[PFS] GM Lithrac's Thornkeep, part II - The Forgotten Laboratory (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

GM rolls:
Slam: 1d20 + 9 ⇒ (11) + 9 = 201d8 + 7 ⇒ (8) + 7 = 15

The elemental is impervious to all attacks directed at him, save for Kort's magical ray. Has luck deserted our heroes? The mound of earth and rock smashes at Chasik with all its might. The elemental fist meets Chasik's jaw, almost knocking the warrior off his foot in the process. The dire sound of broken bones can be heard, but Bash lives up to his name and remains unbreakable. 15 damage taken.

Initiative - round 2
Kort <
Rellen <
Choamski <
Floggentop <
Chasik (15 dmg) <
Knorrin <
EE (3 dmg)
Everyone can act!

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin knows his primary duty, drawing from his belt his curative wand and healing the big man in front of him. Playing sharpshooter will have to wait.
Wand of CLW, at Chasik: 1d8 + 1 ⇒ (8) + 1 = 9

Liberty's Edge

Dead

Rellen snarls and hurls himself against the elemental, his blade glancing off the stony flesh. Growling he steps bacl sheathes his sword and pulls it free again to send a scabbard flying at the creature, but again to his obvious frustration the rocky hide thwarts him..

Greatsword: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12 Damage: 2d6 + 6 + 1 + 1 ⇒ (6, 5) + 6 + 1 + 1 = 19
Fling Scabbard: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski utters his spell again. Daze DC 14

"Perhaps a retreat would not be unwise, or failing that attack it with acid, cold and fire.."

Grand Lodge

You do remember that daze only affects humanoids, right? Anyway, I'll let you choose another action if you wish to.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Suddenly realizing the ineffectiveness of his spell before completing the incantation. Choamski loosens a bolt.

Spoiler:

hit: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
damage: 1d8 + 2 ⇒ (5) + 2 = 7

In the chaos of firing into melee the shot isn't particularly well placed.

Liberty's Edge

Dead

"Screw that, we'll take it down, Rellen snarls, "you don't give up because you have a couple of bad swings, you've got to get back to mutilating the horse!"

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy steps forward with his wand too and heals Chasik..

Cure: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"Fight smart, Rellen!"

Liberty's Edge

Dead

"I am, we're in a strong position with healing, its got no back up and no way to heal. It's dead, just a matter of time."

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik, tries to move out of the way, but isn't quick enough as the earth elemental lands a devastating blow. Chasik doesn't budge an inch, instead it fuels him. His companions, heal him to keep him going, while he takes another swing at the enemy.

PA w CI hammer: 1d20 + 5 + 1 - 1 ⇒ (10) + 5 + 1 - 1 = 15
dam: 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

Though slow and incremental, Kort continues to chip away at the animated stone figure. "It doesn't appear to dodge much - perhaps some mighty and heroic blows?"

Power attacks for bigger damage to exceed DR?

Round 2
Status: HP 16/16 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +5 | W +0 | Init +3 | Per +4
Move: dodge out to the south end of the chamber
Standard: cast 'ray of frost'; ranged touch: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22, damage: 1d3 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Once again, all attacks fail on the hulking rock, save for Kort's magic. The elemental shifts slightly, then pounds again on Chasik, unaware that whatever bones he broke have magically mended by now. The blow lands with fierce might, and the earthen assailant carries on his attack on nearby Knorrin! Taken unawares, the priest is swept by the elemental's blow, and falls on the ground, unconscious.

GM rolls:
Cleave, Power Attack vs Chasik: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 13 ⇒ (7) + 13 = 20
Cleave, Power Attack vs Knorrin: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 13 ⇒ (8) + 13 = 21

Initiative - round 3
Floggentop's performance - 1 round left, right?
Kort <
Rellen <
Choamski <
Floggentop <
Chasik (20 dmg) <
Knorrin (21 dmg, -3, unconscious, bleeding) <
EE (8 dmg, -2 AC for 1 round)
Everyone can act!

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Hey, here it comes--*Crunch!*

... I see rainbows ...

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik watches on, as the Earth Elemental shifts its stance, balls up for what passes as a fist, and slams it into both him and Knorrin. Unfortunately for Chasik, Knorrin is not built to take a pounding. Chasik watches as Knorrin slumps to the ground in a lump.

Chaomski, heal Knorrin if you can then take a step back away from this hulking beast. Let me draw its attacks, I may be hurting, but I can take a beating should the God's let me.

move action: free 5' step...standard action: attack

PA w CI hammer: 1d20 + 5 + 1 - 1 ⇒ (11) + 5 + 1 - 1 = 16
dam: 1d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Current HP: 9/29

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

Kort bears down with fierce concentration, continuing to chip, chip, chip away. 'Like water on a stone, small drops will split the rock.'

Round 3
Status: HP 16/16 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +5 | W +0 | Init +3 | Per +4
Swift: reduce arcane failure
Standard: cast 'ray of frost'; ranged touch: 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18, damage: 1d3 + 2 ⇒ (3) + 2 = 5

I've been forgetting to put in my +1 for point-blank, and to include the swift action to reduce arcane failure... no significant impact, but I need to remember to keep adding 'em.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Holding his crossbow in one hand Choamski does as requested; he pulls a wand from his belt and applies it to the fallen human.

1d8 + 1 ⇒ (7) + 1 = 8

He then steps back a bit.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

I didnt end my perfomance 2nd round because it was obvious this would be more than a 2 rounder..

Wizzy steps up and heals Bash..

Heal: 1d8 + 1 ⇒ (4) + 1 = 5

"Perhaps we should retreat and regroup.."

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

"If y'all would like to move out of harm's way, I should be able to dance with it until it freezes into pebbles. I'll give a pleased whoop if it falls to rubble. I'll give a despairing scream if it gets a hold of me."

Liberty's Edge

Dead

Rellen steps forward and slams his Greatsword into the rocky flesh with a bellow of rage, before dropping the blade and wrenching his other from his final scabbard in a flash sending the scabbard flying at the elemental.

"We take it down! Gah, I need more scabbards!"

Greatsword: 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23 Damage: 2d6 + 6 + 1 ⇒ (5, 3) + 6 + 1 = 15
Fling Scabbard: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Damage: 1d6 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin, healed by the fire-headed gnome, wakes to find himself face down in the dirt and stone, squinting as the sounds of battle ring above him.

With wand in hand, he coughs out the command words and heals himself, hoping he's not ground into meal while laying there, prone.

Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Now 14/18 HP

It seems that a luck of a sort is with him today.

Grand Lodge

Floggentop: then you need to mention it, that's why I asked that you mention in every post of yours in combat if you start, maintain, stop the performance. Last warning. You've used three rounds for this fight.

As for flanking, Rellen doesn't get it but Bash gets it (Bash acts after Rellen). Hence Rellen's attack is a 21 and Bash an 18. Both attacks hit.

The magical ray once against finds its way to the elemental's chest, harming it lightly. Both warriors move into an advantageous position and pound on their opponent, eventually reducing it to rubble.

End Combat.

Current damage situation:

Chasik (15 dmg)
Knorrin (4 dmg)

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik, pleased that the Earth Elemental is now a pile if rubble, he checks himself and sees the damage caused: a cracked rib or two, a bloody lip, a black eye, and a very sore ego.

Three things guys: one: DAMN that things packs a punch; two: I need a medic due to some cracked ribs and three: once we are done with this mission I need to have a round or two of stiff drinks for our group for the teamwork we had. But seriously though, I really do need a medic he says with a smile or two as he winces in pain from his current pain.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

"I think the ground here has some interesting properties that might be of interest to the Venture-Captain, so I'll just lie here (or lay here, I can't remember which is correct at the moment) and examine them further," jokes the affable cleric, even as he is turning over and getting up off the floor, but.

Knorrin stands up with a groan, obviously still wounded, and picks up and reloads his crossbow. He says a quick prayer for Guidance, and walks to a corner of the room where he casts Detect Magic to begin his scan of the unusual, seemingly half-finished room. He keeps his crossbow ready for dangers coming from the halls.
I'll leave the cure to someone else this time, as suggested.

Liberty's Edge

Dead

Rellen chuckles moving over to offer Knorrin a hand up, and then moves on to gather up his scabbards and greatsword, tutting as he examines their edges,

"A stiff drink sounds damned fine, this place has a way of making you appreciate a little instant gratification. Which way do we head next?"

Blades retrieved he moves onto searching the area.

Take 20 on perception for a 24.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski applies curative magic to the two wounded.

Chasik
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (5) + 1 = 6
Knorrin
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski looks at the drilling machine in the corner.

"This place sure does have wonderful artifacts. What is this thing?"

Grand Lodge

With their team fully healed, the Pathfinders can now devote their full attention to the searching of the room. Scattered among the debris in this chamber are a number of ancient tomes, but most of them have all but turned to dust. Rellent uncovers a pair of intact tomes written in Draconic.

Draconic or Linguistics DC 15:
The books concern alchemy and various bits of esoteric arcane lore. Anyone who references the texts for an hour can attempt her next Knowledge (arcana) check with a +2 circumstance bonus.

In addition, the remnants of the drilling machine could be dug out of the rubble. Strength check to pull it out from it.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

Choamski carefully opens the tomes, careful not to destroy their aged pages.

Spoiler:
I speak Draconic and I'll use linguistics - appreciate regional dialect differences :)

Take 10 on linguistics for 17.

"A wizards chapbook! This should be fascinating reading if we live to see the night!"

Liberty's Edge

Dead

Handing the books over to Choamski with a grunt, Rellen attempts to pull the drilling machine free, struggling but eventually wrenching it out of the rubble.

Str: 1d20 + 4 ⇒ (6) + 4 = 10
Str: 1d20 + 4 ⇒ (11) + 4 = 15
Str: 1d20 + 4 ⇒ (10) + 4 = 14
Str: 1d20 + 4 ⇒ (9) + 4 = 13
Str: 1d20 + 4 ⇒ (4) + 4 = 8
Str: 1d20 + 4 ⇒ (2) + 4 = 6
Str: 1d20 + 4 ⇒ (10) + 4 = 14
Str: 1d20 + 4 ⇒ (11) + 4 = 15
Str: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Lodge

GM rolls:
Rellen's Ref save: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d6 ⇒ 4

Rellen succeeds at the second attempt, but some of the rubble falls upon him, grazing his arm. 4 damage taken.

The construct is damaged beyond repair, but it looks like it could be pried open by deft hands. Disable Device check.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"Well, that was unfortunate..."

Choamski pulls his nose out of the book, takes his wand out again, and applies it to Rellen.

1d8 + 1 ⇒ (4) + 1 = 5

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik will take a few deep breathes. Ribs intact and better, but still sore to the touch as he pokes himself. He looks down to his fire-headed friend, thank you, I feel much better now. Let us hope the rest of the exploration doesn't go as poorly and difficult.

So, doorway or tunnel? I vote tunnel.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"You humans are always so in a rush. Look at this construct!"

Liberty's Edge

Dead

Rellen glowers at the rubble, but is clearly more interested in the machine than his injuries. Frowning thoughtfully he retrieves a leather roll of tools from his backpack and selects a couple of likely lengths of cunningly shaped metal before setting to work,

"Thank you Choamski, Knorrin can I get one of those guidance spells?"

Disable Device: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25

Grand Lodge

Rellen manages to pry open the construct's 'chest', for lack of a better word. The Andoran extracts from it a pulsing yellow crystal that radiates magic. From what the Pathfinders gather, it was the source of the drilling machine's power.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Knorrin nods in appreciation to Choamski for healing him. He casts a 'spell' of Guidance over Rellen to help him with his delicate work.

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

Kort alternates with Choamski in scanning the books. He moves to assist in opening the construct's chest, but watches appreciatively as Rellen beats him to the punch. As the glowing gem becomes visible, Kort appreciates it visually, then views its magical properties. He reviews both his own magical knowledge, and what he's seen from the books so far, to see if he can gain an understanding of the gem's properties and uses.

detect magic; spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
know(arcana): 1d20 + 6 ⇒ (9) + 6 = 15
Is there direct reference in the books to the gem, or to power sources for machines/constructs?

"Let's keep this gem easy to hand. If it's used in a mining machine, a similar power arrangement may be used for other things in these caverns. Wizards frequently have a 'style', and re-use their tricks."

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

Detect Magic plus Spellcraft: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Knowledge (Arcana): 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge (Planes): 1d20 + 6 ⇒ (6) + 6 = 12
Knorrin puzzles of the gem, as well, seeking Guidance from his radiant god and discussing it with Kort and Choamski, but the pulsing makes it hard for him to discern the auras.
Although we know its function in powering the construct, it seems, I am curious about any hazards.

"I would be concerned, though, about whether the gem is hazardous in itself, or perhaps its magic somehow lured the angry earth elemental here."

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"I think you overestimate elemental types, but I suppose anythings possible." Choamski looks over the gem.

Arcana: 1d20 + 5 ⇒ (6) + 5 = 11

Liberty's Edge

Dead

Rellen passes the stone to Kort, "The tunnel then, lead on Kort."

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"Are going to attempt stealth this time?"

Rolls:

Stealth: 1d20 + 9 ⇒ (2) + 9 = 11
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
...fantastic!

Liberty's Edge

Dead

Just take 10 constantly rolling is annoying and bound to fail with a group.

Silver Crusade

M Aasimar (Qadiran) Cleric 4 HP 35/35 AC 20 | T 12 | FF 19 | CMD 15 | F+6 R+2 W+7 | Init +1 | Per +3 (+2 "Deathless Spirit" SA)
Other:
Spd 20 | Scimitar +3/1d6/18-20; Shortspear +3/+4/1d6/20ft LXbow +4/1d8/19-20

"Believe me, I am not going to be one to ever underestimate an elemental again!" Knorrin retorts with a grim chuckle as he peeks and then scans cautiously down the hallway and then the tunnel.
Darkvision and then cast Detect Magic down each.

"Wait, one more blessing - or two - before you go on..." Knorrin casts Virtue then Guidance on Bash.*

Perhaps we should give the GM our take 10 Stealths, then. Mine is 8. Is there a way to creep slower for a better stealth, perhaps as a circumstance bonus?

*Edit:I put us in non-sneaky order, especially since it looks like a narrow passageway, although I haven't moved the spacing of the first group apart.

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"That's not what...nevermind..."

Grand Lodge

As long as you move as a group, you're bound to be heard with several people in medium/heavy armor.

The yellow pulsating crystal emits an aura of conjuration. It could probably be used to power another device using the same system.

The western tunnel proves unstable, and hard to tread upon. Moving at a slower pace won't be a problem, although moving at the normal pace will incur problems for the unsteady ones. Somehow you have the feeling the drilling machine dug this passage long ago.

The tunnel shifts slightly to the east and rejoins the parallel corridor into a small room. Part of this chamber is in total ruin. The western half of this room appears to have mostly collapsed, though jagged openings peer to into a dark cavern. The east half of the chamber is filled with small chests and barrels. Most are covered in dust, but some appear to have been recently disturbed.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzies take 10 stealth is a 20..

Wizzy follows the others "Anyone still hurt?"

Grand Lodge

Spell & Alchemical Effects:
Alchemical Grease (4 hrs), Clear ear (6 hrs)
Stats:
HP 24/24 | AC:16 | T13 | FF:14 | CMD 13 | Fort:+6 | Ref:+4 | Will:+7; +1 on all saves per adjacent ally; +2 vs language-dependent or written | Init:+5 | Perception: +12 (includes +2 from clear-ear) | Inquisitor 3

"I hope not! I healed everyone while you were daydreaming. I don't want to feel entirely useless around here."

Liberty's Edge

Dead

Rellen moves up and begins searching through the chests and barrels, beginning with those that appear to have been recently disturbed.

Take 20 for 24 Perception.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik will move with Rellen, covering his various exposed parts in case something wants to come tangle with him or the group.

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