[PFS] GM Mjolbeard's 'Scions of the Sky Key' Series (Inactive)

Game Master Mjolbeard89

On the Table

Initiative:
[dice=Farshaya]1d20+6[/dice
[dice=Jann]1d20[/dice
[dice=Laiashi]1d20+6[/dice
[dice=Meredith]1d20+2[/dice
[dice=Denair]1d20+1[/dice
[dice=Saritirnen]1d20+4[/dice
[dice=Willem]1d20+2[/dice


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Honorbound Emissaries

Just to be clear, you'll need to make a strength check to open the door. It's jammed shut, but it's not super difficult.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

"Well, here goes." Laiashi applies a swift kick to the jammed door.

Strength: 1d20 ⇒ 15

-Posted with Wayfinder

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Strength check: 1d20 + 3 ⇒ (14) + 3 = 17
Meredith prefers to use her shoulders.

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

I have a crowbar. Please allow me to try.

The solidly build man first assists Meredith Letting her use the crowbar and so adding a total of +4 to her check and if that is not successful tries himself, asking her to assist.

Strength Check: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Strength Check: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22


Honorbound Emissaries

Before Meredith and Dolamite ever come close to the door, Laiashi's kick sends the door swinging on its ancient, rusted hinges. A loud bang and creak echoes through the empty hallway in front of you, as well as the now open room.

Feel free to wander in and check things out if you want. I'll get a description posted later tonight.

Grand Lodge

Neutral | Elf Male | Oracle 2 | AC 17 (T 13/Fl 14) | hp 13/13 | Init +4 | Fort +1 Ref +3 Will +4 | Perception +3 | Conditions: None | Spells: L1 (DC13): 5/5 | CLW wand: 50/50
Expendables:
Wands:CLW: 10/12 charges | Lesser Restore: 5/5

"I guess there is little reason to sneak in with our loud entrance." Using his spear to support him Saritirnen waits for the others to move and then follows along.

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Jann shrugs and moves in. He walks ahead to the gap in the right wall.

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Before proceeding further Dolamite offers to hand Meredith a wand of Mage Armor and asks if she might use a charge on his person. I find normal armor restricts my movements and is of little use. But this enchantment provides useful protection for me.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Good point." Meredith fishes out her own wand. "Denair, come over here so I can enhance both of you."

Meredith uses Dolamite's wand and her own to enhance Dolamite and Denair's armor. "That should be good for an hour or so. Everybody, keep your eyes open."

Perception: 1d20 ⇒ 1

Denair's Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Meredith is bad at following her own advice. Denair seems self-absorbed in her own fur-and-bark coat. "I hate how this stuff clashes with my fur."

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Laiashi strides into the room, hands still empty. (Forgot to mention this for Dolamite's sake. A DC 23 Perception check reveals her hand crossbow; DC 25 reveals her multiple daggers. Otherwise she looks completely unarmed.)

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Pereption: 1d20 + 10 ⇒ (4) + 10 = 14

Yep. Unarmed. Of course Dolamite sees that as sensible. :)

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Ser Willem, trusting that he is, lets the other explain their recent travels. He is more akin to finishing what they started, keeping his mind sharp and his blade sharper. Preferring to watch out for any attackers, he stays back as they bash open the door. His sword is drawn and he is ready for anything as they proceed inside...

"It is odd that after our recent visit, they haven't reinforced the place."


Honorbound Emissaries

GM Rolls:
Jann Perception: 1d20 ⇒ 11

Laiashi steps through the door into the small room beyond. The air in the room smells stale. A pile of rocks sits on the dust covered floor in one corner of the room. As she gazes around the room, she notices two things that seem significant for one reason or another. First, she sees that the door on the southern wall of this room is bent inward toward the room in which she now stands, as if some great weight is pressing up against the other side of the door. Second, she notes that the small pile of rocks in the corner is too orderly to be a natural feature. What these things could mean is unclear at this point. Perhaps further investigation would reveal more.

Are Denair and Meredith in the room with Laiashi? That's important for everyone, actually. Please make sure you are moving your tokens on the map when your character moves around in here as you are able. If you don't have access to the map for some reason, please state where you are, who you are standing with, etc, so someone can move your token for you.

As Jann moves down the corridor and passes a couple of the doors, as well as the large gap in the western wall, he notices two significant features that seems to be true of this area in general.

Cracks in the walls: Several of the walls have deep cracks resulting from tectonic activity or purposeful destruction. A crack in the wall provides cover against creatures on the other side, though creatures in either of the two squares adjacent to a crack can make attacks through it without impediment. Small creatures treat a crack as difficult terrain, whereas a Medium creature must take a move action and succeed at an Escape Artist check to pass through a crack.
The PCs can enlarge a crack so that it no longer impedes attacks or movement with a Strength check or by dealing sufficient damage to the stone.
Rust-stained iron doors: All of the doors in this area are stuck and don’t open without sufficient force.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith and Denair are in the room, with Laiashi.
"The Ser has a point...where are the guards? Reinforcements? It's awfully quiet here." Meredith draws her longspear.


Honorbound Emissaries

As Denair and Meredith enter the room with Laiashi, Denair points out clear signs of a humanoid walking around in the room, wearing heavy boots. "Laiashi, when did your feet get so big?" she asks, "Oh! Maybe those are from someone who was here before!"

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

So Dolomite does not have a token. Unsure where to get/create one.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Usually you can right click on your portrait and select "Copy Image Address." Then on Google Slides you can go to "Insert -> Image -> By URL" and paste the link there.

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Cool. Did not know that.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Laiashi looks down at the indicated footprints. "Huh. No, those are definitely not mine. And not from a kobold, either. In fact, several things about this place don't add up." She looks more closely at the rock pile.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

-Posted with Wayfinder

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Yeah, it's best to be on guard from here out. Let's handle this one room at a time." Meredith motions everyone to enter this room and prepare themselves.

Denair, meanwhile, puts her ears up to the door...
Stealth: 1d20 + 13 ⇒ (8) + 13 = 21
Perception: 1d20 + 13 ⇒ (10) + 13 = 23

If she didn't hear anything, she will try to open the door.
Str Check: 1d20 + 3 ⇒ (10) + 3 = 13

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Willem stands guard outside. "I'll be the last in. I don't want those pesky kobolds sneaking up behind us as we pile in their little home."

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Jann shrugs. "Seems like an interesting twist. A life spent expecting the unexpected seems dull and boring." Jann opens the nearest door on the left side of the hall.


Honorbound Emissaries

Laiashi digs through the pile of rubble and finds a small satchel, similar to the one you found just outside the temple entrance on your previous visit. The satchel has quite an impressive haul, including the missing venture-captain's journal. Journal Entries are in the slideshow
Inside the satchel you find a wand of cure light wounds (12 charges), a wand of lesser restoration (5 charges), two potions of cure moderate wounds, a wand of bear’s endurance (14 charges), and two potions of spider climb.

As Denair moves toward the southern door, she notices the slight bulge in the door that Laiashi had seen just a moment before. She listens closely for any signs of life in the next room and hears none, so she strains to unstick the rusted door. This one, however, appears to be more tightly jammed than the one she and the others had entered this room through. It seems like she should have to actually break the door down to get it open.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Meredith notes the goods and holds onto them. She can use the Bear's Endurance wand without trouble, the other 2 she needs to make UMD checks. You two Oracles want the other wands?

Denair sniffs the door a bit, then prepares to smash it down. Meredith switches to her mace and helps.

Damage Rolls if you need them:

Power Attack Slam Damage: 1d8 + 4 + 3 ⇒ (7) + 4 + 3 = 14
Arcane Strike 2H Heavy Mace Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Power Attack Slam Damage: 1d8 + 4 + 3 ⇒ (7) + 4 + 3 = 14
Arcane Strike 2H Heavy Mace Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Power Attack Slam Damage: 1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Arcane Strike 2H Heavy Mace Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Power Attack Slam Damage: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Arcane Strike 2H Heavy Mace Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Power Attack Slam Damage: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Arcane Strike 2H Heavy Mace Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Denair does 8 - 15 damage, Meredith does 6 - 13


Honorbound Emissaries

Meredith and Denair slam against the heavy iron door, and their hits rattle door on its hinges, but it remains closed, despite all their efforts. As the door rattles, Denair hears a sound from the other side of the door, almost like the sound of rocks shifting around and tumbling against one another.

You guys did a little bit of damage to the door, but it's got pretty significant hardness. You could also try a DC18 strength check to try to hit its break DC.
Anybody else further exploring any of the rooms or are you kinda holding until Meredith and Denair get through the door?


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Strength Check: 1d20 + 3 ⇒ (7) + 3 = 10
"Ow."
Strength Check: 1d20 + 3 ⇒ (6) + 3 = 9
"Ow."
Strength Check: 1d20 + 3 ⇒ (16) + 3 = 19
"Oh.... wow! I think I broke a hinge. Get ready!"

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolomite is moving to help with the door when Meredith manages to force it.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

Willem shakes his head at Jann. "Perhaps, but it keeps you alive that much longer. Not only that, I am expecting company."


Honorbound Emissaries

GM Rolls:
Trap bludgeoning damage: 3d6 ⇒ (1, 2, 5) = 8

*Rumblerumble* *rumblerumble* *sscccrreeeCRAAASSSHHHHH!!!*

Denair wrestles with the hinges on the bent door, and eventually breaks the hinges off with a mighty pull. Unfortunately, as the door falls into the room, it is followed by a cascade of rubble that pummels Denair and half buries the eidolon in rock and dust.

Denair takes 8 damage (DC16 Reflex save for half)


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Well, better the eidolon take the damage than the PCs...
Reflex: 1d20 + 1 ⇒ (11) + 1 = 12
"Ack!" Denair clumsily trips as the rubble falls over her. "I think I got it open..."

"Saritirnen. Do you have that wand we found?" Meredith helps Denair up, tearing some of her fur in the process.
I'm assuming we willing to use this.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

"Wow, that felt great! Thanks!" She licks him with her leafy tongue. "So, what's behind the door? Besides this rubble?"

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolomite, ready to defend the door openers, is unsure how to respond to the small cascade. He look forward to see what might be behind the rubble.

Grand Lodge

Neutral | Elf Male | Oracle 2 | AC 17 (T 13/Fl 14) | hp 13/13 | Init +4 | Fort +1 Ref +3 Will +4 | Perception +3 | Conditions: None | Spells: L1 (DC13): 5/5 | CLW wand: 50/50
Expendables:
Wands:CLW: 10/12 charges | Lesser Restore: 5/5

Saritirnen summons the energy of the wand and gently places it near the wound.

"It would be wise to take care in the place. Next time more than a door might fall upon you."


Honorbound Emissaries

Stepping past the rubble that had fallen onto Denair, you find another room, this one largely empty except for the piles of rubble still lying about the room.

DC10 Knowledge (Dungeoneering or Engineering):
You notice that the cave-in wasn’t completely accidental—there are tool marks in the ceiling. You also perceive that climbing the rubble in this room is possible but may be dangerous.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

DC is 10 so I can take these untrained.
Knowledge: 1d20 + 1 ⇒ (7) + 1 = 8
Denair's Knowledge: 1d20 - 2 ⇒ (7) - 2 = 5
Double 7s...

"What a mess..." Meredith and Denair enter the room. "Let's see what's down there. If you hear any rubble, back up next time, alright?"

Denair nods and heads to the southernmost room.
Denair's Perception + Guidance: 1d20 + 14 ⇒ (8) + 14 = 22

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Dolomite follows. Lets examine the rest of this place before we go climbing up unstable rubble.

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Knowledge (dungeoneering), untrained: 1d20 + 1 ⇒ (1) + 1 = 2
::blows raspberry::

"Try not to bring the whole place down on our heads," Laiashi tells Denair in an amused tone after the fey is healed and recovered.

-Posted with Wayfinder

Grand Lodge

Neutral | Elf Male | Oracle 2 | AC 17 (T 13/Fl 14) | hp 13/13 | Init +4 | Fort +1 Ref +3 Will +4 | Perception +3 | Conditions: None | Spells: L1 (DC13): 5/5 | CLW wand: 50/50
Expendables:
Wands:CLW: 10/12 charges | Lesser Restore: 5/5

Know Untr Dungeoneering: 1d20 ⇒ 6

Saritirnen brushes away some of the dust that gathered on his robes and waits for the others to move on.

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Knowledge untrained: 1d20 + 2 ⇒ (11) + 2 = 13 Jann stares at the ceiling. "Your fall is not an accident, stone. You were made to fall. We are trapped and trapping and trappers, aren't we?"


Honorbound Emissaries

GM Rolls:
Initiative Kobold Blade (Orange): 1d20 + 4 ⇒ (12) + 4 = 16
Kobold Sniper (Green): 1d20 + 3 ⇒ (3) + 3 = 6
Kobold Sniper (Yellow): 1d20 + 3 ⇒ (7) + 3 = 10
Dolomite: 1d20 + 1 ⇒ (14) + 1 = 15
Jann: 1d20 ⇒ 8
Laiashi: 1d20 + 6 ⇒ (3) + 6 = 9
Meredith: 1d20 + 2 ⇒ (14) + 2 = 16
Denair: 1d20 + 1 ⇒ (3) + 1 = 4
Saritirnen: 1d20 + 4 ⇒ (10) + 4 = 14
Willem: 1d20 + 2 ⇒ (13) + 2 = 15
Kobold Blade crossbow vs Denair FF: 1d20 + 11 ⇒ (7) + 11 = 18 Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Denair doesn't have much time to reflect on Jann's words as a crossbow bolt clams into her bark. She peers across the room to find another opening, and a kobold standing there with a light crossbow nestled against his shoulder. The kobold gives a harsh squeak that sounds like laughter as it quickly reloads another bolt into its weapon.

INITIATIVE!
The Welcome Wagon - Round 1
Bold may go!
Kobold Blade
Meredith
Willem
Dolomite
Saritirnen

Kobold Sniper (Yellow)
Laiashi
Jann
Kobold Sniper (Green)
Denair (-6)

Grand Lodge

Male Oread Sacred Fist Warpriest 7/Monk 2 | AC: 30/23/27| HP: 73/73| Fort +12, Ref +10, Will +15 | CMB +13, CMD 36/40 vs trip | Init +6 | Perc +21 & Darkvision

Slow but sure, Domamite advances Double Move. As he moves he uses a swift action to cast Shield of Faith on himself.

AC is currently 26. Buff's include Mage Armor and +3 from Shield of Faith.

Sovereign Court

PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)

"I told you so, Jann!," Willem exclaims as he charges down the hallway at full speed to get in the fight.

Is the door next to me open or will I need a move action to do it?

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith opens her mouth to ask about philosophy right before she hears Denair yelp. "Denair! I guess they know we're here. Let's give them a warm welcome."

Meredith runs in, draws her Royal Crown (TM) longspear and jabs.
Masterwork Longspear: 1d20 + 5 ⇒ (7) + 5 = 12
Arcane Strike, Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

There's a lot of force, but clearly not enough aim...

Grand Lodge

Neutral | Elf Male | Oracle 2 | AC 17 (T 13/Fl 14) | hp 13/13 | Init +4 | Fort +1 Ref +3 Will +4 | Perception +3 | Conditions: None | Spells: L1 (DC13): 5/5 | CLW wand: 50/50
Expendables:
Wands:CLW: 10/12 charges | Lesser Restore: 5/5

Hearing the sounds of harsh squeaks followed by Willem shouting Saritirnen moves into the next room and stops beside Denair attempting to assess the situation.

Double move


Honorbound Emissaries

@Willem: This door, like all of the doors in this hallway, is rusted shut. Denair just managed to open one up in one of the front rooms by damaging the door, but you can also attempt a strength check to meet it's Break DC, which is DC18. Either way, attempting to get past the door will be a standard action.

As Willem makes his way down the hall, he passes some large cracks in the wall. He can see through the cracks as he runs by, and thinks that a small enough creature, or a normal sized one with a bit of maneuvering, could actually fit through the cracks.

In addition to the doors, there are also a couple large cracks in the walls. A crack in the wall provides cover against creatures on the other side, though creatures in either of the two squares adjacent to a crack can make attacks through it without impediment. Small creatures treat a crack as difficult terrain, whereas a Medium creature must take a move action and succeed at a DC 15 Escape Artist check to pass through a crack.
You can enlarge a crack so that it no longer impedes attacks or movement with a DC 23 Strength check or by dealing sufficient damage to the stone (hardness 8, hp 30).

A lowered portcullis blocks off this room from the hallway to the north. The portcullis is old and rusty, and it no longer fits properly in its grooves. A PC can smash the portcullis down with a successful DC 15 Strength check. At the south end of this hallway, there is a grotesque dragon face carved in the stone wall. In its gaping maw it has two dozen round holes where its teeth should be.

Meanwhile, the kobold who had shot Denair easily avoids Meredith's spear thrust. The little reptilian grins at her and calls out in a mocking voice, “We feeds you to the Golden God!
As big as a dozen kobolds! We take you to the temple and he EATS YOU!”

As he talks, another kobold appears behind him and fires a crossbow past his companion at Meredith.

Crossbow, cover: 1d20 + 6 ⇒ (6) + 6 = 12 Damage: 1d6 ⇒ 4 +4 to Meredith's AC from cover on this shot

INITIATIVE!
The Welcome Wagon - Round 1
Bold may go!
Kobold Blade
Meredith
Willem
Dolomite
Saritirnen
Kobold Sniper (Yellow)
Laiashi
Jann

Kobold Sniper (Green)
Denair (-6)

The Exchange

Female Ifrit Rogue 6 | AC: 21/16/[21] | HP: 48/48 | Fort +4*, Ref +10* (evasion), Will +1* (*+2 vs fire/light) | CMB +4, CMD 19 | Init +7 | Perception +5 (+2 vs surprise)

Laiashi draws her two daggers and moves in, the blades red-hot. "Not if we cook you first." With so few of her allies at the front, she takes partial cover behind the doorframe.

Draw weapons, move in.

Scarab Sages

HP 27/27; AC 14, T 10, FF 14; F+4, R+1, W+4; Perc +0, darkvision 60', Init +0; CMD 12

Jann shakes his head. "I apologize, sir kobold, but I have seen my fate and it is not to be devoured by a golden god. Rather it is to be devoured by a great creeping chaos. So, if you would, why don't you sleep?" Command, will save DC 15, please.


Honorbound Emissaries

Will save: 1d20 + 1 ⇒ (1) + 1 = 2

The kobold's laughter is cut short as he starts to get ready for nap nap time, thanks to Jann's spell. Command doesn't actually allow you to put a target to sleep (that's why the spell 'Sleep' exists), but one of the command options in the Command spell is for the target to drop prone, so I'm gonna play it that way, and he's gonna pretend to be asleep for the duration of the spell because he totally bombed his save.

Meanwhile, another kobold suddenly appears in the hallway behind Willem and fires a crossbow at him! The bolt punches through the knight's armor and lodges deep in his ribcage!

Crossbow, point-blank: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Damage, Point blank: 1d6 + 1 ⇒ (6) + 1 = 7

INITIATIVE!
The Welcome Wagon - Round 1
Bold may go!
Kobold Blade (falls prone on his turn)
Meredith
Willem (-7)
Dolomite
Saritirnen
Kobold Sniper (Yellow)
Laiashi
Jann
Kobold Sniper (Green)
Denair (-6)


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Ow! No one's going to eat me or drink my sap!" Denair runs up to the entryway and sees the kobold lying, prone.

Power Attack Slam vs Prone: 1d20 + 5 - 1 + 4 ⇒ (10) + 5 - 1 + 4 = 18
Power Attack Damage: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9

She slams her trunk into the ground, hoping to turn it into a fine paste.


Honorbound Emissaries

Denair slams the ground with her exceptionally long arms, but the kobold is able to dodge out of the way of the blow as it lies down on the cold stone of the underground complex.

INITIATIVE!
The Welcome Wagon - Round 2
Bold may go!
Kobold Blade (prone)
Meredith
Willem (-7)
Dolomite
Saritirnen

Kobold Sniper (Yellow)
Laiashi
Jann
Kobold Sniper (Green)
Denair (-6)

Liberty's Edge

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Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith follows up with another jab with her spear. "Don't get flustered, Denair."

Masterwork Longspear: 1d20 + 5 ⇒ (17) + 5 = 22
Arcane Strike, Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

"No one's going to turn you into kindling while I'm still around."

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