PFS PbP - Thornkeep - The Dark Menagerie (lvl 5-7) (Inactive)

Game Master Revvy Bitterleaf

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Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

or do we all just assist the sphinx?.

Scarab Sages

Brother Grimdoc wrote:
or do we all just assist the sphinx?.

As long as everyone agrees to help the most logical thing to do seems to have the big strong looking sphinx take 20 and everyone assist

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan grabs the chain and gets ready to help pull.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

did Grim pick up any evil vibes in the room?.

Grim prepares to tug and will even grow to large size to get a better pull.

Scarab Sages

@Grimdoc; I'm sure there's an overall lingering presence of evil, but if you mean the sphinx; no

The creature starts to pull and puts some real strain on the chain but it's no where near enough to break the chain, it takes all of you to help break the chain which at the end snaps apart. Releasing the creature from being imprisoned here any longer.

"You have my thanks and as an additional reward I give you this"

She takes of her pendant, consisting of a leather cord attached to a clear spindle ioun stone (which she explain to you what it is and you verify ..just to be sure)

The creature then leaves, seemingly knowing where to go (or maybe just really good at faking it).

Having no place left to explore here you return to the previous level and return to the society to report and get a little R&R before (possibly?) returning to the mist filled corridor and seeing where that will lead....

If you haven't done so already, please check into the discussion tab and roll a dayjob if you have one and let me know if you want to continue with the next and last part

Scarab Sages

After you return from turning your reports at the Lodge you make your way back inside the ruins of Thornkeep

As you move down through the fog filled tunnel you found on one of the previous levels you emerge to see;

A corridor of billowing yellow mist and strange, shifting lights opens in the middle of a large entry hall. Across the room, three demonic stone faces as tall as humans leer at visitors like a scornful greeting party. Each has an open mouth, extended tongue, and slightly different features from the others. From north to south they are blue, yellow, and red. Between the huge faces, two staircases lead up 10 feet to a balcony that overlooks the entire chamber. A set of ornate stone double doors stands closed along the south wall. Two shadowy alcoves flank the corridor of lights and mists along the west wall.

As you try to move back through the yellow mist behind you it restricts your movement..you can only get about 5 ft inside it..and then you are stuck. You can move back to the room described above with ease..but you are unable to leave back through the mist...other then Grimdoc..who can just walk back though the mist without any problems.

Dark Archive

HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4

"Strange. Something wants us moving forward. Should we start with the faces or the doors to the south?"
Snow Adder will take 20 for 36 to take a look over the south doors if we proceed that way.

Scarab Sages

The doors to the south appear to contain a complex locking mechanism, but are not currently locked.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Following his return from the Lodge, Samuel is wearing a different uniform, denoting his new rank as a Lance Corporal. In addition, the soldiers tabard no longer shows the heraldry of Andoran, but instead that of the Eagle Knights. The promoted warrior still bares the sword you all recently found, having replaced his previous blade with it.

Picked up the +1 ghost touch longsword between games as well as the Eagle Knight vanity and my first level of Golden Legionnaire.

The Andoran meets you all with a formal salute, before greeting you all with a much more informal handshake and catch up before you continue the expedition. While doing so, he proudly tells you that he received the promotion upon his return to the Lodge.

Venturing back into the dungeons beneath Thornkeep, Samuel forges on given no option to retreat back.

"I think your right Adder, it's not as if we weren't going to push onwards so I suggest we do so."

Drawing his sword and shield, Samuel pushes the unlocked door open.

"Once more into the breach!"

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Holding his retrofitted wayfinder, Marcel is quickly eager to test it's new function, pressing the button to activate the Detect Magic spell.

Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13

"This yellow mist is a bit odd, and I don't like not being able to retreat, but if the only direction we can go is onward then onward we must go." The man does not draw his sword, simply keeping his main hand free for now, and holding the wayfinder out.

By combination of deeds and feats, Marcel will instantly draw his sword if/when init is rolled, until then he is keeping it sheathed.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"What do ya mean you cannot come back? How can mist prevent you from walking guys?"

Grimdoc tries to figure out if he is special in some way the others were not. Other than being larger in diameter.

Dark Archive

HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4

"Not sure Grim. You can move through. We cannot. Perhaps it ignores dwarves."

Scarab Sages

As Marcel detects magic it's clear the mist contain or are made by some powerful magic but he has very little clue about what how mist is supposed to function..the closest he can come up with are some spells like fog cloud and solid fog.

The 3 demon faces also radiate magic

I'll assume you'd take a close look at those before moving through the door since they are magical
Investigation of the stone demon faces reveals that the central yellow visage bears slightly feminine features, and that all three forked tongues contain an irregular depression that appears to be designed to fit a humanoid's hand

Samuel pushes open the door to the south to reveal;
Dozens of life-sized statues of noble warriors garbed in fluted ceremonial armor line the walls of this enormous chamber. A pattern of nested rectangles marks the smooth stone floor. Stone walls stretch up forty feet to wide slabs in the ceiling that bathe the whole chamber in bright light. Huge double doors mark the north and south walls. Along the west wall, twenty feet above the floor, a massive panel of clear glass holds back three columns of roilingyellow smoke in an alcove overlooking the room.

What are your plans now?

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel casts his eyes curiously around the chamber, suspiciously eyeing the roiling smoke.

"This is an interesting chamber. Several paths to choose from."

Casting his eyes back at his allies and the demonic faces, the Andoran continues.

"Are we going to do anything about those before I press on?"

-Posted with Wayfinder

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc takes note of the demon stone statues, looking for signs of workmanship or hidden areas.

perception: 1d20 + 13 ⇒ (4) + 13 = 17 +2 vs stonework

"Interesting fellas here. Not dwarf-work as far as I can tell...at least not normal dwarves.

Scarab Sages

The demon faces are more murals then statues, the statues in the next room are noble warriors..I';m assuming your looking at the demonic faces for this:

Grimdoc notices some glyphs near the demonic faces

DC 18 Knowledge (history or arcana) :
The runes imprinted by each face and carved into the walls near them are the personal arcane glyphs of the last known apprentices of Nhur Athemon: Togarin (blue), Vuzhon (yellow), and Daegros (red)

Dark Archive

HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4

"Marcel, any idea about the type of magic on those faces? Otherwise, I'm tempted to let them be for now. Unless the animate behind us, we shouldn't have too much to worry about."

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

"I am afraid that my understanding of such magics is greatly limited, perhaps Logain might have better luck identifying them." Marcèl says, he could certainly confirm that they were magical, but it was obvious that he lacked the training necessary to identify them.

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

"I'll give it a look."
knowledge arcana: 1d20 + 13 ⇒ (5) + 13 = 18
"It appears they are the personal arcane glyphs of the last known apprentices of Nhur Athemon: Togarin (blue), Vuzhon (yellow), and Daegros (red)" Logain says after a quick study. He also scans for magical auras and tries to identify any auras he detects.
take 10 for 24 for each.

Scarab Sages

Logain identifies the aura from the mist as conjuration and the demon faces as universal.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"So we got three colors. Not sure what those mean. There is yellow gas. Does the yellow face look turned on? Maybe they are like stone faucets for the yellow gas? Grimdoc studies them for a bit more and then if nothing comes to him, he moves to catch up with the others in the large room to the south.

Dark Archive

HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4

"Think that mystery might be beyond us for now. Let's see what the room with the statues holds."

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

can i also tell what pressing those inlays will do?
"Could someone check if they are trapped somehow? I would try to press one to see what happens."

-Posted with Wayfinder

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan looks between the people as they discuss these things and he pretends to understand. He studies the auras and tries to understand the spells that have been cast.

Take 20 for a 30 to see what spells are active on the faces.

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Perception: 1d20 + 10 ⇒ (12) + 10 = 22

Marcèl will check the demon faces for traps.

Dark Archive

HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4

Take 20 for 36 to find traps on each.

Scarab Sages

@Logain, nope

Calistan has no idea what type of spell is active on the faces, the closest thing he can come up with is some sort of arcane mark

Marcel is unable to detect a trap on the demon faces

Snow Adder thinks the demon faces might do something, but is unsure if it's a trap

Mechanically these are not traps

Dark Archive

HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4

"I think these are a mystery for later. There is something strange about them, but it doesn't seem to be a trap."
Let's move on. Maybe we'll find more clues later.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc nods and moves up to the south door to see into the larger chamber.

"Yeah, we can check em out on the way out if nothin' else. Unless I am thinking about ale and forget that is. Hahaaahrrrrh!
the dwarf cannot stop his belly laugh at his own joke...at least until he notices nobody else is laughing.

"Hah...what? Ok, lets keep moving. I bet Calistan liked it at least, right bud?"
he pats the stoic man on the shoulder as he moves up to get a better look into the room.

Scarab Sages

As you all move to the room to the south;

Samuel, Marcel, Brother Grimdoc, Snow Adder and Logain can enter through the doors with no problem..then when Calistan tries to enter through the doorway the door slams shut with great speed and a lot of force behind it.

DC 16 reflex save for Calistan:
If made you can pick which side of the door you end up, if you fail -> stuck in D1

The door locks with an audible click and each of the floor's rectangles shifts to a slightly different angle, making movement from one rectangle to another count as traversing difficult terrain.

The yellow smoke roils and seethes as it slowly begins to take on the image of a giant face. The smoky image seems to look forth from its vantage point behind the glass inset into the wall, scowling hatefully. It speaks in a raspy, disgusted voice. "Foolish apprentices," it spits, "how I should have predicted your betrayal at my most critical moment. Seek to escape into some unwritten time, eh? By now you must have realized your ioun stone array has failed. You now stand marooned in time, living a day, an hour, a single moment stretched into an infinity over countless centuries yet to dawn-one final lesson in obedience from your very, very disappointed master. It does my heart proud to know that your last, eternal moments will see you hunted like animals. Farewell, my faithless friends. Test all I have taught you against the blades of Azlant!"

At the same time three of the statues along the wall animate and move to attack.

DC 18 Knowledge (Arcane):
These are Caryatid Columns,constructs that are so hard that they damage the weapons that strike them (Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon's hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken condition.) - more information depends on check result

Init Samuel: 1d20 + 2 ⇒ (6) + 2 = 8
Init Grimdoc: 1d20 + 7 ⇒ (18) + 7 = 25
Init Marcel: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Init Snowadder: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Init Calistan: 1d20 - 5 ⇒ (13) - 5 = 8
Init Logain: 1d20 + 2 ⇒ (14) + 2 = 16
Statues: 1d20 + 5 ⇒ (10) + 5 = 15

init
Grimdoc, Logain
Enemies
Party

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc tries to recall stories about moving statues.

kn:arcane: 1d20 + 2 ⇒ (20) + 2 = 22

"Oh boy. I heard about these here statues. I remember a group ran into them.
Some sad paladin was whining about breaking his good longsword or something. Watch yer steel weapons on em...or use a cheap one."

Grimdoc swiftly enlarges, dropping his lucern hammer and grabs his adamantine nodachi for a swing at the statue to the east.

Large Adamantine Nodachi, PA/FF: 1d20 + 9 ⇒ (1) + 9 = 10
for dmg, PA, large: 2d8 + 7 + 6 + 3 ⇒ (2, 5) + 7 + 6 + 3 = 23

"Oops - wrong end." the dwarf shrugs as he pulls the blade back around clumsily.

He will take an Aoo on any statue moving within his 10' reach.

AOOx2 Combat Reflexes:

Large Adamantine Nodachi, PA: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
for dmg, PA, large: 2d8 + 7 + 6 + 3 ⇒ (3, 7) + 7 + 6 + 3 = 26
Large Adamantine Nodachi, PA: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
for dmg, PA, large: 2d8 + 7 + 6 + 3 ⇒ (1, 1) + 7 + 6 + 3 = 18

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Reflex: 1d20 + 1 ⇒ (18) + 1 = 19

Calistan slides in before the door slams into place.

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

know arcanan: 1d20 + 13 ⇒ (18) + 13 = 31

Logain shares what he knows about the constructs and uses his wand to summon a protective shield of energy in front of him.
Using shield from a wand.

Scarab Sages

Logain also remembers that a caryatid column is immune to any spell or spell-like ability that allows Spell resistance

When making an attack vs one of the colums please roll 3d6 to see how much damage your weapon takes when it hits one of them (unless you are using a adamatine weapon, since it has hardness 20 and 3d6 can't beat that

Grimdoc swiftly enlarges, dropping his lucern hammer and grabs his adamantine nodachi for a swing at the statue to the east, but he ends up banging his weapon on the floor while getting ready to take another swing once one of the statues comes closer

Logain casts shield on himself.

The yellow statue steps up on the uneven floor and has to duck as Grimdoc swings his weapon at it hitting it and almost cutting on of it's arms off.

It then raises it's stone long sword and takes a swing at Grimdoc
to hit AC Grimdoc: 1d20 + 8 ⇒ (11) + 8 = 19 but it can't get enough force behind it with only half an arm

The reddish tinted statue moves towards Calistan
To hit Calistan: 1d20 + 8 ⇒ (2) + 8 = 10 but Calistan is easily able to side step the swung sword

The blueish statue ends up hopping onto the next "ring" and double times it towards the action

init
Party
Statues

Damage yellow: 21

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc, getting the balance of his weapon, chops hard on the statue before him.

Now that the thing has moved closer, he swiftly reduces to normal size to give Snow Adder a firing lane.

"Come and get it you stoney...um thing made of stone."

Adamantine Nodachi, PA/FF: 1d20 + 9 ⇒ (12) + 9 = 21
for dmg, PA: 1d10 + 7 + 6 ⇒ (9) + 7 + 6 = 22

Dark Archive

HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4

No firing lane needed any more. Improved Precise Shot. I didn't mention using wand so I'm not including that.

Seeing the big cracks emerging in the yellowish statue, Snow Adder decides to see if he can finish it off. He grabs an adamantine arrow from his quiver and sends it flying toward what remains of the column attacking Grim. Watching to see if it breaks apart, Snow Adder sends a second pair of arrows toward the yellowish statue or reddish statue depending on the state of his first target.
Attack 1: 1d20 + 9 ⇒ (11) + 9 = 20
Damage 1: 1d8 + 5 ⇒ (5) + 5 = 10
Attack 2: 1d20 + 9 ⇒ (13) + 9 = 22
Damage 2: 1d8 + 5 ⇒ (4) + 5 = 9
Attack 3: 1d20 + 4 ⇒ (14) + 4 = 18
Damage 3: 1d8 + 5 ⇒ (4) + 5 = 9

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel examines the situation, wary of the vulnerability of his new blade. Sheathing the sword, the Andoran instead issues helpful commands to his allies.

Using Authoritative Command on Marcel, Snow Adder and Grimdoc, giving them a +1 competence bonus on attack rolls, damage, saves and AC if they follow the commands.

"Marcel, Snow, Grimdoc, fight together against that statue."

The lance corporal indicates the nearest still standing statue.

-Posted with Wayfinder

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Aldori: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14
3d6 - 12 ⇒ (2, 5, 2) - 12 = -3
Aldori: 1d20 + 9 ⇒ (10) + 9 = 191d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14
3d6 - 12 ⇒ (5, 6, 6) - 12 = 5 Normally 5 damage wouldn't break my sword as it has 15 hit points, but I believe it breaks because of the constructs' special ability. Marcel's sword has 12 hardness since it has a +1 enchantment bonus, so that's why I put the -12, so this second damage was in excess of it's hardness.

Swinging at the blue statue, Marcel manages to avoid breaking his sword with his first attempt, but when he swings a second time, Assuming 19 hits shards of his blade flake off, and he feels his weapon become less reliable.

+1 Answering Aldori Dueling Sword HP 10/15, Condition: Broken, as the weapon is caster level 7, neither Calistan or Logain will be able to repair my weapon, unless they have a way to boost their caster level.

Parry/Riposte if attacked:
Parry: 1d20 + 14 + 4 - 2 ⇒ (7) + 14 + 4 - 2 = 23Riposte: 1d20 + 14 + 4 - 2 ⇒ (11) + 14 + 4 - 2 = 271d8 + 6 + 4 + 1 - 2 ⇒ (7) + 6 + 4 + 1 - 2 = 163d6 - 12 ⇒ (6, 6, 4) - 12 = 4 If my parry is successful, my sword will be at 6/15 HP

Scarab Sages

Grimdoc swiftly reduces to normal size to give Snow Adder a firing lane and getting the balance of his weapon, chops hard on the statue before him smashing the already damaged statue to pieces.

Snow Adder fires 3 arrows at one of the statues, hitting it with all 3 shots but the adamatine tipped arrows don't penetrate as deep as you'd expect (they have no hardness, just DR/-)

Samuel examines the situation, wary of the vulnerability of his new blade. Sheathing the sword, the Andoran instead issues helpful commands to his allies

Swinging at the blue statue, Marcel manages to avoid breaking his sword with his first attempt, but when he swings a second time, Assuming 19 hits shards of his blade flake off, and he feels his weapon become less reliable.

@Marcel, yeah the special ability of the collums seems to ignore hps..if it passes hardness the weapon gets broken

init
Logain, Calistan

Damage Red:13
Damage Blue: 18

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

Logain approaches the construct near Samuel and slices at it with his scimitar.

arrow: 1d20 + 9 ⇒ (19) + 9 = 281d6 + 5 ⇒ (6) + 5 = 11
dmg from construct: 3d6 - 12 ⇒ (2, 3, 6) - 12 = -1

confirm?: 1d29 + 9 ⇒ (14) + 9 = 231d6 + 5 ⇒ (6) + 5 = 11

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan waves at the statue.

Hold Action

Scarab Sages

Logain approaches the construct near Samuel and slices at it with his scimitar slicing it pretty hard

Calistan waves at the statues

The face made from smoke has a frown on it's face now that one of the statues went down..and none of the party has joined it on the floor yet, but doesn't seem to troubled.

The blueish statues swings his sword at Marcel
To hit Marcel AC: 1d20 + 8 ⇒ (16) + 8 = 24
If I got this right, Marcel tries to parry..but his 23 is less then 24..so he doesn't parry and no riposte happens and then the attack from the statue hits, right?
who tries to deflect the stone sword with his own weapon but is just a tiny fraction of a second to slow and gets hit ont he shoulder by the statues blade
Damage Marcel: 1d8 + 4 ⇒ (5) + 4 = 9

The reddish statue continues to take swings at Calistan
To hit AC Calistan: 1d20 + 8 ⇒ (19) + 8 = 27
To confirm: 1d20 + 8 ⇒ (2) + 8 = 10
and it manages to get past Calistans impressive defenses but the blade doesn't cut as deep as it could have
Damage Calistan: 1d8 + 4 ⇒ (8) + 4 = 12

init
You guys
Statues

Damage Red:13
Damage Blue: 30

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will move up behind Calistan and tap the man's shoulder, motioning his intent to swap places.

If Calistan agrees, and moves out to grant Grimdoc his space to attack the red statue. Otherwise go around the south way (double move/no attack)

"Hey Cal, I know you cannot hear me, but if you make a little room, ok, I may need a lot of room, but I will work on this one next."

Adamantine Nodachi, PA/FF, Commander: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
for dmg, PA, Commander: 1d10 + 7 + 6 + 1 ⇒ (5) + 7 + 6 + 1 = 19

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Did one of the destroyed statues drop their weapon? Is it within reach of Samuel.

Samuel continues giving orders, glad to see the team working in well practiced harmony.

"Good job, bring them down!"

-Posted with Wayfinder

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Aldori: 1d20 + 14 - 2 + 1 ⇒ (8) + 14 - 2 + 1 = 211d8 + 6 - 2 + 1 ⇒ (4) + 6 - 2 + 1 = 9
3d6 - 12 ⇒ (6, 4, 4) - 12 = 2
Aldori: 1d20 + 9 - 2 + 1 ⇒ (15) + 9 - 2 + 1 = 231d8 + 6 - 2 + 1 ⇒ (5) + 6 - 2 + 1 = 10
3d6 - 12 ⇒ (2, 5, 6) - 12 = 1

Not backing down dispite his sword taking damage, Marcel continues to attack the same column as before, though the decreased ability of his weapon did have some effect on it overall.

Marcel's weapon is now at 7/15.

Dark Archive

HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4

A bit of a loner previously, Snow Adder is surprised to find that Samuel's suggestions actually seem to help. Seeing that his adamantine arrows don't seem to be helping and painfully aware of how much they cost, he switches to cold iron and attacks the more heavily damaged blue statue, switching to red if he finishes the blue.
Attack 1: 1d20 + 10 ⇒ (8) + 10 = 18
Damage 1: 1d8 + 6 ⇒ (8) + 6 = 14
Attack 2: 1d20 + 10 ⇒ (12) + 10 = 22
Damage 2: 1d8 + 6 ⇒ (8) + 6 = 14
Attack 3: 1d20 + 5 ⇒ (5) + 5 = 10
Damage 3: 1d8 + 6 ⇒ (8) + 6 = 14

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Marcel's wounds heal as Calistan transfers his pain to himself. Calistan moves back for his friend to attack the mean statue as the oracle draws his wand of Cure Light Wounds and weaves a fiery glyph in the air.

The symbol mutates into a ball of white-hot flame that tries to blast the offending statue.

Scorching Ray: 1d20 + 3 ⇒ (3) + 3 = 6
Fire Damage: 4d6 ⇒ (6, 1, 1, 3) = 11

Scarab Sages

Grimdoc waits for Calistan to make room
Since you have to move, seems like a delayed action as opposed to a ready for this to work

@Samuel, yeah I've added a marker to indicate it's location
Samuel continues to give orders as he looks around for the destroyed statues weapon. He sees it lying on the floor a little bit away, the stone hand is still clutching what looks like a stone sword..all though some cracks can be seen running all over the blade.

Not backing down despite his sword taking damage, Marcel continues to attack the same column as before, though the decreased ability of his weapon did have some effect on it overall Marcel still manages to hit twice chipping away at the statue, his second swing bringing down the statue in front of him.

Snow Adder continues to fire arrows, hitting with 2 of them as the third glances of the statue without causing any damage.

Marcel's wounds heal as Calistan transfers his pain to himself. Calistan moves back for his friend to attack the mean statue as the oracle draws his wand of Cure Light Wounds and weaves a fiery glyph in the air.
The symbol mutates into a ball of white-hot flame that tries to blast the offending statue.

But the blast of fire goes right over the top of the last statue
(doesn't hit touch AC)

At that point Grimdoc moves forward and swings his Adamantine Nodachi smashing it through the last moving statue and taking it out of the fight.

The giant face made from smoke roars in anger as the last statue goes down.

The floor evens it self out again and you can hear an audible *click* as the door behind you unlocks again.

Out of combat

When you examine the swords that the statues carried you notice that they seem to be made from stone, but are actual metal blades. Very nicely made,but not magical (masterwork long swords)

What are your plans now?

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel grabs one of the stone longswords, just in case they encounter similar areas.

"Well fought my friends, an impressive display."

Stashing the newly found sword, the Lance Corporal redraws his own new blade and prepares to push on when the others are ready.

"Perhaps we should examine this room, ensure there is nothing we are overlooking?"

-Posted with Wayfinder

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will stow his adamantine weapon and pick up his dropped Lucerne.

well done indeed. Those things were annoying but went down quicker than I thought. But now who is this grinning face working against us?"

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