PFS PbP - Master of the Fallen Fortress (lvl 1) (Inactive)

Game Master Revvy Bitterleaf

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Scarab Sages

Unable to withstand the combined forces of Daniloth and Mosi the remaining troglodyte goes down as well

Out of combat

Having some time to look over the room now that you are not fighting;

The door in the eastern wall leads to the tower’s central staircase. Although the lower portion of the staircase has collapsed, cutting off access to the ground floor, the staircase is whole on this floor and above and can be used to access the rest of the tower’s upper levels.
Most of the few remaining arms in the room have rusted away, making them useless in combat. Other then the 2 clubs the lizard men were using.

DC 20 Appraise check:

sorting through all the items left in here you manage to find a masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame.

A DC 20 Knowledge (local) check if the appraise check was successfully made:

You recognize the banner as belonging to the Band of the Phoenix, one of Absalom’s most famous hunting lodges during the Age of Blades. It will be worth something to the right collector.

Everyone who is sickened get's used to the smell while searching around in here and feels better

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

appraise: 1d20 + 1 ⇒ (9) + 1 = 10

Seijiro may or may not notice the valuable items among the detritus in the room, but if he does, he doesn't recognize their value and pays more attention to the stairs and the exits, checking them for traps...

perc: 1d20 + 4 ⇒ (18) + 4 = 22

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Appraise: 1d20 + 1 ⇒ (8) + 1 = 9

Daniloth crouches down and inspects the troglodytes. Death is a sad thing, he thinks. It most certainly finds us all and, in death, I am no different from these troglodytes. In that way, we are similar. I wonder why they were here? Who sent them? Did they know today was their last? Turning his attention to the room, Daniloth fails to notice anything special about the valuables littering the floor. Following Seijiro's lead, he circles the room looking for traps or anything else of note.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

"Well," Daniloth says, "this is proving to be quite the tower. Where to next?"

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

"Once again, well met! Impressive blows from 2 champions. It seems strange that these creatures smell better dead than alive. Mind if I take a look at those unique items?"

Fronar slowly levitates a hand around the room and mumbles a few words. Casting detect magic.

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Appraise: 1d20 + 1 ⇒ (5) + 1 = 6

Markas searches for anything of value remaining in the room.

"Very impressive fight! It is good to see that I am surrounded by travelers as strong in battle as you have shown. Did anyone else happen to notice the horrendous stench that those creatures were putting off? If you don't see anything of note, I believe we should take the stairs to find what else may be living here"

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

While waiting for the results from the detect magic, shall we examine the door to the other room on this floor, before we venture upward?

"I must remember to write down these events, they may earn me some spending money if performed properly for a crowd back in town.

Scarab Sages

Fronar doesn't detect anything magical that isn't on the party.

Neither Daniloth or Seijiro find anything trap like or otherwise hidden.

Going to wait till you get a majority to agree on where to go next

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

Vohnkar give the room a once over then.
Perception:1d20 + 5 ⇒ (2) + 5 = 7
Appraise:1d20 - 1 ⇒ (1) - 1 = 0

There is more to explore. We should check to see if these stairs are filled with rubble like the ones below and then move to the south.


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Mosi walks to the southern door and puts his ear to the door.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

If I don’t hear anything I say ”Let’s take this one, its safe.”

Scarab Sages

Vonhkar opens the door to the east to take a look at the staircase and finds out that the stairs leading up are unblocked, but that it's impossible to go down through the rubble.

Mosi listens at the SE door and doesn't hear anything on the other side.

Sovereign Court

Apologies for the absence everyone. Moving was unexpectedly complicated, and internet was not initially available.
Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Finally finishing retching from the stench of the foul creatures, Chima chimes in, while keeping a cloth over the lower half of his face. Onward and upward, then?

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"Aye, onward and upward." Daniloth moves up the stairs utilizing his stealth while looking for anything of importance.
Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

"It appears the success so far has made our group bold! We appear to be splitting up and going different directions. I'm so torn with which hero to follow. Mosi to the other room, or Daniloth up the stairs? Which way is everyone else going?"

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

'I'm kinda new at this, but shouldn't we clear this level before venturing upwards?"

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

No Chima and Daniloth, we are moving south then up. You can cover the stairs to ensure we are not ambushed if you want.

Vohnkar moves to the southern door and pushes it open.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro follows Vohnkar and hopes the others decide to as well...

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Markas follows right behind Vohnkar.

"'Jiro let me in front of you in case something is near by"

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro backs off and lets Markas go before him, as he is by far the better warrior.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Daniloth stops on the stairs, turns around, and follows Vohnkar.

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

"Very nice. It will be much easier to account for all your amazing feats, with y'all staying together. Now... what do you think we will find behind that door?"

Scarab Sages

Daniloth sneaks up ahead on the stairs and doesn't spot anything other then that the stairs go up another 2 floors and there's a door to the west on the next floor, before stopping and returning to join the others again.

As Mosi opens the door to the SE and looks in you see;

This octagonal room is covered in a fine layer of dust. It’s clearly been abandoned for a long time.

Survival DC 15:
You see faint reptilian tracks in the dust in front of the northwestern door (the one you just opened), but not further inside the room.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Survival: 1d20 + 9 ⇒ (20) + 9 = 29
"I see no signs of life here. In fact, I'm certain this room has been abandoned for sometime. Any suggestions on what are next move should be?"

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

"Any other doors leading out of there? If not, maybe we should check for hidden exits." Seijiro says from a few ranks back.

Scarab Sages

yes..there's a door that leads back to the landing you climbed up to.

Let me know what your next plan is. You can take the staircase up one floor, 2 floors or to the top of the tower (you know this from Daniloth's scouting side trip) Or you can enter the abandoned room.

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

OK, Daniloth now we are going up the stairs, you and Mosi take point Markas and I will back you up.

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro lofts a brow, wondering why no one is interested in the seemingly abandoned room that might hide more than it shows... but then he also knows he is prone to bouts of curiosity that far outstrips his own skills and needs. He falls in behind the others to head up the stairs.

Scarab Sages

I've moved you to the staircase of the third floor (with the 4 people Vonkar mentioned closest to the door), let me know if you want to open the door here when you are ready..or move up further

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Daniloth squats down and places his ear next to the door while signaling the group to remain silent.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Scarab Sages

Daniloth doesn't hear anything on the other side of this door (nor does he detect any traps)

As you try to open the door you find out it's locked. Taking a closer look at the door you see that it's a decently made lock which doesn't seem that easy to unlock without the proper key

Disable Device check, Strength check to burst though..or deal damage to the door and hack your way in...or go look for a key

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

"It's possible the key might be in that last room we never entered," said Markas to the group. "Or, alternatively, we could see if our large friend is able to break through," Markas says while looking at Vohnkar.

"Perhaps we can bring this door down together."

This strength check is if no one wishes to go searching for the key and to keep us moving along.

Strength: 1d20 + 3 ⇒ (19) + 3 = 22

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

you know you have a rogue, right? IF Markas' strength attempt didn't open the door:

"Let me see if I can open it" he says, pulling out his tools.

disable device: 1d20 + 8 ⇒ (13) + 8 = 21

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

Good point. Hopefully one of these two checks are good enough to get us in, ideally using Disable Device check first

Scarab Sages

As Markas throws his bulk against the door he can hear something crack..looking at the door it turns out it wasn't the wood the door is made off....(not enough to open the door)

Seijiro tries to unlock the door using some of his tools, but maybe the pounding Markas delivered to the door unhinged the lock as he is unable to get it to unlock (not enough on your skill check)

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Seijiro backs away, letting Markas try again... maybe subsequent smashes would open the door.

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

We could continue to smash this door, but how long will it take? What might be on the other side listening to us?

"I can continue to smash this thing, or give Vohnkar a chance to break through it, but I'm not sure how long it will take and if we can bring it down," Markas says turning to the group after his failed attempt. Looking at the rest of the group, "Perhaps it would be best to check the abandoned room for anything that might be of use, perhaps a key? I can go check the room with a couple others, we can all go, or we can go up another flight of stairs."

If we move up further into the tower we need to keep an eye out for a key that might allow us to come back to this room later. It would be a shame not to see what this room might have in it.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

"I can range ahead with you, if you would like. But let us make a decision and move forward. With each passing moment, I grow weary of this tower."

In case we move on to another room I will roll both Stealth and Perception. If we decide otherwise, however, then disregard the rolls.

Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Liberty's Edge

Arcane Bloodrager 2
Defense:
AC 16; Tch:11; FF: 15; CMD: 17; hp 20/20;/b]; Fort: +5; Ref: +1; Wil: +1; Crystalline Form: +2 RB to AC vs. rays; 1/day deflect a single ray
[b:
Offense] Init: +1; Spd: 30ft; CMB: +6; Greatsword +7 (2d6+6 /19-20 x2); Bloodrage (8rnds/day); Disruptive Bloodrage; Power Attack
Skills:
Climb: +7; Disguise: +6; Perception: +6; Survival: +6

We've made to much noise here to no go in. Daniloth scout up to the next floor and make sure nothing comes down from above. Markas give me a hand with the door. Vohnkar moves up to the door an retrieves a small chunk of iron from his belt pouch. Grasping the iron in both hands he proceeds to stretch it out into the form of a crowbar. Jamming it between the door and the door frame he heaves as Markas throws his wieght against the door again.

Strength check: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Markas if you take 10 you auto aid so thats another +2 for a total of only 20

Keep at it Markas its about to give.

Strength check: 1d20 + 4 + 2 + 2 ⇒ (19) + 4 + 2 + 2 = 27

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

"Well let's open this thing up then"

Strength: 1d20 + 3 ⇒ (12) + 3 = 15

Vohnkar could you elaborate on what you mean a little further in the discussion tab. I apologize I feel like I have adapted fairly well as we've went along but I'm not sure I understand the auto aid and what I should do here. Thanks.

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Great! Apply my previous Stealth (11) and Perception (16) rolls to me scouting up to the next floor and making sure that nothing ambushes us.

Scarab Sages

Random die rolls: 3d20 ⇒ (11, 2, 1) = 14

Daniloth sneaks up the staircase and reports back to say that he found a closed door on the next floor but didn't detect anything either on the door (didn't see a trap) nor heard anything on the other side of the door.

The combined might of Vohnkar and Markas is able to unhinge the doors far enough for you to pass.

Looking into the room;

Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.

DC 10 Knowledge (Religion):
This room is a temple dedicated to Nethys, the god of magic, in both of his aspects: protection and destruction. The writings on the walls are quotes from Nethys’s holy book.

The corpses on the floor burst into flame start to rise and their jaws open in soundless screams as they raise their weapons and attack.

DC 11 Knowledge (Religion check) to identify the corpses:

These are burning skeletons, they are resistant to non bludgeoning damage and the aura of flames around them will burn you badly when you are inside it (5ft around them, 1d6 fire damage at the start of your turn)

init Vohnkar: 1d20 + 1 ⇒ (9) + 1 = 10
init Mosi: 1d20 + 6 ⇒ (13) + 6 = 19
init Markas: 1d20 + 2 ⇒ (1) + 2 = 3
init Seijiro: 1d20 + 4 ⇒ (3) + 4 = 7
init Daniloth: 1d20 + 4 ⇒ (1) + 4 = 5
init Fronar: 1d20 + 4 ⇒ (11) + 4 = 15
init Chima: 1d20 + 3 ⇒ (3) + 3 = 6
init Skeletons: 1d20 + 6 ⇒ (6) + 6 = 12

init
Mosi, Fronar
Burning Skeletons
You guys again

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

knowledge: religion: 1d20 + 2 ⇒ (1) + 2 = 3

knowledge: religion2: 1d20 + 2 ⇒ (14) + 2 = 16

"This looks a little more serious than the previous fights! Looks like this room was for some sort of ritual, but I couldn't tell you what. Try and stay away from those skeletons, an adventurer at an inn told me about them, they can burn you just by being next to them! He also said they were particularly susceptible to blunt object damage"

Fronar starts to hop around excitedly, his movements fill the party with confidence and inspiration for the fight ahead. "Go forth, and achieve great things!" Fronar also pulls a flask marked with a holy symbol filled with clear liquid from his pack. Holy water

inspire courage +1 attack, +1 damage for this and the next 2 rounds.


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Not fearing the fire Mosi steps to the front of the group.”I’ll take the left one.” He lifts his sword up high and in a quick downward motion slashes the creature across the chest.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Scarab Sages

After Fronar inspires everyone to be more capable in combat Mosi steps into the room and takes a swing at he closest skeleton.

His sword swing bites into the skeleton's rib cage but where you'd expect there to be flesh,blood and organs in a living creature the sword continues through empty space after that.

The other skeleton moves next to Mosi and swings it's broken scimitar at Mosi
to hit Mosi's AC: 1d20 + 0 ⇒ (17) + 0 = 17
Hitting Mosi against the side of his head
Damage Mosi: 1d6 ⇒ 5 + Fire damage: 1d6 ⇒ 5

The skeleton next to Mosi goes into a flurry of attacks
to hit Mosi's AC broken scimitar: 1d20 + 0 ⇒ (7) + 0 = 7
to hit Mosi's AC claw: 1d20 - 3 ⇒ (16) - 3 = 13
but both of it's attacks fail to hit

init
You guys
Skeletons

Damage Red: 4
Damage Green: 0

Grand Lodge

| Male | CG Half-Elf | Ranger 2 | HP: 15/18 | AC: 15 (13 Tch, 12 Fl) | CMD: 16 | F: 5, R: 8, W: 3 | Init: 5 | Perc: 10, Surv: 10, Stlth: 6 |

Daniloth dashes into the room and looses an arrow. "Well done, Mosi. Let us make quick work of this evil!."

Attack (Red Skeleton): 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Taking note of Fronar's words, Seijiro pulls out his sling and fires off a bullet.

to hit: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
dmg if hits: 1d4 + 1 ⇒ (4) + 1 = 5

wouldn't you know I'd roll a 1 to hit with max dmg lol

Grand Lodge

male Human Fighter-1, Rogue (Knife Master)-2: HP (28/28): AC (18/touch=12/flat=15): Saves (Fort=4/Ref=5/Will=0): Initiative +4: Perception +7: Sense Motive +0

Fronar slips into room, behind Mosi (this may provoke AoO), and ending next to Daniloth. He then tosses the previously retrieved flask at the red skeleton.

Holy water:
Holy Water

Price 25 gp; Weight 1 lb.

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.

ranged touch: 1d20 + 3 ⇒ (10) + 3 = 13

damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7 +1 splash

Liberty's Edge

Male Human Fighter 2
Defense:
HP 22/22; AC 21; Tch 10; FF 21; CMD 15; Fort: +6; Ref: +0; Will: -1
Skills:
Bluff: +1; Climb: -7; Craft (blacksmith): +6; Diplomacy: +4; Intimidate: +7; Know (dungeon): +5; Know (local): +2
Offense:
Init: +6; Spd: 30ft; CMB: +3; Mwk Warhammer +4 (1d8+3/x3); Mwk Scimitar +4 (1d6+3/18-20); Shortbow +0 (1d6/x3)

"Susceptible to blunt damage you say? Sounds like my warhammer will fit in nicely here."

Markas moves into the room and positions himself close enough to the green skeleton to take a big swing.

Cleave:
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Attack Green Skeleton: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage Green Skeleton: 1d8 + 1 ⇒ (3) + 1 = 4

Attack Red Skeleton: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Damage Red Skeleton: 1d8 + 1 ⇒ (3) + 1 = 4


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

The blood from the cut to his head isn’t hindering Mosi yet but he thinks to himself “better be safe the sorry.” and takes his shield in his offhand.

This time he stabs his sword into the chest off his bony adversary.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Scarab Sages

Actually It seems that Daniloth is the first to enter the room..which means he is the one that would provoke the attack of opportunity from the green skeleton, since he has to pass that one to get into the room

AOO vs Daniloth AC: 1d20 + 0 ⇒ (11) + 0 = 11

As Daniloth walks into the room the skeleton near to the door tries to swing it's broken scimitar at him..but the scimitars just comes short of taking of Daliloth's head.

Daniloth's arrows then sails right through the skeleton's ribcage, where his heart would have been..if he had one (doesn't hit AC)

Seijro then duplicates that feat with a sling bullet (also doesn't hit AC)

Fronar then tosses a flask of holy water at the (red) skeleton (going to assume you didn't take the -4 for shooting into melee? and you don't seem to have precises shot) but it 1d8 ⇒ 3 sails of a bit to the side and lands at the feet of the other skeleton, splashing both skeletons and Mosi with some holy water..Mosi finds it nice and refreshing while the skeletons bones seem to dissolve a bit where it hits them.

The (red) skeleton explodes when the holy water seeps into the cracks that are already in his bones from Mosi's attack and it explodes for Fire damage for Mosi: 1d6 ⇒ 5 Reflex save DC 11 for half damage (but it won't get through your resist fire 5 anyways).

Markas then walks into the room and takes a swing at the remaining skeleton, hitting it right where there would have been a lot of flesh and blood on a living target, but cutting through nothing but air with a skeleton (hits AC, but doesn't get through it's DR5/bludgeoning)

Mosi tries to stab his sword into the skeleton's chest..but misses as it glances of a rib on the outside (doesn't hit AC)

init
Chima, Vohnkar
Skeleton
You guys again

Damage green: 1


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

@Revvy, I think Markas does damage cause he is using a warhammer, a bludgeoning weapon. Damage reduction is 5 except for the damage that’s behind the slash.

Mosi repeats his attack again, swinging at the skeleton."And stay dead."

Attack: 1d20 + 6 ⇒ (1) + 6 = 7 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Fumble: 1d20 + 6 ⇒ (15) + 6 = 21

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Scarab Sages

K, if I've done everything correctly (and I made no copy&paste or other errors) everyone (except Mosi) should have received a message with a link to your chronicle now.

For those wanting to continue with the Confirmation, please check in;

Here

I'll shut down this thread sometime this weekend so it won't show up in your active campaigns tab anymore


Male Human

@Revvy what do you need from me?

-Posted with Wayfinder

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

Thanks for running... I'll pop over to the other thread now.

Scarab Sages

@Mosi;
your PFS society number (I don't see one in your profile)
If you have a dayjob or not (and if you have one, a roll)
If you are on slow progression I'd also need to know about it


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

@Revvy Pathfinder # 151502 Day Job: 1d20 + 5 ⇒ (7) + 5 = 12

Dont know which progression I'm on?

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

don't most games award 2 prestige per? This is the first one I've ever played that only gave 1... Revvy, can you confirm this is correct please? thanks.


Male Human Husband 7 /Father 6/ H.D.S.S. 2/Programmer 2/ QC tech 3

Normal = 3 scenarios per level
Slow = 6 scenarios per level

most everyone does normal for 1st - 4th level.

@ Jiro, its specific to this "mod".

Grand Lodge

HP 25/25, AC 16 t14, ff13, saves F 0, R 9, W 3; bab 2 (melee 5, ranged 5), cmb 3, cmd 17, init +3; panache 1/1; clw 48 | kitsune rogue/2, investigator/2 | -6 *
skills:
acro 8, apprs 7, bluff 8, climb 2, craft: alch 9, diplo 11, dd 10, disguise 11, escap 5, k arc dung eng geo hist loc nat nob planes rel 7, ling 7, perc 10*, sm 10, slt of hand 6, soh 4, stealth 7, umd 7

ah ok, thanks... no problem, just disappointed I can't get a clw wand lol.

Scarab Sages

@Mosi if you don't know which one you are on its normal

For your information, there's an option to go slow progression (in which case you get get half xp/gold/prestige) so you can play with the same character longer. 'The choice to go normal or slow can be changed each time you reach the next full 3 xp (basically every time you level)

@Seijiro, yes 1 is correct. This module used to give 0 (since you don't have anything to do for your faction -> No prestige) but they changed that last year when they changed some of the factions and how prestige is earned in scenario's. Now you get 1 prestige just for doing the mission directive and you can earn another one if you do a good job.


Male Tiefling Ranger 1 | HP 12 | AC 17 T 14 F 13 | F +3 R +6 W +2 | CMD 17 | Initiative +6 | Perception +5

Then I am on normal progression


Sorry I misunderstood the pp part as I copied Evan. Thought it was platinum pieces. So that should be 0 and gp should be 41.89

-Posted with Wayfinder

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