

1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
dam: 1d10 + 10 + 1 ⇒ (8) + 10 + 1 = 19

Waruk, with the help of Fleur manages to destroy one of the remaining bloody skeletons. The lone skeleton moves forward, and takes a swing at Waruk, but get nothing but air.

scimitar: 1d20 ⇒ 8

Waruk, than takes another mighty swing in hopes to drop the final threat. He does just that by using his brute strength to lay the final enemy down.

1d20 + 5 ⇒ (10) + 5 = 15
1d10 + 10 ⇒ (8) + 10 = 18

Combat over!


At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.

The floor bears an inscription spiraling out from the pillar and written in Common. It reads: To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.

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|

"Where to now" Hootie asks as she reads the inscription.

"It seems like there be many ways around here." so saying she stops to examine the ground.

Perception to check for tracks 1d20 + 7 ⇒ (3) + 7 = 10
Add +2 for Human
Survival to trace those tracks 1d20 + 5 ⇒ (17) + 5 = 22
Add +2 for Human.

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

"Do we need to do something to make sure these things do not reform and attack us later?"

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

Sounds as if we can rest to the south. Nit says as he leans on his spear. Waruk may need to rest a night after that shadow demon.

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 suggest "I think we could use a rest first. If the writing is to be trusted I would bet we need to turn the wheel before making it to Kassen's resting place."

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 nods.
"I agree, afterall I could do with a kip as well. That thing got me good."

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