Rise of the Runelords - Pathfinder Society (Inactive)

Game Master JCServant


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Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Well, we're not going to have an easy escape if we need to retreat so everyone on your guard. When enemies appear put them down and make sure they stay down, we can't afford to get surrounded here.

Aside from the bridge collapse, the basic plan was working well - Zeriax and I providing support to you three. I suggest we continue with that tactic.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Errr, what's that noise?

That thing still sound like it's trying to break out?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

After standing on the other side, Zeriax now ponders Emrys' words - "Right you are my friend... No easy retreat from here onwards - our only option is to settle this once and for all"


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

I think I hear something too!

Aid Perception Check: 1d20 + 7 ⇒ (10) + 7 = 17


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Lol, why is everyone rolling Perception?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"What noise?", Gothmog's voice asks, in the weak sounds of the longshanks.

assuming the party is actually gathered...

"Do make it not happen, so hurts go away? Or use wand? Big hurts, many hurts..."

As though in explanation, Megekki's hand stresses and crushes an unseen sphere of glass. The new tiny cuts on his hand sparkle in motes of light reflected from Elsewhere, which motes linger on the injuries of his companions.

disco-ball channel!: 1d6 ⇒ 5


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"Yes. Megekki is right friends - better recover our vitality as best as possible before we continue - I expect what lies ahead will be worse than what we have already faced"

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Emrys is 10 points down I rolled perception in case that noise was still going on.

Grand Lodge

Status

PFL Hardegon (27/27 ), Meggeki (12/25 ),
Brenton (20/20 ), Zeriax (21/21 ), Emrys (19/19 ),


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

And Hardegon assisted the perception check in case that noise was still going on :)

Grand Lodge

As you pull the last of you up, and brush yourselves off, the door the complex swings open. 8 Goblins pour out, with horsechoppers. Two more appear on the top of the building and open fire! Combat Actions! Enemies are 15' away.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

I believe Brenton cured everyone except Megekki. Can we nerf that channel and save it for later? Brenton would have healed Megekki with the wand while people were crossing.

CLW: 1d10 + 2 ⇒ (4) + 2 = 6
CLW: 1d10 + 2 ⇒ (6) + 2 = 8

Brenton casts shield and stands next to Megekki and Hardegon in the front, weapon ready.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

MUAH!

Before his mind has even registered it, Zeriax is moving with well measured strikes, shooting at the goblins that try to charge them.

FLurry of Arrows 1: 1d20 + 6 ⇒ (13) + 6 = 19Damage: 1d8 + 6 ⇒ (7) + 6 = 13
FLurry of Arrows 2: 1d20 + 6 ⇒ (6) + 6 = 12Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

I'm getting sick of these little buggers.

He raises his hand and unleashes a blast of colour, catching as many as possible.

Colour spray. Dc 14 Will. I don't know these things hd so will you roll the consequences please.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

I'd like to wait for the effects of that Color Spray to be resolved before declaring, because it's SUCH a swing potential

Grand Lodge

I will resolve it when I get a chance but I can tell you, best case scenario, it KO's 4 of them

Grand Lodge

So presuming that there will still be at least 4 if not more goblins running towards you and two archers above, I need Megekki's and Hardegon's actions today if possible then I can resolve.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon readies his swords and grits his teeth...


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Observation: Brenton now in PFL.
Suggested: Hardegon readies his action to attack whoever else gets attacked by Megekki, to establish 'flank'.
Megekki: StA BlastRune, frost, 1d6+1 in front of Megekki. MvA the last CopyCat (I think the last). AoO below.

AoO longspear @+1: 1d20 + 1 ⇒ (13) + 1 = 14
d8: 1d8 ⇒ 4

"Door is open. Must not close. Strongest Brenton. While they are still brave."

Grand Lodge

Round 1
Emrys Color Sprays the Goblins. Four are covered in the AoO.

1d20 ⇒ 18
1d20 ⇒ 10
1d20 ⇒ 13
1d20 ⇒ 12

3 are KO'd.
As the goblins charge forward, one of them jumps over Megekki's spear attack only to land on the rune and get half frozen by the rune.

Enemy Turn
The goblins attack Megekki and Hardegon

Meg
1d20 + 2 ⇒ (13) + 2 = 151d4 ⇒ 1
1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 4

Hardegon
1d20 + 2 ⇒ (6) + 2 = 81d4 ⇒ 1
1d20 + 2 ⇒ (7) + 2 = 91d4 ⇒ 1
1d20 + 2 ⇒ (2) + 2 = 41d4 ⇒ 3

And the two on the rafters shoot Brenton
1d20 + 4 ⇒ (19) + 4 = 231d4 ⇒ 4
1d20 + 4 ⇒ (4) + 4 = 81d4 ⇒ 2
The arrow catches the healer off guard, as it pierces through his pants leg into his thigh, causing him to whence in pain.

A lot of misses later, and one hit.
15' Goblin Archer x2
EFL Goblin x5 (1 hurt)
PFL Hardegon (27/27 ), Meggeki (25/25 ),
Brenton (16/20 ), Zeriax (21/21 ), Emrys (19/19 ),


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Quick little buggers..., comments Hardegon dryly.

Shortsword Main Hand: 1d20 + 5 ⇒ (10) + 5 = 151d6 ⇒ 6
Shortsword Off-hand: 1d20 + 5 ⇒ (7) + 5 = 121d6 ⇒ 4

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Emrys casts Daze on one of the archers, hoping to scramble his senses.

Dc 13 Will


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton attacks the goblin Hardegon attacked.

Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Megekki glares through his melt-face mask at the lucky archer. Words in Goblin sound in an Orc-like growl, "Spear is hungry, arrow-gob. Arrow bloody makes spear rut-head, want to rut YOU!" Meg's spear leaps from his far hand on a line for the goblin archer, but his near hand seizes the end of of it, pulling it back against an obvious tension. "BAD SPEAR!", Megekki scolds the weapon, "You get him later, if he keep fight!"

StA Intimidate the archer that hit Brenton
Intim+8+4: 1d20 + 12 ⇒ (2) + 12 = 14
(Wow, that was crap. Still works, I think.)
MvA Move through the enemy line (taking some AoOs) to get to the door, so it cannot be closed against us.

Grand Lodge

Round 2
1d20 ⇒ 4
Emrys dazes one of the archers as Megekki intimidates another. The others fail to hit any of the very fast goblins.

Megekki Charges through the EFL, drawing some attacks along the way.
1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 201d4 ⇒ 3
1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 61d4 ⇒ 3
1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 51d4 ⇒ 2
One stabs him in the foot for 3.

Enemy
Enemy Turn

The goblins attack Brenton now flanked Hardegon
Brenton
1d20 + 2 ⇒ (16) + 2 = 181d4 ⇒ 4
1d20 + 2 ⇒ (11) + 2 = 131d4 ⇒ 3
One strikes him for four.

Hardegon
1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 71d4 ⇒ 3
1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 131d4 ⇒ 2
1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 211d4 ⇒ 2
One of them slice into Hardegon for 2.

And the two on the rafters shoot Brenton
1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 151d4 ⇒ 1

Status
15' Goblin Archer x2 (On Roof) Meggeki (22/25 At Door),

EFL Goblin x5 (1 hurt)
PFL Hardegon (25/27 Flanked), Brenton (12/20 Flanked),
5'Back Zeriax (21/21 ), Emrys (19/19 ),


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

I just noticed my previous round post somehow did not register.... crap...

If I am allowed to catch up on the past turn?:

Seeing Emrys focusing on the archers up top, Zeriax tries his best to dwindle the sheer amount of enemies coming at them.

Flurry of Arrows 1: 1d20 + 6 ⇒ (1) + 6 = 7Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Flurry of Arrows 2: 1d20 + 6 ⇒ (8) + 6 = 14Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Guess it will make no difference...

Muttering something under his breath regarding his master and discipline, the monk targets the goblins attacking Brenton.

Flurry of Arrows 1: 1d20 + 6 ⇒ (14) + 6 = 20Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Flurry of Arrows 2: 1d20 + 6 ⇒ (2) + 6 = 8Damage: 1d8 + 6 ⇒ (7) + 6 = 13

meh...


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Why you little bugger!!! as he slashes again at one of the nearby enemy...

Shortsword: 1d20 + 5 ⇒ (13) + 5 = 181d6 ⇒ 6
Shortsword: 1d20 + 5 ⇒ (14) + 5 = 191d6 ⇒ 3

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Emrys continues filling one of the archers heads with pretty colours.

Daze, Dc 13 Will


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

My AC is 20

Brenton attack the flanked goblin..

Attack Defensively: 1d20 + 4 - 4 + 2 ⇒ (11) + 4 - 4 + 2 = 13
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

AC now 23

Grand Lodge

I have you at 16 because I don't have you down as casting shield yet. When you posted your actions earlier, I stopped reading at the two cure spells because that's about all the time you would have had before the goblins busted out. I apologize that I didn't ready the language you had below it saying you were casting a third spell, but either way I would have pointed out that the goblins really don't take that long to get their act together and press an attack. As it was, I had to do math on climb checks just to see if you could make it up BEFORE Megekki got overwhelmed by rushing gobbies.

Grand Lodge

Round 3
Emrys manages to finished off one of the fast moving goblins, as Hardegon proves that he knows how to use the sharp, pointy things he wields, killing another.

1d20 ⇒ 8

Emrys stuns one as Brenton misses.

Enemy turn
Not very brave fighters, the remaining goblins retreat, using full round withdraw (though provoke from Megekki, I imagine).


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Megekki will shut the door, in preference to AoO. That was his intent, no escape. I appear to have lost a turn in there somewhere, so, whatever. But if he can shut the door before they are through it, he does. It was why he took the AoO to get there, afterall.

Grand Lodge

You lost a turn because you didn't post before 10am EST. :) But, we can retcon a tiny bit here.

As Megekki pulls the door shut, the Goblins split into two directions, running around the building that dominates the island.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Looks like there are 5 goblins remaining, three on the ground and two archers.

Light Crossbow: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 ⇒ 3

As the others retreat, Emrys lines up a shot on the dazed archer. The bolt appears to be flying straight for its heart but at the last second is deviated by wind and strikes its shoulder instead.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax attempts to also take down the archers up top - "Do not let them escape to warn any others!"

Flurry of Arrows 1: 1d20 + 6 ⇒ (15) + 6 = 21Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Flurry of Arrows 2: 1d20 + 6 ⇒ (9) + 6 = 15Damage: 1d8 + 6 ⇒ (1) + 6 = 7


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

AoO: 1d20 + 4 - 4 + 2 ⇒ (5) + 4 - 4 + 2 = 7
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

GM:
Not a problem. I'll work it either way. So I didn't cast then? I would have preferred to heal. The heals were with the wand. I added an extra +1 because my trait lets me cast spells at +1 CL for healing spells. Something that doesn't extend to wands. I've read up on it.

Brenton watches the goblins run away. He puts his morningstar away and pulls out his crossbow.

Grand Lodge

Kyle:
Nope, you didn't cast it (and probably as well that you didn't given how quickly they ran. You're right that it doesn't work with wands. However, you may want look into staffs later on. They allow you to cast spells using many of your stats (Caster level, Wis score, etc) in determining spell strength).


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Do we give chase? If so, which direction?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

GM-JC, Zeriax will keep shooting while they are on sight, doing his best to not let any escape.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

As Will Emrys although to a much lesser degree I suspect.

Crossbow: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 ⇒ 5
Crossbow: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 2


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

I'll leave it to GM-JC to adjudicate how many we are able to chase down and to throw my rolls around if it is ok - btw, Zeriax is no assassin, so he will use normal arrows on the archers up top until they are down, but blunt arrows on the ones trying to escape down here :D

Grand Lodge

Ok...so, you all will kills one or two more, but you're not going to be able to get them all before they go around corners, dive into bushes, etc. So, do you attempt to give chase around the hard corners? Need a consensus here.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton follows what the others want to do. If asked he'll prefer to go through the front entrance (the door Megekki just closed).


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

No running around corners from Zeriax - he will give voice to this if he sees any of his companions give chase - "Lets stick together, if they escape, they escape - I believe it too risky to split up"


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

I agree, stick together...

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

We might get surrounded here. I hope everyone is prepared to fight their way out.

Come. The longer we delay, the more time they have to set up more tricks like the bridge.

Megekki, Brenton, take point at the door. Zeriax and I will cover the rear and support. Hardegon I think it's best if you stay near the action as well, striking from advantageous position.

Are we ready? Let's go.

Grand Lodge

You move forward into the complex. This large foyer seems to be some kinds of trophy hall.

The floor of this room is hard-packed soil, as if the builders either ran out of lumber after building the walls and roof, or as if they simply never thought about building a floor. A number of poorly preserved horse and dog heads are mounted along the eastern wall, while along the southern wall hangs a pair of large black-feathered wings tacked to the wall with daggers.

There are six sets of doors leading further on. (See map for more details). For convenience, I've numbered them so you can tell me where you want to go next.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton casts detect magic and searches the room for traps.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon assists Brenton.

Aid Another: 1d20 + 8 ⇒ (9) + 8 = 17


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

If no traps, Brenton points to door number 6. "How about this one?


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Megekki takes the assigned position beside Brenton, nodding quietly.

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