Qstor PFS Gameday VI Kortos Envoy (Full) (Inactive)

Game Master Qstor

Maps


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Liberty's Edge

Jerevyx flies down and shakes her head. "Bah..what is best is DEATH for you!"

you guys can act before her. She's on top of the tower now.

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"Well so much for surrender. You've made the wrong choice."

to hit: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
dmg if hits: 1d8 + 6 ⇒ (5) + 6 = 11

to confirm crit: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
extra dmg if crits: 1d8 + 6 ⇒ (7) + 6 = 13

iterative to hit: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
dmg if hits: 1d8 + 6 ⇒ (8) + 6 = 14

haste to hit: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19
dmg if hits: 1d8 + 6 ⇒ (2) + 6 = 8

parry riposte if nec:

parry: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31

riposte to hit: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
dmg if hits: 1d8 + 6 ⇒ (1) + 6 = 7

riposte to confirm crit: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
extra dmg if crits: 1d8 + 6 ⇒ (4) + 6 = 10

Liberty's Edge

She drops from Hikaru's blade.

The rest of you are up.

sorry the combats have been underwhelming. You're a strong 5 player table

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

Sometimes a slaughter for the good guys is refreshing :-)

"Always the hard way. No matter."

Senzo steps up and unleashes his te in the Dragon Style:

Roundhouse kick: 1d20 + 14 ⇒ (10) + 14 = 24 for DMG if hit: 1d10 + 6 ⇒ (10) + 6 = 16
Side Elbow: 1d20 + 14 ⇒ (2) + 14 = 16 for DMG if hit: 1d10 + 4 ⇒ (9) + 4 = 13
Backfist: 1d20 + 9 ⇒ (6) + 9 = 15 for DMG if hit: 1d10 + 4 ⇒ (7) + 4 = 11

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

No worries here, I often GM season 0, and these are tougher than those often turn out to be.

Vrald turns on the drake closest to him.
attack,PA,haste: 1d20 + 21 - 3 + 1 ⇒ (20) + 21 - 3 + 1 = 39
attack,PA,haste: 1d20 + 16 - 3 + 1 ⇒ (10) + 16 - 3 + 1 = 24
damage: 1d8 + 13 + 6 ⇒ (1) + 13 + 6 = 20
damage2: 1d8 + 13 + 6 ⇒ (1) + 13 + 6 = 20

crit ?attack,PA,haste: 1d20 + 21 - 3 + 1 ⇒ (14) + 21 - 3 + 1 = 33
bonus damage: 1d8 + 13 + 6 ⇒ (8) + 13 + 6 = 27

His sword slices deeply into the dragon, causing a massive wound.

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Strang sees no reason to overexert himself.

He moves over to put some of his companions between himself and the remaining drakes, and lifts his staff, sending a couple of force missiles at one of them.

Using his staff, sending two magic missiles at whichever drake is still up and looks the most injured.

2d4 + 2 ⇒ (2, 2) + 2 = 6 force damage.

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

Bizzle shakes his head and decides that he should join the battle, casting Magic Missile: 5d4 + 5 ⇒ (1, 4, 1, 2, 3) + 5 = 16 to strike the nearest drake.

Liberty's Edge

The drake on Vrald drops bleeding as force missiles plunge into the other.

Vrald I moved your token up to the nearest drake

The remaining drake angered by the death of its master spits cold breath at the some members of the party including the tengu.

Vrald Senso and Hikaru Reflex saves DC 18 please. 11 damage if you make it.

damage: 7d6 ⇒ (5, 1, 2, 2, 2, 6, 5) = 23

The party is up again!

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

reflex dc 18: 1d20 + 8 ⇒ (13) + 8 = 21

didn't we have cold resistance communal cast on us? if so, that would mean just 1 point of dmg, took off the 11 for now, but if it should be 1, i'll change it.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

ref: 1d20 + 6 ⇒ (13) + 6 = 19

Vrald hunkers down behind his shield, avoiding the worst of the blast, no small part in thanks for the enchantments laid on him by his fellow pathfinders.

"That is how to Cooperate!" he call out proudly.

He airwalks toward the drake and tries to show the dragon why they were all removed from Taldane lands many years ago.

attack PA,haste: 1d20 + 21 - 3 + 1 ⇒ (12) + 21 - 3 + 1 = 31
iterative attack PA,haste: 1d20 + 16 - 3 + 1 ⇒ (15) + 16 - 3 + 1 = 29
damage,PA: 1d8 + 13 + 6 ⇒ (1) + 13 + 6 = 20
damage,PA: 1d8 + 13 + 6 ⇒ (4) + 13 + 6 = 23

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Everyone has Cold Resist 20 at the moment... so you'll only take damage (3 points) if you fail the save

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

ah okay, thanks.. no damage then

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

REF: 1d20 + 30 ⇒ (20) + 30 = 50 Senzo completely dodges the breath, and responds in kind.

He opts for a quick series of alternating strikes with the edge of his hand

ATK 1: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28 for DMG if hit: 1d10 + 6 ⇒ (4) + 6 = 10
ATK 2: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34 for DMG if hit: 1d10 + 4 ⇒ (10) + 4 = 14
ATK 3: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 for DMG if hit: 1d10 + 4 ⇒ (6) + 4 = 10
ATK Haste: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31 for DMG if hit: 1d10 + 4 ⇒ (9) + 4 = 13

Liberty's Edge

The remaining drake drops under the onslaught from the party. The scene is quiet as it falls.

combat over!

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

"I like it up here. It's.... brisk." With no other fanfare, Senzo starts looking around Perception: 1d20 + 15 ⇒ (16) + 15 = 31

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

Hikaru searches the top of the tower, including the harpy's body...

perc: 1d20 + 11 ⇒ (17) + 11 = 28

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

Well, I'm not so sure I like it so brisk! Bizzle will scan the area with Detect Magic, in case something notable has been hidden from view.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

Vrald cleans his sword and then sheaths it.

"It is unfortuante she didn't surrender. That would have been a better outcome all around." shrugs the knight.

"We still have one mission left to complete." he notes.

Liberty's Edge

Bizzle finds a magic amulet and cloak on the harpy.

amulet of natural armor +1, cloak of resistance +1, gold
circlet and jewelry worth 450 gp

Senso notices a hidden compartment on the harpies throne. Inside is a mace and a potion vial and some gold.

The rest of you by looking around the snowy landscape, realize that you have to continue through the mountain pass to reach the temple of Baphomet.

Detect magic:
the mace is a boulderhead mace and the potion an elixir
of fire breath

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

The minotaurs are a 'tomorrow' kind of thing?
Just pondering spell selection.

Dr. Strang doesn't notice the chilly temperatures, his protective spell from that morning still in full effect.

"Well, one more adversary to confront." He says, looking up the pass.

"Now to find this minotaur in these mines. Do we know how far it is?"

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

"Help yourself to the spoils everyone, you've earned it."

Senzo is ready to go on (tomorrow or otherwise.)

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

"And best to get closer to the ground now." Dr. Strang adds. "Should only be a few more minutes on the spell that's keeping many of you afloat."

He grins slightly.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

"I could use that amulet" notes Vrald.

"Although my armour is normally sufficient."

He quickly descends to ground level.

"Perhaps if we make some further progress this afternoon, we might tackle the temple on the morrow? We have only limited time to solve these problems and return.."

Liberty's Edge

You guess that its four hours to the mine. Did you want to rest?

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

Senzo doesn't need one, and at 4 hours, he'd push to continue unless the spellcasters asked to stop.

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Strang can continue, but doesn't see any reason for pushing their pace if the don't have to.

Unsure how long the day has been so far.

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

Hikaru doesn't need the rest right now...

Liberty's Edge

It's about 6pm in game time and getting dark

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

in that case, a 4 hour trek in the dark might not be the best idea.. maybe we should rest.

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Approach the minotaur mine in the morning, rested... sounds like a plan... as long as we have time to get back to the centaurs to report afterwards!

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

"Perhaps if we press on for a couple of hours, then camp. That will make the journey tomorrow quicker and we will arrive at the minotaur's lair better rested than if we have spent half the day travelling already.." suggests the knight, keen to press on.

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

That works!

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"Good thinking Vrald... let's do that... but perhaps we should have a little light to travel by?"

Liberty's Edge

ok...press on then rest

You travel through the snow and mountainous terrain as the light fades. A evening begins you make camp in the pass. The evening passes uneventfully. As dawn breaks you follow the directions to the mine shaft that leads to the temple of Baphomet. You notice as you get closer that there are no guards outside.

Perception checks please

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

Senzo chuckles at the light comment, and preps for the walk. agreed, let's do it.

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

Perception: 1d20 + 15 ⇒ (6) + 15 = 21

Liberty's Edge

1 person marked this as a favorite.

Senzo:
You don't hear any noise from the mine shaft ie voices or other noise

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Perception: 1d20 + 14 ⇒ (4) + 14 = 18

"Curious." Dr. Strang says, as they see no sign of anyone watching the mine. "They must not be expecting any opposition this far in."

He will renew Greater False Life (2d10 + 10 ⇒ (3, 9) + 10 = 22), Mage Armor, Air Walk, and Endure Elements on himself.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

perc: 1d20 + 1 ⇒ (10) + 1 = 11
"I don't see anything..."

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

perc: 1d20 + 11 ⇒ (13) + 11 = 24

"Maybe they think they are remote enough to not need to worry about outside threats?"

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

Perception: 1d20 + 16 ⇒ (10) + 16 = 26

Ha! Maybe they knew we were coming and scramed! Flight over fight and all that, ya know!

Liberty's Edge

Moving inside? There's no map for this part. If that's ok with you guys.

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

Works for me

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

No worries here

Liberty's Edge

Entering the mine tunnel you see that it's unlit. Wooden beams work to support the dark shaft about ever twenty feet. There's no signs of recent mining. The silence down the shaft continues as you continue. After what seems like an hour you come to a split passage. A way right..straight and forward. The party chooses one way. It leads to a dead end...another way...a dead end. The 3rd way MUST be the way to the temple.

the mine is a labyrinth. Please make Knowledge dungeoneering checks please :) The scenario says the checks can be made untrained.

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

know dungeoneering: 1d20 + 1 ⇒ (20) + 1 = 21

Hikaru tries to make sense of the labyrinthine passages.

Sovereign Court

NG Male Human HP 94/94; Reroll @+3 1/1; Fighter 9; AC 36 (normally 35) (+2 vs a crit confirm); FF 32; touch 15; Fort +9; Ref +6; Will +8; Perc +1; Init +2;

"I have studied mazes a little in my time..." says the scholarly knight.

dungeoneering, trained!: 1d20 + 4 ⇒ (18) + 4 = 22

"And this is definitely a labyrinth."

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

"Fascinating!" Strang mutters, as the mine ends at yet another dead end. "It would seem the minotaur penchant for labyrinthine mazes is not entirely a myth."

He ponders the remaining passes for a moment. "Still, it was once a normal mine, which means it had to conform to a more reasonable layout once."

Knowledge (dungeoneering): 1d20 + 10 ⇒ (17) + 10 = 27

"So if this here is new constructions, and that old, then our best bet would probably be to go that direction." He says, finally, pointing down one of the passages.

The Exchange

Male Dwarf Unchained Monk 8 (HP: 100/100 Ki: 5/8), Init: +7, AC: 24 T: 22, FF: 24, Perception +15, F: +12, R: +10, W: +7, CMB: +11, CMD: 29

Senzo feels comfortable with the maze, though he's not exactly good at solving it. Knowledge (Engineering): 1d20 + 0 ⇒ (17) + 0 = 17

Liberty's Edge

Dr. Strang, Hikaru and Vrald lead the others for what seems like hours underneath the mountain. Moving about in near darkness the party progresses through the tunnel. After a while the tunnel widens out a bit.

Perception checks please. I'll add a map tonight.

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