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

Game Master Cyril Corbaz


301 to 350 of 384 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
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

"Come for the scenery, stay for the adventure..."

Liberty's Edge

Dead

"Or because you are dead."

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 nods his head in agreement, without a trace of humor. He looks around.

Spoiler:
Take 20 on perception. 29

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, shamefacedly, says, "I meant to say 'Fall'," leaping back from the falling alchemist debris.

Channel Energy, Kort: 1d8 + 1 ⇒ (5) + 1 = 6
Channel Energy, Chasik: 1d8 + 1 ⇒ (6) + 1 = 7

Knorrin walks around, finishing the healing of his comrades. "Beware the missing homunculus, friends."

He then moves to one corner and casts Detect Magic, patiently scanning the room.
Detect Magic and Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21

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

Amid the glittering alembics and rhetorts, Kort looks around, pats his legs and arms, 'yep, still all there. The boys as well...'

"Thanks all for the timely intervention. New meaning to 'chestnuts out of the fire'. I will learn, someday, not to underestimate a man just because he's wearing a dress."

Waving off Wizzy's wand, "Savethat for when we're pressed for time.." Kort applies his own wand (infernal healing). "This one's a bit more thorough, if somewhat slower. Anyone else need a shot? No?" With a bit more venom than the situation merits, Kort thinks, 'Some folks just don't know what's good for 'em.'

All better! - thanks Wizzy and Knorrin - and thanks Rellen for the take-down.

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 shake the cobwebs off, and take a long stretch after all the helpful healing is done, just to make sure no ribs are cracked. He looks around, So boys, after this little slice of heaven is finished, where to?

Grand Lodge

Slowly recovering from their epic confrontation against the master of the Forgotten Laboratory, the Pathfinders take some time to search the room and identify what they find.

To the victors the spoils:
Two potions of cure moderate wounds, a wand of acid arrow (12 charges), two vials of acid, two alchemist’s fires, a smokestick, a tanglefoot bag, a studded leather armor, a masterwork dagger, and arcanolembic (see other spoiler)and an iron key. Krenar's alchemical setup is worth 500 gp if carefully transported out of the dungeon. Under the bed is a small chest containing his formula book (1st-bomber's eye, cure light wounds, expeditious retreat, reduce person, shield, true strike, 2nd-cat's grace, fire breath, invisibility, levitate), a bag filled with 154 gp, 55 sp, and 82 cp, and a single dose of unguent of timelessness.

Arcanolembic:
Aura moderate transmutation; CL 10th
Slot none; Price 5,000 gp; Weight 2 lbs.

DESCRIPTION
This glass flask looks similar to the alembics used by alchemists to distill various liquids, but this one is framed in a delicate silver brace and the glass is etched with various arcane runes. When used to create an alchemical object, the arcanolembic allows the creator to double her progress for 1 day’s work (although this does not affect the cost or the price of the components of the object). In addition, when used to brew a potion, the arcanolembic reduces the time needed to create the potion by 25%. Finally, the arcanolembic can be used to hold one potion. When a creature consumes a potion from the arcanolembic, the potion is treated as if the caster level were 2 higher than the usual minimum for a potion of its level. Placing a potion into the arcanolembic is a full-round action. While holding a potion, the arcanolembic cannot be used for any other purpose.

CONSTRUCTION
Requirements Brew Potion, Craft Wondrous Item, 5 ranks in Craft (alchemy); Cost 2,500 gp

Lastly, the Pathfinders find a journal detailing Krenar's operations here. It contains various notes, including how the goblins who started to infest the halls beneath Thornkeep fell prey to the few remaining, functioning experiments of an ancient azlanti wizard known as Nhur Athemon. Most fled but some were either trapped or corrupted by the strange magic that lingers in these forgotten halls. Those who left brought strange tools and treasures to the surface, including an odd device called the arcanolembic. This powerful item eventually found its way into the hands of Krenar Half-Face, who used the tool to transform himself and warp the minds and bodies of his unwilling victims. Ever seeking more power, Krenar set out for Thornkeep once he learned of the arcanolembic’s origins, desperate to unlock its secrets. After solving the riddle of the Door of Seven Stars in the Accursed Halls, he found his way down into the Forgotten Laboratory, and has been hard at work ever since, restoring the labs and the devices within to working order.

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 pours over the journal for a bit, in no hurry to leave. "Fascinating... so this place used to be the abode of a Nhur Athemon. Rellen, why is it wizards and hunger for power go together like a wink and a smile?"

He tosses the book in his bag.

"I say we leave the alchemists setup to deal with later, and the society will certainly be interested in the arcanolembic."

"West, then? Oh, and could I take a few of those alchemist fires from someone?"

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

"I'll take some bitter, if you'll take some hot. And west sounds lovely. I'll take point." So saying, Kort loads an acid flask in his bandolier, and moves down the western corridor.

Grand Lodge

GM rolls:
Kort's Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Kort moves along the corridor stealthily (Stealth check please) and comes to a crossroads. The corridor continues to the west, going further down this level, whereas the northern corridor is wider and seems to lead into a room eventually.

The southern part opens into a large gallery. Opposite a bench in the center of this room are a pair of stone statues set into alcoves, each one looking like a vaguely humanoid collection of gears and blocks. These statues appear to be mostly intact.

Kort:
Each of these statues has a hole in its chest, roughly the size of an apple. It is obvious that the power crystal you obtained earlier would fit into those cavities. Moreover, you recognize writings in Draconic indicating that the construct should be given orders in Draconic.

Liberty's Edge

Dead

Rellen gathers up his weapons, replying, "I've had more than enough fire,and I don't know there are plenty of power hungry warriors, they just don't spend so much time alone and are not as inventively maniacal."

He then follows Kort.

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 follows, staying to the shadows.. Take 10 on stealth for a 20

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

How about "non-sneaky" but with Kort up front? Presumably, everything nearby heard the battle. put it in that order, but someone can-rearrange.

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

Seeing no immediate dangers, Knorrin moves ahead and has everyone move back slightly, then looks in each direction and around the corner with his darkvision, spotting down the sites of his crossbow, then focusing his detection magic first south.

Grand Lodge

Southern part has already been described earlier. Nothing magic here.

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

Sorry about that, then.
Knorrin now casts his gaze west and then north.

Grand Lodge

Rooms can be seen north and west. The northern room appears to be some kind of laboratory, squeaking sounds can be heard coming from there. The western room seems to be in a more dire state, it looks like a devasted workshop.

Kort seems fascinated by the two statues in the southern alcove, although why he doesn't say yet.

Liberty's Edge

Dead

Tired of following Rellen takes the lead and heads for the laboratory, not bothering to move stealthily, but scanning carefully for dangers.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Grand Lodge

GM rolls:
Initiative (Choamski): 1d20 + 5 ⇒ (10) + 5 = 15
Initiative (Floggentop): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative (Knorrin): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative (Rellen): 1d20 + 5 ⇒ (4) + 5 = 9
Initiative (Chasik): 1d20 + 1 ⇒ (16) + 1 = 17
Initiative (Kort): 1d20 + 3 ⇒ (11) + 3 = 14
Initiative (S): 1d20 + 3 ⇒ (6) + 3 = 9
Initiative (Rats): 1d20 + 3 ⇒ (7) + 3 = 10

This grand chamber appears to be some sort of observation laboratory. The northern section is raised, and contains rotten benches for watching the experiments below. The southern half of the chamber is dominated by a dais on which is set a heavily stained table. It appears that something has dug through the walls of this room, creating two tunnels out of the chamber. Staircases to the northwest and northeast lead out of the viewing area, and wooden doors flank the southwest and southeast sides of the dais. Large stone doors stand south of the dais. The tables are covered in dust, even if some traces indicate that the apparatus that were coverings them have been taken away for the most part.

Among the table, a weird-looking goblin is playing with three rats. The pathfinders immediately notice three vials filled with various colored liquids that protrude from his head, apparently stuck into his skull. His mad eyes gaze upon the new visitors when they enter and scowls at them, ready to attack. He grasps his battleaxe.

Goblin:
"Snarltongue has visitors! They'll go... BOOM! Or was it SPLASH?! Blood on the wall is so much fun!"

Initiative - round 1
Chasik <
Choamski <
Kort <
Floggentop <
Rats
Rellen
S
Knorrin
Chasik, Choamski, Kort, Floggentop are up!

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

"Goblins with tentacles, goblins with jars sticking out of their head. Krenar must have been fun at parties."

Choamski moves up to the west of Chasik and shoots at the central rat... wombat... oversized gopher... thing.

Spoiler:

1d20 + 6 ⇒ (9) + 6 = 15
1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

The rat dies in a last imploring squeak.

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 moves up and casts Grease on the weird goblins weapon.. (DC 15 Reflex)

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)

Seeing the rat go down, Chasik walks right up to the twisted and bizarre goblin thing and attempts to bash it's jarred brains in with his silvered hammer.

hammer PA: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Chasik, you move 20 ft. with armor. Having no clear line to charge (Rellen+rat on the way), you can't move + attack the goblin. You're at 5 squares (25 feet) away from the strsnge goblin. What do you decide?

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)

I will move and attack rat #2, in left corner instead :). Sorry apparently I can't count squares lol

Grand Lodge

In that case, you squash the rat under your massive hammer. Kort is still up.

Grand Lodge

GM rolls:
Rat: 1d20 + 1 ⇒ (11) + 1 = 121d4 ⇒ 2

Kort's last post was on Friday, he hasn't posted since. I'm delaying his actions until he can post again, since he didn't give notice.

The last remaining rat comes closer to Wizzy and attacks the gnome. However, his attempt is feeble and the bard easily dodges the blow.

Initiative - round 1
Chasik
Choamski
Kort (D) <
Floggentop
Rat
Rellen <
S
Knorrin
Kort and Rellen are up!

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:

Did the bottle head goblin make his grease save?

Liberty's Edge

Dead

Rellen sends his scabbard flying into the rat as he pulls his greatsword to swing at the goblin, but his footing betrays him as he descends the steps and the blade whips over the goblin's head.

Fling Scabbard vs Rat: 1d20 + 6 ⇒ (14) + 6 = 20 Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Greatsword vs Goblin: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Grand Lodge

GM rolls:
Ref: 1d20 + 5 ⇒ (17) + 5 = 22
Ref: 1d20 + 5 ⇒ (7) + 5 = 12
Ref: 1d20 + 5 ⇒ (11) + 5 = 16

The last rat dies miserably, crushed by the thrown scabbard. Rellen's sword misses the goblin by a foot at least. The goblin flies into a seething rage, keeping a firm grasp on his battleaxe's handle. He tries to land a swift and deadly blow on Rellen's legs as if to chop the human down like a tree, but this time the axe flies off his hands and lands on the ground with a clanging sound. The goblin appears surprised, and simply disappears! However you see the axe disappear briefly before it comes into view again, this event being met with flavorful curses in the goblin tongue.

Leaving his token at his last known location, as well as the location of the axe.

Initiative - round 2
Chasik <
Choamski <
Kort (D) <
Floggentop
Rellen <
S
Knorrin <
Everyone can act!

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)

no guts no glory for my upcoming post :)

Chasik seeing the goblin drop his axe, charges to close the gap. He hopes the end it's miserable existence, with one mighty blow.

charge with PA silver hammer: 1d20 + 6 + 2 - 1 ⇒ (8) + 6 + 2 - 1 = 151d8 + 4 ⇒ (2) + 4 = 6

AC is 16

Grand Lodge

Since he's invisible you have to roll against total concealement (provided he's still on the same sqaure of course): 50% miss chance: 1d100 ⇒ 14 The blow only meets thin air.

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, seeing that the hard work of clearing the dungeon may not be over, retrieves another scroll of bless and casts it over his companions.
+1 to attack rolls for 10 rounds.

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's cheeks puff red as scurries up.

Grand Lodge

Choamski bumps into something and is unable to finish his course where he would have liked to. Taking you back one square, you clearly felt the goblin's invisible presence just five foot north of where you are now. Moving his token there. Well done!

Initiative - round 2
Chasik
Choamski
Kort (D) <
Floggentop <
Rellen <
S
Knorrin
Kort, Floggentop and Rellen can act!

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

"What...there, he's RIGHT THERE!" the red headed gnome excitedly yells.

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 will start his performance, inspiring courage among his group.. +1 Comp Hit/Dam

Liberty's Edge

Dead

Rellen sheathes his sword and steps forward as he pulls it free again sending his scabbard shooting out at the spot Choamski identified and then slashing out at the same, but hacking through only air.

Fling Scabbard: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 Miss Chance High Good: 1d100 ⇒ 100 Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Greatsword: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 Miss Chance High Good: 1d100 ⇒ 34 Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13

Grand Lodge

GM rolls:
Using powerful blow: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 201d2 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12

While Floggentop starts his encouraging song, Rellen manages to land his scabbard on the raging goblin, he yelps from the pain, thus confirming his position. The greenskin reacts by headbutting Rellen in a wrathful and disordained response. Against all odds, the goblin manages to hit! 12 damage on Rellen!

The goblin then disappears again.

Initiative - round 3
Chasik <
Choamski <
Kort (D) <
Floggentop <
Rellen (12 damage) <
S
Knorrin <
Everyone can act!

Liberty's Edge

Dead

Rellen waits to see if his companions can pin the creatures location down snarling.

Don't want to risk a possible AoO and going down.

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

GM question:
Is it dusty enough to track his footprints in here.

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 will ends his song and move up, pulling his wand o cure and tap Rellen with it.. Heal: 1d8 + 1 ⇒ (4) + 1 = 5 the inspire buff lasts for 2 rounds longer..

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 doesn't fall for the same trick twice. This time he waits it out for the little bugger to reappear.

Delay for it to reappear than move/charge as needed.

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 drops his crossbow and draws his spear, moving as far forward as he can.

Grand Lodge

Choamski, sure you could try that, though the place has been in use recently so it wouldn't be easy.
Chasik, you mean ready action?

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 scours the ground for signs of the invisible goblin's passage.

Spoiler:
Survival: 1d20 + 8 ⇒ (19) + 8 = 27 - a full-round action apparently, after just reading the rules.

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)

yes, ready an action to KILL with extreme prejudice lol

Grand Lodge

Choamski - Oh, you're right! Nice roll in any case.
Chasik - :D

Choamski inspects the ground for a few seconds, then blemishes as he realizes the goblin hasn't moved at all! He is able to warn his companions immediately.

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

"My fellows, he's still right there!"

Liberty's Edge

Dead

Rellen swings wildly his blade hacking through the air, but nothing more. Growling he steps back, sheathes his sword and rips it free again sending another scabbard flying, but to his frustration it simply clatters to the floor.

Greatsword: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 Damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15 Miss HiG: 1d100 ⇒ 8
Fling Scabbard: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 Miss HiG: 1d100 ⇒ 19

1 to 50 of 384 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] Thornkeep: the Forgotten Laboratory All Messageboards

Want to post a reply? Sign in.