The Seven Seasoned Pathfinders (Core) (Inactive)

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Sczarni

As a fourth level caster Varanog gets 2 missiles.

Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Varanog Steps out of a side tunnel and fires off a pair of magical bolts that seek out and strike the hound. It yelps and lets out an angry growl as if to let Varanog know he is next. Skyrahk uses the moment of distraction to attempt to get up.

AoO: 1d20 + 9 ⇒ (2) + 9 = 11

Skyrahk's gamble pays off as the mastiff's teeth only find air as it turns it's attention to Varanog.

Skyrahk gets an AoO if he has the means to do so.

In a flash the shadow mastiff is on Varnog, snaping it's fangs in an attempt to take out the kobold sorcerer.

Bite: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Trip: 1d20 + 6 ⇒ (2) + 6 = 8

Varanog feels the dogs teeth tear into his flesh again, but is able to resist the dog's pull to the ground.

Round 6

24 Shadow Mastiff (21)
23 Varanog 16 damage
21 Athrax running back rounds: 1
19 Skyrank 27 damage
19 Fazgyn running back rounds: 3

Everyone is back up.

Dark Archive

Male Kobold Sorcerer 4 HP 26/26 AC 16 Tch 15 FF 12, F: +2 R: +4 W: +5; Init +3; Perc: +3, Active: prone

Varanog steps back 5' and casts magic missiles again.

Damage: 2d4 + 2 ⇒ (2, 1) + 2 = 5


- PREGEN -

iAthrax should be able to take an action next round, right?

-Posted with Wayfinder

Sczarni

Correct. Athrax should be in range next round.

Sczarni

Waiting on Skyrahk

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

Skyrahk withdraws to safety.

Checking for healing items lol. This was too close for comfort....

Sczarni

Skyrahk has a wand of CLW (Going with 50 charges as the sheet does not specify) and a prepared cure moderate. Since you are not engaged with the hound you can safely use either one this round. I will let you recon accordingly, but going to keep things moving.

The hound continues to attack the kobold slamming it with magical projectiles.

Bite vs Varanog: 1d20 + 9 ⇒ (8) + 9 = 17

Varanog's defensive magic is enough to protect him this time and he avoids another nasty bite.

Round 7

24 Shadow Mastiff (21)
23 Varanog 16 damage
21 Athrax
19 Skyrank 27 damage

19 Fazgyn running back rounds: 2

Bold are up. I've placed Athrax back where he started.


- PREGEN -

Athrax laughs maniacally and tosses an alchemist's fire at the mastiff.

alchemist's fire, attack, point blank: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 for fire: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 plus 1 splash damage and an additional burn: 1d6 ⇒ 4 damage next round on the mastiff

-Posted with Wayfinder


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Fazgyn hits the scaffolding and starts climbing....

Dark Archive

Male Kobold Sorcerer 4 HP 26/26 AC 16 Tch 15 FF 12, F: +2 R: +4 W: +5; Init +3; Perc: +3, Active: prone

Varanog backs further into the tunnel, and casts again.

Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7

I don't understand this character's equipment. He has a wand of chill touch, but with a 4 strength would make touch attacks at -3. The rod of reach doesn't work with wands, and none of his other spells would benefit from reach metamagic.

Sczarni

When you factor in his BaB and +1 to hit for being small it comes out to just a flat d20 touch roll on the wand, just keep in mind you don't spend a charge on a miss a long as you don't cast another spell. I honestly couldn't figure out any use for the staff when I played that character either.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Well, Fazgyn is carrying 20 crossbow bolts and ... a short bow...

Sczarni

I believe that one is explained as make shift kobold sized arrows. So feel free to use them.

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

If it helps. I don't understand any of the Kobolds lol.
CLW 1d8 + 1 ⇒ (6) + 1 = 7

Skyrhk pulls ou her magical stick of healing and uses it on herself!
After checking to see if the coast is clear too.

Sczarni

Varanog's missiles slam into the hound and Athrax hap-hazardly tosses an alchemist fire which manages to only singe the poor beast with some of it's residual splash. Wounded and clearly out numbered it flees off into one of the surrounding tunnels.

End of combat.

With the immediate threat gone the Sewer Dragons are able to regroup and heal.

Feel free to take 5 average for each out of combat wand charge if you wish.

Once properly recovered they find push deeper into the tunnel which ends in a small chamber.This chamber widens to become twenty-five feet across and twenty feet long. A foot-tall semicircular dais rests in the eastern end of the room. Atop the dais is a structure comprising a duo of black metallic rods connected by a series of inch-thick gray metal shafts, making it resemble a squat ladder whose steps are far too close together to be usable.

Searching the eastern caverns they find his cavern slopes upward from its southern edge. Three slopes give the chamber a stark slant. The northern edge of the cavern ends in a plateau connected to various side caverns.

With the portal secured the kobold's have some time to fortify their position before the onyx reinforcements Drandle Dreng warned them about arrive.

Thus begins the special portal defense encounter. I will post the rules here spoiler for the set up phase. Once we have finished set up there will be waves of onyx reinforcements that will try and reach the portal. Your job is to prevent them from getting there.

Building traps:
Building Traps: A list of kobold traps is provided as an appendix to this adventure (see slide 1 ); this list details information on construction and activation of the traps presented. The time the PCs have to prepare is broken into 5 phases that are each about 6 minutes long. During each phase, a PC can craft one trap, unless the trap requires more than 1 phase to construct, in which case the PC continues construction into the ensuing phases. Each phase represents roughly 6 minutes of time. PCs can take 10 on these checks, but cannot take 20 due to the somewhat rushed nature of their defense. A PC succeeding at the necessary Craft (traps) check creates the desired trap, placing it in a location available on the map based on the trap’s size. In addition, unless the trap has a special note, there is no cost to create a trap—it’s assumed the PCs have the necessary tools and equipment on hand.

Moving through traps:
Creatures moving through the PCs’ traps trigger them as normal. Enemy waves activating a trap become wary of further devices, and begin to actively assign a scout to search ahead for traps, unless pressured into direct combat with the PCs. As masters of setting traps, the PCs do not incur any chance of activating traps by moving through trapped squares. However, a PC caught in the area of a trap when another creature activates it falls victim to the trap’s effects.

Defective traps:
If a PC fails a Craft (traps) check by 5 or less, the trap may still be usable. Place the trap on the map as normal, but if someone springs the trap, there is a 50% chance the trap does not trigger. In addition, PCs moving through squares with defective traps trigger them with the same 50% chance as all other creatures.

PbP tools:
I have placed an addition map for all of you to mark where you have placed your traps. I have a handy key with appropriately sized symbols so you can copy and paste. Once the waves start I will mark my path on my map and make a perception roll, if applicable. Then allow you to show me which traps I've walked into and allow you to make attack and damage rolls.

Please try and read all the rules and I will answer any questions.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Questions

1. We are guarding A7 yes?
2. They are coming from A4, and A5, but not from the brown rectangle?
3. What are the rules/timing for manual reseting of traps?
4. You want us to place our traps and then cover them so you can't see them on page 2? That the plan?
5. Fazgyn has an ability to reduce time to make a trap by one round... does that mean one phase?
6. There is an icon for a Rune Trap... but I don't see the stats for it.

Take 10 Traps

Varnog = 19
Skyrank = 18
Fazgyn = 27
Athrax = 24

So Everyone can make...
Arrow: 1Phase, 1 person, 1d8+1 ONE TIME USE
Pit: 2 Phase, All targets 10 ft Square (4), 2d6, Manual reset
Poisoned Dart: 1 Phase, 1 Person, 1d3 + poison, ONE TIME USE
Swinging Axe: 1 Phase, all targets 10 foot line (2), 1d8 + 1, ONE TIME USE

Everyone but Skyrank can make
Jabbing Spear 2Phase, , All targets 10 foot line (2), 1d8 + 1, AUTO RESET

Fazgyn, anthrax can make
Alarm: 2 Phase - Alarm, plus spell effect
Spiked Pit: 3 Phase, All, All targets 10 foot square (4), 1d6 + 1-4 spikes at 1d4 +2, Manual reset

The bolded traps have resets and good damage and number of targets... BUT take more time to make, depending on how many waves are coming the resets may be well worth it... I think if there's three waves or more the resettable traps are good... we need to see the rules on resets.

Secrets for the party, trap planning:

Just to get the conversation going, some ideas and some possible trap placements....

Maybe Fazgyn an Anthrax each make a Spiked pit and a Jabbing spear in their 5 phases - these have a manual and an auto reset.

Maybe varnog could make two jabbing spear and swinging axe?
and
Skyrank could make 2 pit and a swinging axe

Do we need an alarm? No damage, oh wait, we can tie a spell to the alarm... maybe an alarm and a spell at the portal?

Anthrax, you have a bomb trap ability...

Note, this leaves us with 4 traps to reset each phase... but we lose the swinging axe after use.

Ok... this is just a start... change it up folks!

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

First things first heal myself lol.2d8 + 2 ⇒ (5, 6) + 2 = 13
Skyrhak could also aid with guidance for each phrase, granting an additional +1
I can also cast alarm.
I also have a scroll of Spirtual weapon and obsuring mist which can force them into combat so that it'll make it harder to search for tr1ps!!

Sczarni

Answers
1. Yes you are guarding A7
2. Correct, the brown rectangle represents rubble from a cave in.
3.

Reset rules:
A reset element is the set of conditions under which a trap becomes ready to trigger again. Resetting a trap usually takes only a minute or so. For a trap with a more difficult reset method, you should set the time and labor required.
After reading that I would say you would have time to reset between waves.
4. Correct, I will mark a path on the enemy turn and who ever happens to check the thread next will reveal and roll appropriate attack and damage rolls.
5. I have always seen it played that Faz'gyn gets a 1 phase reduction on any traps he makes.
6. My bad. I had an * there but forgot the notes. This is a spell trap that Varanog can construct and the notes are on his character sheet.

Glad my super long post actually made it through. Last I checked the forums ate it.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Ok, everyone else, look at my post, I presented some options (including putting traps on the map under the fog-of-war)... offer up any changes, I didn't know about Varanog's trap when placing. Fazgyn can probably set one more than I have placed on the map so far.

Dark Archive

Male Kobold Sorcerer 4 HP 26/26 AC 16 Tch 15 FF 12, F: +2 R: +4 W: +5; Init +3; Perc: +3, Active: prone

Varanog uses his wand of cure moderate wounds on himself.

CMW: 2d8 + 3 ⇒ (4, 2) + 3 = 9
CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13

Varanog can use his run etraps up to 6 times. I have pre-placed 3, but as I can make one as a standard action, we can add more even during combat. Otherwise, the traps listed by Faz'gyn look good to me.
I agree with the reset plan. In addition, I have a wand of mage armor, so will hit anyone with it that can benefit from it. And a scroll of haste and a scroll of fireball might come in handy.

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

Everything looks good. I guess I'm ready as can be.

Sczarni

Just let me know when you want to begin and make sure to place your character tokens where you want to start on the main map.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Need to hear from Anthrax still... and what do you think, separate, pairs, all together?

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

Pairs might be better methinks.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Fazgyn made more traps. Icons area on the map for your placement.


- PREGEN -

haven't had time to look more in depth than just reading Faz'gyn's post. I approve. If someone has a clever way to use a bomb trap, I'm all ears

-Posted with Wayfinder

Sczarni

So good to go?


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Nope... only Fazgyn is placed. Everyone else needs to put their character on the map where they want to be.

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

I though I place mine already.

Dark Archive

Male Kobold Sorcerer 4 HP 26/26 AC 16 Tch 15 FF 12, F: +2 R: +4 W: +5; Init +3; Perc: +3, Active: prone

Same here. Which map? I placed on the open one... and now just put Varanog on the same square in the covered one.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Covered map we don't want the DM to see where we set our ambushes! I see one icon on the map twice, might be you Skyrhak, you probably placed one, then there are some icons ready for placing on the upper right.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

It looks like everyone is placed.

Sczarni

Going to just say you are all in delayed initiative. Feel free to jump in with any actions you might have after enemies have moved. The group has moved onto the map and through the spaces marked by the green line.

First trap no perception

Second trap Perception: 1d20 + 10 ⇒ (8) + 10 = 18


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

No traps at this point, but I think a Kobold needs to act

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

Maybe as bait so as to give the other side problems in finding and disabling traps?

Sczarni

Moving forward again. They have no reason to suspect any traps yet so they'll spring the first one. If they managed to cross a second one this round just use the previous perception roll.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Given position of skyrahnk ... he needs to do something last round


- PREGEN -

No actions from Athrax this round

-Posted with Wayfinder

Dark Archive

Male Kobold Sorcerer 4 HP 26/26 AC 16 Tch 15 FF 12, F: +2 R: +4 W: +5; Init +3; Perc: +3, Active: prone

Varanog watches and waits.

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

Skyrahnk finds a dark corner to hide and wait.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

GM... your minions can continue

Players, please ensure your tokens are where you want them on the COVERED map...

Sczarni

Minions have moved along green arrow. Still no traps?


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

What... we were supposed to set traps?!

Yep, still clear.


- PREGEN -

still no action

-Posted with Wayfinder


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

And GM... your minions may advance.

Grand Lodge

Skyrahk NE Kobold Cleric of Dahak 4| HP:27/29| AC: 18/12/17|Init: +5| Perc: +5| Fort: +6| Ref: +4| Will: +8| Dag: +3;1d3-1| CMB: +1| CMD: 12| Craft (Traps) +8| Dip: +6 (+8 vs Kobolds) |Know (Reli): +7| Spell: +5| Channel: 2/day 2d6 DC 14| Smite: +2 6/day|

lol. We be cunning Kobolds.

Sczarni

Moved forward again. First trap is free second one has a perception of 18.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Added the first trap on the map SPIKED PIT. Let me know what happens here... maybe have an action. And there may be a second trap... but do we play out them getting out of the trap etc?

Sczarni

The first two in the group stumble head first into the first trap.

Scout: 1d20 + 5 ⇒ (3) + 5 = 8
Guard: 1d20 ⇒ 1

Spikes Scout: 1d4 ⇒ 2
Spikes guard: 1d4 ⇒ 3

Spike 1 Scout: 1d20 + 10 ⇒ (7) + 10 = 17
Spike 2 Scout: 1d20 + 10 ⇒ (19) + 10 = 29

Spike 1 Guard: 1d20 + 10 ⇒ (10) + 10 = 20
Spike 2 Guard: 1d20 + 10 ⇒ (17) + 10 = 27
Spike 3 Guard: 1d20 + 10 ⇒ (14) + 10 = 24

Damage Scout: 1d6 + 2d4 + 4 ⇒ (6) + (4, 3) + 4 = 17
Damage Guard: 1d6 + 3d4 + 6 ⇒ (5) + (3, 2, 3) + 6 = 19

You hear panicked screams followed by angry shouts. "I think Jimmy's dead, but it looks like Chuck is still breathing." you manage to eventually hear as the intruders start to regroup.

At this point you can't really see what is happening, given your positions on the map. You may come out of delay or continue to hide.


Kobold UC Rogue 4 | Init +5 | Perc +9 | AC 20 T 15 ff 16 | HP 29/29 | F +2, R +8, W +1 | Acro +11, Bluff +7, Climb +6, Craft Trap +17, Disable +15, Escape +11, Steath +15

Our positions are on the hidden map... Fazgyn is about 40' away... I presume he can hear?

Assuming so... Fazgyn sneaks up to release an arrow.

Stealth: 1d20 + 15 ⇒ (8) + 15 = 23

He lets loose an arrow at someone in the least armor helping from above the pit.

Arrow with Sneak Attack vs Flat Footed: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d4 - 1 + 2d6 ⇒ (4) - 1 + (5, 6) = 14

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