[PFS] GM Z..D.. Rise of the Goblin Guild (Inactive)

Game Master Z...D...


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Dark Archive

Human Psychic 5
stats:
HP 27 AC 16:Touch12:FF14/ Int +3 Percp +6 Fort 3:Ref 4: Will 5 (+7 during Dark Half, Immune to Fear)/ CMB -1:CMD 11

Yuukyou runs in a hard sprint to get to the other side of the goblin. He slides to a stop, panting slightly, trying to reorient himself after the mad dash to ready to cast a spell if necessary.

Full action for flat out run x4, lose all dex bonus to AC to move 120 ft.

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Thundering Bull shows no signs of fatigue as he gives chase, but the sheer weight of his armor prevents him from keeping up with Yuukyou.

________
Run for x3 move of 60 ft :) How much further to join combat?


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Once the goblins mind is clear,it notices that it is surrounded. It drops to its knees and starts groveling at Grynt's feet.

Goblin:
"Ekkie gives, ekkie gives no more hurt"

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt gives an unsettling big toothy smile and disarms Ekkie...

Goblin:

"Nice Ekkie. If you tell me what you were doing at the manor, Grynt will give you no more hurt..."

Dark Archive

Human Psychic 5
stats:
HP 27 AC 16:Touch12:FF14/ Int +3 Percp +6 Fort 3:Ref 4: Will 5 (+7 during Dark Half, Immune to Fear)/ CMB -1:CMD 11

Yuukyou walks up behind Grynt, his eyes flashing an odd black light for a moment. He seems rather peeved.

I hope he's telling you exactly what's going on Grynt, I'm rather peeved about having my night with friends interrupted. If he's not, I could always melt his brain...


Knowledge Checks -Sky Key Solution Aid Token

Goblin:
Gives Ekkies things back and Ekkie might tell you.

Grynt, you take away her dogslicer, a wayfinder(with the name Joadric Heimurl on the inside), a reddish pearl necklace, a potion, studded leather armor, a cage with a goblin skull in it and some slices of horse meat.

Grand Lodge

Spells:Lvl1 2/2 Hexes: 2/2 CN Human Witch 1 | HP:7/9 | AC:12 | F:+3 R: +2 W +3 | Init:+8 Perc:+1 | CMB:-2 | CMD:10 | Speed: 30ft

im assuming we can move closer to the goblin or all ready did. If not Savron moves towards the goblin.

Savron looks down at the groveling goblin.
"I suggest you start speaking goblin. What are you doing here? Why are you here?

Mesit moves closer to the goblin and brings up his stinger as if to sting the goblin.
"My scorpion here tells me he wants to know what your flesh feels like beneath his stinger. I suggest you start talking before he does or the hurt gets worse."

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt considers and gives her back everything except her dogslicer and the wayfinder...

Goblin:

"Grynt will give Ekkie back the dogslicer once Ekkie's answered Grynt's questions. The wayfinder does not belong to you...it belongs to a Pathfinder and I will return it to the Society. If Ekkie still doesn't talk, then Grynt will let the nice man here show you his pet scorpion up close...and then the other nice man can melt your brain. I'm afraid they're much less patient than Grynt..."

Grand Lodge

Spells:Lvl1 2/2 Hexes: 2/2 CN Human Witch 1 | HP:7/9 | AC:12 | F:+3 R: +2 W +3 | Init:+8 Perc:+1 | CMB:-2 | CMD:10 | Speed: 30ft

Savron looks at Grynt and smiles at the thought of his words. He then points to the goblin while looking at Mesit. Mesit crouches even lower to the ground ready to lunge at the goblin.

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Thundering Bull finally arrives. Disappointment apparent on his face as it is clear his friends are talking to this goblin. "Thundering Bull want to squish. Can squish goblin now?" Why talk? Goblin only good squished.

Dark Archive

Human Psychic 5
stats:
HP 27 AC 16:Touch12:FF14/ Int +3 Percp +6 Fort 3:Ref 4: Will 5 (+7 during Dark Half, Immune to Fear)/ CMB -1:CMD 11

Yuukyou pats Bull on the shoulder.

One moment Bull. In my experience, I've never see just ONE goblin, ever. Their like cockroaches, where there is one, there always more. Usually a lot more. We need to find out where the other are... and then a LOT of squishing may be required.


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She tells this story in goblin, did not feel like putting it in spoiler.

“Even out in the swamp, we heard stories about the Nightsoil Marauders—a gang of goblins in the longshanks city. When Murg tried to bite off my ear—again!—I left the swamp and came to the city to join up. I met some other goblins outside the city and they sneaked me inside. They took me through the smelly tunnels and made me wait outside their lair. An important-looking goblin with a big, dangly hat came out and stared at me. He said his name was Versevosh. I thought he was the boss, but he said that the big boss is much scarier than him. Versevosh said rude things about me and my tribe and said I’d have to prove myself if I wanted to join the gang. He said I’d have to steal shiny things from a tribe of longshanks in the city. He showed me drawings of what to look for.”

Ekkie points to the symbol of the open road on the wayfinder. I was to look for that. The other goblins showed me the way through the smelly tunnels to the horse-killing place. I like that place, ‘cause they cut up horses there and you can see their insides and I got lots of dead horse to eat. The goblins said to steal from the big house then go back to the horse-killing place, then they ran off. It was almost sunrise and I could hear longshanks so I hid. Later I sneaked up to the big house and took some shiny things from the small houses, but then you caught me.

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt nods. "Answer one more question and then Grynt gives Ekkie the dogslicer back. Where can we find the tunnel that leads from the horse-killing place to the lair of the Nightsoil Marauders?"

Grand Lodge

Spells:Lvl1 2/2 Hexes: 2/2 CN Human Witch 1 | HP:7/9 | AC:12 | F:+3 R: +2 W +3 | Init:+8 Perc:+1 | CMB:-2 | CMD:10 | Speed: 30ft

"Yes. Perhaps you should take us to those tunnels. We should go talk with this Versevosh ourselves. Unless you want the hurt to comeback."
Savron picks up Mesit, hoping the goblin will cooperate more.


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"Okay, Ekkie show you. While we there I can gets some fresh horse meat......YUM!!!

She leads you two blocks west of the manor towards the Mariska Knackery.

Perception:

yuukyo: 1d20 + 4 ⇒ (14) + 4 = 18
Thundering Bull: 1d20 + 2 ⇒ (9) + 2 = 11
Grynt: 1d20 + 7 ⇒ (6) + 7 = 13
Father Godfrey: 1d20 + 7 ⇒ (17) + 7 = 24
Savron: 1d20 + 1 ⇒ (9) + 1 = 10
Malik: 1d20 + 7 ⇒ (19) + 7 = 26

Yuukyou, Father Godfrey and Malik, you all seem to notice the remnants of a shed that was burnt down near the main building.

Ekkie looks up somewhat proubly, That was a lesson to the Mariska long shank. That is what will happen if he don help the Night Soil Maruders.

Continuing on to the main house. Ekkie points to the man butchering a horse. That is the longshank horse killer. She begins to drool at the sight of the meat. The man is middle aged approximately 5 and half feet tall and sports a gray walrus like mustache.

What can I help you for folk He catches the sight of the goblin and becomes visibly shaken.

Dark Archive

Human Psychic 5
stats:
HP 27 AC 16:Touch12:FF14/ Int +3 Percp +6 Fort 3:Ref 4: Will 5 (+7 during Dark Half, Immune to Fear)/ CMB -1:CMD 11

Yuukyou smiles at the old man, stepping forward.

You have no need to fear Sir... and I think, we may be able to help each other. My comrades and I happened upon this goblin riffling through our things. It seems to have realized the error of causing trouble to Pathfinders, and has told us of your problems with the Night Soil Marauders.

He waves a hand about the room and gives a wicked smile.

As you can see, we are a fairly well armed accompaniment, and goblins this close to good folk like yourselves, as well as the places we are tasked with protecting, is simply unacceptable. We are considering rooting them out... perhaps could you provide us with information to help us in removing the problem for you?

Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18


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He looks at the goblin than Yuukyou, and pretty much breaksdown, “What could I do? Those little vermin have got me right where they want me! At first, I tried locks and bars to stop them, but the thefts got worse. If there’s any way in, they’ll find it!. Then the big, creepy one, at least a foot taller than me, came one night. It put the fear right into me, I’ll tell you, lurking there in the shadows with its snuffling breath and twitching ears. It said it knew exactly where my family lives and said it’d know if I tried to go to the watch. Then they burned down my shed outside to make their point. So I’ve had to go along with them, leaving the best slabs of meat for them and ignoring the scurrying I hear down in the cellars at night. If I don’t, they’ll burn down my home and murder my family!”

The distraught male leads the group down to the cellar and towards an old sewer drain, just big enough for a medium sized creature to fit through.

I wish you luck, but can not help you anymore, in case you all do not make it. With that he leaves and locks the cellar behind him.

Ekkie pipes up once he is gone, See that long shank is scared too of the big boss. She slips into the drain pipe with ease. You commins. She says from just inside the pipe.

It is completely dark in the tunnels, so for those with out darkvision, will need some lighting.

It takes Ekkie and the PCs to navigate the tunnels to get to the Goblin HQ. The place reeks with the rancid smells of goblin habitation but there is some ventilation, making the air less stale than the sewers.

Will stop here for you to figure out lighting and I need a marching order. Please update it in the google presentation. Slide number 2

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

After managing to climb the wall, Malik finally catches up when the goblin is being interrogated. He listens carefully and quietly, but doesn't say much, besides the occasional giggle whenever "Nightsoil" clan is mentioned.

Who in their right mind would name their organisation like that, he did not know, but he imagined the name had an origin. A smelly one at that.

After entering the pipe, Malik hands Godfrey his wand (Cure Light Wounds), and quietly states: "Just in case."

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt will retrieve his bow before following Ekkie to the slaughterhouse and tunnels...

Grand Lodge

Spells:Lvl1 2/2 Hexes: 2/2 CN Human Witch 1 | HP:7/9 | AC:12 | F:+3 R: +2 W +3 | Init:+8 Perc:+1 | CMB:-2 | CMD:10 | Speed: 30ft

Eager to cast his hexes on goblins, Davrpn tries to stay in the middle. He also pulls a torch from his pack.
"I have a torch for light. Now let's go find some goblins.". Savron, eager to find the goblins, readies himself for the excitement ahead."Mesit, stay close."

Dark Archive

Human Psychic 5
stats:
HP 27 AC 16:Touch12:FF14/ Int +3 Percp +6 Fort 3:Ref 4: Will 5 (+7 during Dark Half, Immune to Fear)/ CMB -1:CMD 11

Yuukyou touches one of the many scarves wrapped around him and mutters in an unknown language.

Language Draconic:
Light.

His scarf begins to glow with the light spell, shedding light around him. He nods to Savron.

Can't hurt to have multiple sources for those of us who can't see in the dark. Let's get going... the sooner we erase this "Big Goblin" from the face of Golarian, the better I'll feel.

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

As Grynt has darkvision, he will scout ahead of the party with bow drawn, 'bout 30' or so, and try to conceal himself when possible while looking for any signs of danger...

Stealth: 1d20 + 9 ⇒ (11) + 9 = 20

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

Malik would join Grynt. Two pairs of eyes are better than one.

Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Well - they MIGHT be, but not in this particular case.

Silver Crusade

Male human NG inquisitor (preacher) 1 | HP: 13/13 | AC:16 T:12 FF:14 | CMB:+3 CMD:15 | Saves F:+3 R:+2 W:+5 | Init:+4 | Per:+7 | SM: +8

Apologies, caught a cold on my birthday and I've been under the weather ever since. Godfrey will want to run back to the estate and retrieve his armor before heading to the sewer.

Father Godfrey says to Malik, holding the wand, "Indeed. Old Deadeye's blessing upon you."

Before they enter the sewer drain, Father Godfrey places a reassuring hand on the old man's shoulder and says, "My friend, we will protect you and your ranch. I see now Erastil has put you and this goblin, who I believe is called Ekkie, in our path so that we may put an end to this threat."

He hangs back, waiting to see what the scouts detect ahead.


Knowledge Checks -Sky Key Solution Aid Token

GM rolls: 3d20 ⇒ (16, 20, 17) = 53

Grynt turns the corner and witnesses three goblins huddled around in a circle at the end of the hall. They seem distracted by something in the corner.

They have not noticed you yet. Feel free to continue to stealth,make perception checks or attack. New slide up.

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt will quietly step back from the corner and await the arrival of his companions...

Upon their arrival, he holds up three fingers. "There are three goblin lookouts 'bout 40' to the north...I might be able to get a shot or two off before they can react..."

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

"Thundering Bull strong. Stand in front," he says as he shoulders his large frame to the beginning of the marching order. He draws his axe and locks his gauntlet shut around it.

When his friends discuss light, he points at his backpack. "Shiny rock in cloth. Can use to see," he explains.

"Grynt shoot quick, Thundering Bull only know how to fight loud. Run in front after Grynt shoot," he says, doing his best to whisper back.

________
Anyone who would like to have an extra light source can hold onto my Alexandrite Gem with a continual flame spell upon it.
GM, how close to the corner can I get before the start of combat?

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

Malik quietly looks at Grynt, nods, and attempts to stealthily cross the hallway for a better angle.

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17

Hitting the hay soon. See spoiler if combat starts.

Ambush / Attack stuff:

If we get a jump on them and it is a combat situation, Malik would accept a point of burn and use the extended range infusion to attack the goblin farthest away from the party.

Rolls:

Water Blast, Physical: 1d20 + 6 ⇒ (10) + 6 = 162d6 + 8 ⇒ (6, 4) + 8 = 18

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt will try to sneak back around the corner and moves about 10' into the hallways to get within PBS range, and try to catch the goblins flat-footed...

Stealth: 1d20 + 9 ⇒ (2) + 9 = 11

...and fire at one while they're pre-occupied...

Longbow: 1d20 + 9 ⇒ (7) + 9 = 16

Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Grand Lodge

Spells:Lvl1 2/2 Hexes: 2/2 CN Human Witch 1 | HP:7/9 | AC:12 | F:+3 R: +2 W +3 | Init:+8 Perc:+1 | CMB:-2 | CMD:10 | Speed: 30ft

Savron moves closer to the corner. "If they don't notice us then we have the advantage. Let's give them a surprise.".
When he is close enough Savron will cast detect magic


Knowledge Checks -Sky Key Solution Aid Token

GM rolls: 3d20 ⇒ (11, 3, 4) = 18

The two half orcs move up stealthily and make the first strike. The arrow slices through the darkness, it pierces the back and ends up protruding through the chest. The arrow is followed by a rush of water that sends the other goblin into the wall and he lands on the ground with a thud.

Initiative:

yuukyou: 1d20 + 2 ⇒ (7) + 2 = 9
Thundering Bull: 1d20 + 1 ⇒ (13) + 1 = 14
Grynt: 1d20 + 6 ⇒ (7) + 6 = 13
Father Godfrey: 1d20 + 4 ⇒ (12) + 4 = 16
Savron: 1d20 + 8 ⇒ (13) + 8 = 21
Malik: 1d20 + 3 ⇒ (9) + 3 = 12
goblin: 1d20 + 6 ⇒ (3) + 6 = 9

Round 1
Bold May Act
Savron
Father Godfrey
Thundering Bull
Grynt
Malik

Goblin
Yuukyou

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Thundering Bull releases a roar and stomps into the hallway, beating his chest. His axe ready to fall upon the first enemy to come his way. "Why Thundering Bull hear water?"

________

Actions:

Move 20 ft to the right of Malik
Standard Ready action to swing at first enemy in reach

Rolls:

Battleaxe, Cold Iron: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 4 ⇒ (1) + 4 = 5

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt will stay put and fire again at the closest goblin, hoping to still catch 'em flat-footed...

Longbow: 1d20 + 9 ⇒ (6) + 9 = 15

Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Spells:Lvl1 2/2 Hexes: 2/2 CN Human Witch 1 | HP:7/9 | AC:12 | F:+3 R: +2 W +3 | Init:+8 Perc:+1 | CMB:-2 | CMD:10 | Speed: 30ft

Savron moves closer to the remaining goblin.
"You just wait until I get closer."

I don't think the goblin will last long enough for me to hex.

Liberty's Edge

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Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

Malik moves closer with a heavy grunt, but he makes sure to keep to the right wall to not be in the way of anyone rapidly moving through the corridor. If half of what Bull says is true, Malik might otherwise end up as a fancy, if a bit visceral, wall decoration. As he walks, he leaves a watery trail behind him, as if he just climbed out of a lake. Like a tall, green, ugly snail. Just faster.

"Come now! Strike me!", he encourages the goblin.


Knowledge Checks -Sky Key Solution Aid Token

The goblin turns to flee down the corridor. Grynt had other ideas, sending another arrow through him as he goes to turn around.

Out of Combat

Perception:

yuukyo: 1d20 + 4 ⇒ (15) + 4 = 19
Thundering Bull: 1d20 + 2 ⇒ (14) + 2 = 16
Grynt: 1d20 + 7 ⇒ (1) + 7 = 8
Father Godfrey: 1d20 + 7 ⇒ (9) + 7 = 16
Savron: 1d20 + 1 ⇒ (4) + 1 = 5
Malik: 1d20 + 7 ⇒ (15) + 7 = 22

The party begins to head down the hall, but Malik warns them of a trap just in front of them, looks like a concealed pit trap.

Ekkie steps forward, Mhmm, I never noticed this trap her before. Must not trigger on goblins. Only long shanks. Goblins clever Ekkie breaks out her thieves tools and attempts to jam the winch on the other side.

ekkie disable device: 1d20 ⇒ 9
Crap
Ekkie disable device: 1d20 ⇒ 3
The PC's hear the chain snap and the door falls open revealing a ten foot drop. And what looks like living mold down below. oops, i tried She smiles sheepishly back at the pathfinders.

There is narrow ledges on either side of the pit trap that a pc can cross. DC 15 Acrobatics or you can attempt to jump it with the same DC 15 Acrobatics check Jumping can be harder sometimes though.

Once everyone gets to the other side of the pit, we will continue on

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17

Grynt grins and nimbly, especially for a half-Orc, tip-toes on the narrow ledges to the other side...

Once over, he'll draw his bow and watch for any more goblins coming their way...he can also assist his companions, as needed, when they cross...

Dark Archive

Human Psychic 5
stats:
HP 27 AC 16:Touch12:FF14/ Int +3 Percp +6 Fort 3:Ref 4: Will 5 (+7 during Dark Half, Immune to Fear)/ CMB -1:CMD 11

Yuukyou looks at the pit and sighs, stretching his leg out.

Here goes nothing!

He gets a running start and launches himself across the breach!

JUMP!: 1d20 + 2 ⇒ (12) + 2 = 14

But his leap is just short! In panic, he reaches out to grab the ledge...

GRAB!: 1d20 + 2 ⇒ (18) + 2 = 20 HOLY CRUD WHEW!

And snatches the ledge, scrambling over and rolling flat, panting heavily.

In.... Hindsight.... that was a TERRIBLE... Idea...

Grand Lodge

Spells:Lvl1 2/2 Hexes: 2/2 CN Human Witch 1 | HP:7/9 | AC:12 | F:+3 R: +2 W +3 | Init:+8 Perc:+1 | CMB:-2 | CMD:10 | Speed: 30ft

Acrobatics: 1d20 ⇒ 15

Savron tip toes and goes around the hole staying on the ledges.

Close

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

Malik was searching his backpack as Yuukyou ran towards the pit, and the half-orc gave him a passing glance. Malik's eyes widen as Yuukyou drops through the floor, he leaves the backpack as is, and starts running towards the hole to leap over.

Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20

And attempt to help him out, of course.

Aid, Climb: 1d20 + 5 ⇒ (4) + 5 = 9

Or not.

Silver Crusade

Male human NG inquisitor (preacher) 1 | HP: 13/13 | AC:16 T:12 FF:14 | CMB:+3 CMD:15 | Saves F:+3 R:+2 W:+5 | Init:+4 | Per:+7 | SM: +8

Father Godfrey says, ”This is certainly not my area of expertise, but the shepherd must always be able to keep up with his flock.”

He takes a running leap over the pit.

Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

TB roars in approval at the butchering of the goblins. The pit trap draws a serious look of concern on his face, however. "Thundering Bull not good at jumping. Have grappling hook and rope, also burning hands spell. Can friends hold rope and Thundering Bull climb, or cast spell instead?"

________
Curse you mundane problems and heavy armor! My intent here is to use my climb skill instead by utilizing rope, my allies, and possibly the corner in the hallway for them to brace against. If this isn't ok, I'd need a 19-20 to make the check, so I might as well try burning it with some alchemist's fire.

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

[b]"Bull, Toss me the rope and grappling hook, and I'll find some place to secure it and you can climb over..."[b]

Grynt looks for a place to secure it, possibly that structure toward the corner where the goblin guards are at. Once secure, he'll attempt to conceal himself and look down the eastern corridor for a peek at what may await them...

Stealth: 1d20 + 9 ⇒ (4) + 9 = 13

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Knowledge Checks -Sky Key Solution Aid Token

Grynt does not see anything down the hall with in his vision.

oooh...Ekkie knows. the goblin gets a malicious smile on her face. We push dead goblin in pit with living slime and let it distract it while metal man climb.

Does anyone pose Ekkies solution?

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Thundering Bull doesn't see a problem with this.

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt grins. "Good Ekkie...but I think we'll push all three dead goblins in the pit first...that way if Bull slips, he'll fall on goblin, not slime..."

Grynt goes about pushing the dead goblins into the pit...checking them for any valuables as he does...

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Knowledge Checks -Sky Key Solution Aid Token

Grynt scavenges the bodies before pushing them in the pit. He comes back with three masterwork dogslicers, three nets, six alchemist fires and small bows, 20 arrows a piece.

With the slime mold distracted by engulfing three goblins. Thundering bull is able to climb down and back up the pit.

The next two rooms you come to are empty now. The first room apears to be a training room of sorts. It contains two dummies that have bells and wires on them to train them how to pickpocket with out being noticed.

The next room is down a longer hallway which leads to a rest area. Makeshift beds lay in odd angles and food waste litter the floor.

I am going to give the description of the next room. Since you all have been stealthy, I will give you all the chance to stealth in.

The ceiling of this room has partially collapsed, creating a two story space to the west while exposing the chamber above to the east. Rubble lies haphazardly about the place, with some other larger pieces serving as tabletops for crude alchemical apparatuses. Soot, scorch marks, and other chemical residues cover many of the chamber’s walls and other surfaces. A sizable slab of jagged debris leans against the broken edge of the upper level’s floor in the room’s center. The upper level seems clear of wreckage and contains several wooden worktables. Opposite the entrance, a set of stone steps that once rose to the upper level are broken away halfway up their length.The whole chamber smells of burnt oil and acrid chemicals.

Room notes:
The ceiling in the upper level to the east is 10 feet high, while the open area to the west is roughly 22 feet high. The rubble workbenches stand around 2 feet high and provide cover for Small creatures, or partial cover for Medium creatures. Creatures can reach the upper level by climbing up the stone slab with a successful DC 20 Climb check or by jumping for the top of the broken stairs with a successful DC 12 Acrobatics check followed by a successful DC 15 Climb check to pull oneself up. Creatures who beat the Acrobatics DC by 20 or more land on the upper level and don’t need to make the Climb check to pull themselves up

Grand Lodge

Male Half-Orc Ranger / 3rd | HP:DEAD | AC:21 T:14 FF:17 | CMB:5 CMD:19 | F:+5 R:+7 W:+2 | Init:+6 | Per: +9

Grynt will approach and enter the room, looking for traps, tracks, and possible signs of foes on the on the upper level, while sneaking over to find a way up...

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Survival: 1d20 + 5 ⇒ (20) + 5 = 25

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

Dark Archive

Human Psychic 5
stats:
HP 27 AC 16:Touch12:FF14/ Int +3 Percp +6 Fort 3:Ref 4: Will 5 (+7 during Dark Half, Immune to Fear)/ CMB -1:CMD 11

Yuukyou will wait patiently for a signal as he lets Grynt travel ahead of him, his own ability to stealth less than impressive.

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

Malik decides to put his ability to see in darkness to further use, and scouts with Grynt.

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

"I don't know about you, but to me - this looks more like a laboratory than a sewer."

If the room does not have any occupants, he moves back to the group and motions for them to get in to take a look.

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