(PFS) The Veteran's Vault #4–18: (Inactive)

Game Master Nightfiend

Korvosan Sewers Map 1

Korvosan Sewers Map 2


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Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

The situation dire, Zuriel gives in to his arcane rage. He lets out a yell and throws his weapon at one of the plants attacking Telos.

Rrrragggh!

Free action: Enter bloodrage.

Free action: Yell

Free action: Switch to one handed grip on naginata.

Move action: Draw chakram.

Standard Action: Throw chakram at flower 2, penalty for throwing into melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16

Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Free action: Grip naginata two-handed again

Note: Bloodrage gives me -2 AC, +2 Will Saves. Combat Reflexes if anyone(thing) provokes within my reach. Rage rounds remaining: 5/6


Zuriel Lets out a blood curdling battle cry that echoes throughout the sewer. Even with the empowered battle cry the rest of the group still does not wake. If there was any doubt before there is none now, sound alone is not enough to offset the sleeping power of the pollen.

With renewed focus, Zuriel draws out a metal disc and launches it at the vegetation. The spinning blade sinks deep into the small plant’s main vine. The thorny plant starts thrashing about, leaving green smoldering liquid along the ledge. With a few final jerks, the plant shrivels then falls limp.

A third outcropping of the thorn-riddled flower, starts inching its way towards Kenri and Telos. Mindlessly the plant moves and opens itself-up to Telos’s extended reach.

Telos will get an Aoo on plant three, as it moves next to Kenri. If the plant lives through the Aoo it will attack Telos and burn him for 2 Acid damage.

Sting attack (Telos): 1d20 ⇒ 20 Hit!
Critical confirmation: 1d20 ⇒ 2
Sting Damage (Telos): 1d3 - 1 ⇒ (1) - 1 = 0 Acid Damage: 1d2 ⇒ 2

Round 1
Plant Creature
Kenri- Sleeping, Prone
Zuriel
Plant 3
Yakima- Sleeping, Prone
Telos
Harlynne- Sleeping, Prone
Plant 1

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Telos' reactions are too quick for the lumbering plants, and his bardiche weaves a pattern of death as they move toward the group.

"Sleep tight, my children," he says to his slumbering companions. "As I've done for my subjects, I will protect you."

AoO vs. #1, Bardiche power attack: 1d20 + 4 ⇒ (14) + 4 = 18 for bardiche power atack dmg: 1d10 + 8 ⇒ (9) + 8 = 17

AoO vs. #3, Bardiche power attack: 1d20 + 4 ⇒ (18) + 4 = 22 for bardiche power atack dmg: 1d10 + 8 ⇒ (7) + 8 = 15

This last attack is my regular turn, which I'll use to attack anything that happened to live through the AoOs. I don't think I took any damage, then?

Bardiche power attack: 1d20 + 4 ⇒ (19) + 4 = 23 for bardiche power atack dmg: 1d10 + 8 ⇒ (6) + 8 = 14


Telos you are correct. Your Aoo’s destroyed the plants before they attacked. I only resolved their attacks in case they survived the Aoo.

In a flurry, the shadow lord hacks through the vegetation, as the slow moving plants begin to move up. The menacing plant creature shrivels up into a mound after receiving a fatal hack, from Telos’s extended axe. The impact of the thick blade sounds like a thick branch breaking.

The third outcropping of flowers, splinters into a small pill of compose after feeling the full force behind Telos’s Bardiche.

Telos tacitly moves back five foot from the last outcropping, then brings his mighty blade down for a final crack, indicating the end of the last outcropping.

End of combat

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Telos moves to wake his slumbering companions.


Sorry Telos, I posted my last response to quickly. Your last attack destroyed the last outcropping.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Through the haze of arcane rage, Zuriel watches Telos cut down the plants with precision. He searches his mind for a calming thought, willing the energy to dissipate and calm his emotions.

End bloodrage: 5/6 rounds remaining

The effort is taxing (fatigued for 2 rounds)--he stoops, breathing heavily as he shakes the sleepers to wake them, Yakima, Harlynne, and Kenri in turn.

Well...struck. That...was impressive.


Unless instructed otherwise, I’m going to assume Telos and Zuriel wakes everyone then continues to follow Sascha’s instructions.

Carefully following your instructions, you find the bend that turns east. You follow the sewer east for about eighty feet, then you see a hall heading north. The ten foot wide hall ends thirty foot in, at the base of a set of stairs. You believe this to be the entrance to the vault.

Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters. The door is tightly closed, with a lot of growth around its base. You can tell this door hasn’t been opened for a long time.

Korvosan Map #2

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Best let me handle this part.

Slowly and carefully Yakima checks the stairs for traps and then if she finds none she moves towards the door and looks for traps there.

Yakima will triple check everything since we are not in a hurry.

Perception = +5

Disable devices = +10

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

You may all want to step back a bit


Concerned about the area, Yakima starts searching the steps.

Taking 20 on the steps takes a long time, leaving everyone standing around.

After methodically going over the steps she determines there is no traps leading up to the door.

Sascha’s instructions indicate a trap on this particular door. Relying on the instructions, Yalima starts looking over the door.

Taking 20 on the door leaves everyone twiddling their thumbs.

After meticulously searching the door, Yakima finds the indicated trap. It looks like a short of release mechanism that releases a javelin trap. She points out the release, but isn’t sure where the javelin will come from.

Yakima is not able to take 20 on the Disable device. She could take 10 or roll and hope for the best. Failing by five or more will result in the trap triggering. The quality of the trap looks old but its still in great shape.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Nice work. Those plants nearly spelled our doom because we were so close together when they ambushed us. It might be a good idea for us to back up while you attempt to disarm the trap. I have confidence in your skills, but we should be cautious.

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Heads up!

Disarm Trap: 1d20 + 10 ⇒ (9) + 10 = 19

Lets hope that did it.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

Still shaken from being so easily put to sleep, Kenri moves back around the corner.
Not so good at this adventuring stuff as I thought. Need to be a little more careful....Maybe start wearin' a scarf or somethin'
"If I didn't say so earlier, thank you Telos. saved our bacon."
Then he stands watch as Yakima searches the door and steps.


Yakima works quickly to disarm the trap, but makes no progress the first time around.

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

hmm tricky.. Let me try again.

disable device: 1d20 + 10 ⇒ (10) + 10 = 20

Maybe one more

disable device: 1d20 + 10 ⇒ (20) + 10 = 30

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Telos acknowledges the thanks of his companions. While I am with you, I will protect you with my life," he says.

Truly, that could have gone badly for all of us.

He watches Takima disarm the trap, glad he won't have to walk into it.


Yakima’s efforts pay off. The trap trigger wire falls limp, as it is rendered inert. With little effort the door slowly creeks open.

Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Yakima waves the group through.

After you Telos.

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

The treasures are supposed to be under loose flagstones in one of the smaller rooms right? Let's spread out a bit and investigate. I don't want to be bunched up again like that last altercation.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

Carrying his sword aloft, Kenri moves back to the head of the group.
" Lets see what we can see shall we..."
He holds the shining sword one handed in his right hand, with his left hand raised. Sparks seem to crackle from his fingers as he prepares to cast a spell, should danger beckon.


With the added light, you can tell the doors belong to cramped, cell like rooms. From where you are standing, many of the doors appear to be ajar, revealing little to no contents. After carefully observing the hall, you see three doors that are still secured.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

"It would seem we are close," Telos says. He passes to the front of the group, the small chains around his torso and head hardly clinking.

"Let us see what we can see," he says as he moves into the room. I'll take a look into the first door at the right, and then work my way down, checking each door in order of proximity.

perception: 1d20 + 1 ⇒ (14) + 1 = 15

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Taking her own suggestion Yakima heads out in front of the rest with her Mutagen in hand.


Telos examines the first room on the east side. Other than a few rotted, loose blankets, the room seems empty. Based on the shelving in the room, it looks like a storage closet. After inspecting the rooms heading north, Telos finds two rooms that are still locked. The rest of the unlocked rooms appear similar to the first room.

Telos finds the two locked rooms in the north hall.

Yakima moves down the north hall. Utilizing her inherited dark vision, she is able to make out a second passage that extends west. The new passage is also riddled with small rooms, all of which appear to have been ransacked.

Most of the small rooms down the west hall appear to have been used as crypts. Small bones and old, decrepit clothing line the floors. All of the doors, except one, have been left open.

Yakima discovers the locked door in the west passage. I am taking into account, Yakima visually inspected the west hall from where she is.

On the edge of Yakima’s vision, she is able to see a small set of stairs descending into what looks like a larger room.

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Hmm maybe the large room that was spoken of is in fact down this way rather than this one we currently inhabit. I am not adverse to searching the closed rooms here, but I fear that we might find denizens behind some of them that could prove threatening.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

I agree, which is why I think we should search the open rooms first. The bones there are disconcerting. I hope their souls have already been judged by Pharasma, not trapped her in torment.

Zuriel moves up next to Yakima to help investigate.

Open rooms first in the initial corridor? Then crypts? Then all the locked doors?


I will need to know who has a light source. I will also need to know who is searching what hall. You have the north south hall, and the east west hall. Once that has been decided then place your tokens in the appropriate hall.

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

Kenri has a light source, and will search the North/South hall.
" You think they might rise as undead creatures?"
Kenri asks as he moves into the hallway, the sparks on his hand changing to a sickly green mist.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

"We should search these locked doors," Telos says. "Does someone have experience picking locks, or should we force them?"

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

I can pick locks. I am no rogue, but I do have dexterous fingers and the right tools. Let me start with this one in the East-West hallway and work my way back.[/b]

Pick Locks: 1d20 + 10 ⇒ (2) + 10 = 12 Hmm, tricky.
Pick Locks: 1d20 + 10 ⇒ (11) + 10 = 21

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Telos nods to Yakima.

"Once you have the lock disabled, open the door for me and I'll check it out," he suggests.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

I've been unable to get on Paizo all morning (site was down), otherwise I would have typed this sooner. Hopefully GM Nightfiend won't consider this a retcon...

When Yakima approaches the locked door, tools in hand, Zuriel places his hand on her shoulder.

I agree that we should search the locked rooms, but what if there are dangers sealed away? Wouldn't it be better to search the open rooms for any lurking threats first, so we don't get attacked from two sides?

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Sounds good to me, we can wait on opening the door until the searching ends. I'll just keep an eye on this door.

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

Undead we can take care off, devils may be negotiated with. Worse problem would be demons or mercenaries.


The limited light from Kenri’s sword, creates dark forms along the distant wall. Being accustomed to the shadows, Telos feels comfortable with the constant shifting of the dark silhouettes. After walking the length of the northern hall, Telos readies himself, next to Yakima in anticipation of an attack. Yakima steeps over to the western door, and pulls out a kit of small tools. Slowly, Yakima begins working on the old lock. Although accustomed to the dark, the added light from Kenri’s sword, helps with the detailed work that is needed to open the ancient lock.

After a few moments of work, Yakima feels a snap within the lock, but the lock does not open. Even with being skilled and dexterous, Yakima fails to disable the old lock. As the tiefling begins a second attempt, Zuriel steps into the light, creating a dark shadow across the door. After placing a hand on Yakima’s shoulder, he offers a few words of wisdom.

Kenri moves down the northern-hall, glancing through some of the rooms that were left open. The cells yield nothing of value, yet offers some insight. What little remains in the small rooms, is tossed about as if someone or something else has been rummaging through them.

Harlynne finishes a statement concerning demons. As she mouths the word demon, almost as if she had called out to the abyss, a small glowing bolt of blue colored energy flies out of the darkness of the large western room. The small bolt collides with Yakima, sending pulsating pain down every inch of her body.

Spellcraft DC 23:
The blue energy bolt is magic missile

Surprise Round

Bolt of energy damage (Yakima): 1d4 + 1 ⇒ (3) + 1 = 4 Yakima Takes 4 points of damage!

GM Roll:

Zuriel: 1d20 + 2 ⇒ (8) + 2 = 10
Yakima: 1d20 + 4 ⇒ (13) + 4 = 17
Harlynne: 1d20 + 2 ⇒ (9) + 2 = 11
Telos: 1d20 + 3 ⇒ (2) + 3 = 5
Kenri: 1d20 + 2 ⇒ (18) + 2 = 20
Unknown #1: 1d20 + 6 ⇒ (18) + 6 = 24
Unknown #2: 1d20 + 6 ⇒ (20) + 6 = 26

Initiative Round 1
Unknown #1
Unknown #2
Kenri
Yakima
Harlynne
Zuriel
Telos

A second bolt of energy bursts from the darkness of the western room. Once again the light blue energy bolt slams into Yakama, sending massive pain down her spine.

Bolt of energy damage (Yakima): 1d4 + 1 ⇒ (3) + 1 = 4 Yakima takes 4 points of damage!

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7
Unable to identify the sounds from around the corner, Kenri moves to the edge to look.
"Hey,what was that?"

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

I'm just waiting to see what Kenri's move illuminates before I take my turn.

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23

a magic missile, and only one at that.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

"It seems others have found the vault," he Telos says.

With the group taking fire from the western room, Telos moves purposefully toward the concealed assailants, his bardiche at the ready.

perception: 1d20 + 1 ⇒ (9) + 1 = 10

Double move/

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

Yeouch!

Yakima readies her wand and activates it on herself.

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Her wounds knit some, leaving her looking almost as good as new.


GM rolls:

Random roll: 1d20 + 4 ⇒ (2) + 4 = 6
Random roll: 1d20 + 18 ⇒ (1) + 18 = 19

Kenri steps up holding his sword high into the air, allowing its light to shine as fare as possible. The limits of the human eye can make out a small stairway leading down into the larger western room. Yakima’s dark vision extends thirty foot beyond the limits of the light source. Zuriel’s elven vision allows him to see clearly the steps that descend into the room. He also make out shadowy forms, in the dim light, forty feet beyond the steps.

Telos decides to move into the room, stepping just beyond the limits of the light spell. Standing in complete darkness, his vision is limited to what is currently lit by the light spell on Kenri’s sword.

I’m going to give out a description of the west room for those that can actually see it. Please take into account what parts of the following description, your character is able to see. Also, I will wait to post round two till after Zuriel takes his action.

The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit.

Only for those that can see into the room.

Perception DC 5:
The floor in this area is heavily riddled with old torcher tools. You see so many devices on the ground that you believe they could impede movement, similar to a caltrop. You believe this hazard could be avoided by moving slowly.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Zuriel approaches the stairs by Telos, drawing a chakram as he scans the scene.

Perception DC 5 auto-succeed

Take care, there are dangerous objects on the floor. There, he says to the others, pointing with his weapon towards the back of the room. Then, yelling at the shadowy figures: Show yourselves!

The warrior sends the disk whistling through the darkness towards the nearest form before leveling his blade in their direction.

Free action: one handed grip

Move action 30 ft, draw chakram

Standard action throw, one range penalty: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21

Damage: 1d8 + 3 ⇒ (2) + 3 = 5

crit confirm: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7

crit extra damage: 1d8 + 3 ⇒ (6) + 3 = 9

I believe they have concealment (20% miss chance) from me in dim light, but the rules say the defender rolls the miss chance (just saw that rule, never knew that). So I won't roll.

Free: grab naginata two-handed again


GM Dice roll:

Random roll: 1d20 + 10 ⇒ (1) + 10 = 11
Random roll: 1d20 + 18 ⇒ (12) + 18 = 30

The sound of the bolt striking Yakima leaves Kenri puzzled. Holding his sword high in the air he inquires about what just happened.

After two mighty impacts, Yakima quickly frees up a hand, then draws her magical healing wand. With a command word she empowers the wand and bestows its healing power onto herself. Shortly after the wand expends its divine power, Yakima’s pain subsides.

Observing the magical bolt from around the corner, Harlynne is able to identify the spell as a low level arcane bolt called magic missile. In all she didn't seem very impressed.

Zuriel moves to the top of the stairs to further investigate the shadowy figures. Not sure if the tiny looking shadow is real or not he draws a Chakram and throws the circular weapon at it. Spinning through the air with precision, the Chakram makes a thud, leading everyone to believe the attack was successful. Do to the limited lighting, conformation of the successful attack is obscured, even for a half elf. In Zuriel’s mind one things is for certain. Whatever it was, it was tiny.

Concealment miss chance: 1d100 ⇒ 62 Miss = 20 or less.

Telos bravely steps down the dimly lit stairs and into the darkness. Watching Zuriel launch a Chakram into the darkness, Telos starts carefully looking for a target. With his limited human vision, all he is able to see is darkness.

The tiny form begins moving its little arms in a circular motion, while uttering words of magic. In seconds a light blue light appears in the creature’s hands. With the added light from the spell, for a brief second, Zuriel and Telos can almost make out the things face. Just as fast as the energy manifest, the brilliant bolt of power, streaks across the room, down the hall, and slams into Yakima.

Immediately after casting its spell, the tiny creature moves back, behind a torture rack, and into the darkness.

Bolt of energy damage (Yakima): 1d4 + 1 ⇒ (4) + 1 = 5 Yakima takes 5 points of damage!

Perception Zuriel and Telos DC 17:
The creature you think you observed casting the spell.

Knowledge Arcana DC 12 (If Zuriel or Telos seen the creature):
You recognize the creature as an unusual looking Gremlin

Initiative Round 2
Unknown #1
Unknown #2 (Delayed)
Kenri
Yakima
Harlynne
Zuriel
Telos

Grand Lodge

male human Magus 1 PFS#4141-3, HP:10/13,CMB:+3 CMD:15AC:15,T:12,Ff:13, F:+4, R:+2, W:+2, Init:+2, Perception:+0Speed:30'

Moving forward thirty feet, Kenri, keeping the light source high, pulls a sunrod out of his pack.
What's attacking? Have you seen it ?"

Scarab Sages

Female Tiefling
Alchemist 6:
HP 42/44 AC:24,FF18,touch16 Init+6 Perception+10 F8 R10 W4

This is getting tiresome, please kill those things.

Not having to ready the wand again, Yakima heals herself and then takes cover around the corner (please move her to out of line of sight of the things shooting her' I can't on my iPad)

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Dark Archive

Female Chelish/Varisian Human (HP 14/14; AC 13; T11; FF 12; F 1; R 5; W 4; Perc +3; Init +2)

Harlynne will move into the room and cast acid splash.
1d20 + 2 ⇒ (1) + 2 = 31d3 ⇒ 3

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Truly I have been weakened beyond measure...I cannot even see through the shadows!

Telos advances cautiously into the room, searching for the unseen assailants.

perception: 1d20 + 1 ⇒ (9) + 1 = 10

I'm assuming that with the light source caught up to me and the warning, I can see the caltrop-type things on the floor. I'm also guessing that when you say moving slowly can avoid them, that half speed is what you mean...so I'm going to move at half speed to try to avoid damage.

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Know Arcana: 1d20 + 4 ⇒ (5) + 4 = 9

Zuriel catches a glimpse of the creature before it hides, but his arcane blood from his mother holds no memories of such a thing.

He moves up to get a better look.

Move cautiously left three squares and down one from where I am. Can someone move me on the map? Draw chakram as I go.

Ready action to throw chakram when I see the enemy casting a spell: 1d20 + 3 ⇒ (3) + 3 = 6

1d8 + 3 ⇒ (3) + 3 = 6

Edited out the d20 before "Zuriel". Stupid phone. Thanks Telos!

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

I moved you.

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