GM Zer0darkfire's The Goblinblood Dead (Inactive)

Game Master zer0darkfire


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Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Cortland steps across to the Orange enemy and pokes through the skeleton with his rapier hoping to aid the next person to attack it.

Aid Another with Rapier: 1d20 + 4 ⇒ (3) + 4 = 7

Dark Archive

|Absalom Initiation Slides

Gorak hits the bigger skeleton with his leaded great sword, dealing some damage, but less than he anticipated.

Joseph tries to contribute, but his accuracy is still faltering as he doesn't manage to land a hit.

Jangafzaar tries to trip once again, but he still hasn't quite found the right technique with his weapon.

Vinne lands two hits on red, but the first one doesn't even budge the creature, while the second appears to annoy it.

Cortland flourishes with his raiper...but it wasn't very effective.

The bigger, red skeleton swings at Gorak with its claws.
claw: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 3 ⇒ (2) + 3 = 5
claw: 1d20 + 5 ⇒ (2) + 5 = 7

The orange skeleton swings at cortland, ignoring his raiper flourish.
claw: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 2 ⇒ (10) + 2 = 12

Initiative Order, Bold May Go!
Map Slide
Jangafzaar
Cortland, -3hp
Vinnie
Joseph
, -6hp
Enemies
Gorak, -5hp

Grand Lodge

Male CG Human (Brevoy) Ranger (fortune finder) 2 HP 21/21 | AC 19 T 12 FF 17 | CMB +5, CMD 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +6, SM: +4 | Speed 20ft |

Damn things won't let my weapons touch them! We are looking like fools in front of those we are set to protect. Joesph is now clearly getting frustrated but continues to try to take down the red skeleton.

Shield Spikes (red, flanking): 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
damage (P): 1d6 + 3 ⇒ (6) + 3 = 9
Rapier (red, flanking): 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
damage (P): 1d6 + 1 ⇒ (6) + 1 = 7

Now that is more like it! If my first attack drops the red skeleton, Joseph will 5ft step between attacks to flank with Courtland and attack the final skeleton. I will forego my free bullrush attempt this round.

Full attack action

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

”Love will endure death ... wi... will endure death ... “

Jang says with tears in his eyes and again he tries to trip the red skeleton with his Glaive.

Trip, reach, trait allows dex to hit for trip maneuver: 1d20 + 5 ⇒ (15) + 5 = 20

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

As Gorak unwedges his blade from the skeleton, he is surprised the thing still stands from his blow- let alone that it returns his attack! Caught off guard he fails to parry to incoming attack and worse yet, is unable to make contact again with the magically enchanted blade.

Greatsword: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Greatsword, Leadblades: 3d6 + 6 ⇒ (5, 1, 3) + 6 = 15

"What manner of fiend are you. Curses and begone!"

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie punches Red again. If Red has already gone down, he will 5' step forward and attack Yellow

unarmed strike: 1d20 + 5 ⇒ (6) + 5 = 11
B dmg: 1d4 - 1 ⇒ (3) - 1 = 2

unarmed strike: 1d20 + 5 ⇒ (10) + 5 = 15
B dmg: 1d4 - 1 ⇒ (4) - 1 = 3

Dark Archive

|Absalom Initiation Slides

Jangafzaar manages to hook his glaive around the skeleton's legs and knocks it down!

The rest of you deal out enough damage to destroy the rest of the skeletons.

Combat Over!

survival, DC 15:

There are tracks leading from the north. These include both skeletal and booted footprints.

knowledge history/local on the skeletons, DC 15:

The human skeletons are dressed in the remains of Mercenary League gear.

beating the above DC by 5 or more:

Mercenary League engaged in several battles in this section of the Chitterwood, and one of the more famous of those battles occurred a short distance north of here.

Grand Lodge

Male CG Human (Brevoy) Ranger (fortune finder) 2 HP 21/21 | AC 19 T 12 FF 17 | CMB +5, CMD 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +6, SM: +4 | Speed 20ft |

Good job comrades!

survival dc 15: 1d20 + 6 ⇒ (13) + 6 = 19

Pointing to some tracks You see this? They seemed to of come from the north... but there was someone wearing boots with them.

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Know Local: 1d20 + 6 ⇒ (16) + 6 = 22

"Looks like Mercenary League stuff, on these Bone. Chaps might've met an unfortunate end out here, after the Chitterwood battle. Poor blokes."

If I pick up a bone, or an object/weapon from the skeleton can I use object reading to get any more clues or leads? Probably not, but worth a chance

Object reading:
Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.

Dark Archive

|Absalom Initiation Slides

Object reading is a great skill here, but it basically would give you the same information as the knowledge check already did, just with cool visions of the same information.

The one unique thing you see while holding some bones is a vision of your bones coming together as they are animated by dark magic before you rise up from a burial mound.

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Well, lets follow these tracks and see what we find.

Grand Lodge

Male CG Human (Brevoy) Ranger (fortune finder) 2 HP 21/21 | AC 19 T 12 FF 17 | CMB +5, CMD 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +6, SM: +4 | Speed 20ft |

We are here to find out what has been going on. Skeleton attacks do seem to be a possible cause. I just worry about leaving the caravan behind.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie screeches with delight as the last of the skeletons fall, and he bounces up and down excitedly. He seems quite thrilled, and his eyes shine. "Ah, the spirits did not lie! Battle, to battle, yes, it is good, soooo good! Perhaps they sent those skeletons to us to help us feel the joy of battle!"

Survival: 1d20 + 7 ⇒ (13) + 7 = 20

Seeing the tracks heading north, Vinnie agrees that the group needs to investigate them. "Yes, leaving the caravan here is a risk. But fortunately we have our comrades here -" he gestures to Jandri, Alik, Kazrin, and Camon - "they can guard the caravan while we are gone. What could possibly go wrong?"

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Seeing the excitement of the small Vanara brings a smile to the half-orc's face.

"Righ' you are, m' excitable little friend. To the north- lest we be thinking there is something worse than undead in this wood."

Dark Archive

|Absalom Initiation Slides

Following the tracks and clues from the caravan ambush, you soon arrive at a battlefield graveyard, its graves recently uncovered and emptied.

This small forest clearing smells of recently tilled earth. Several crude grave markers dot the landscape, each currently marking the position of an empty pit.

perception, DC 19:

You notice a wolf like creature hiding behind one of the tombstones.

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Earlier
UMD, CLW DC20: 1d20 + 10 ⇒ (12) + 10 = 22

I'll take the CLW out of combat to heal 5 points of damage. HP 17/17

---------------

"This is the place I saw in their bones. Dark magic it is, knitting these old bones together. Out of these graves, they came! Keep on your toes, aint no use getting caught unawares"

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Grand Lodge

Male CG Human (Brevoy) Ranger (fortune finder) 2 HP 21/21 | AC 19 T 12 FF 17 | CMB +5, CMD 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +6, SM: +4 | Speed 20ft |

Perception dc 19: 1d20 + 6 ⇒ (2) + 6 = 8

Joesph looks around the area to see any signs of where someone with boots came from.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

As a shaman, Vinnie has CLW on his spell list, so he can use people's wands of CLW without difficulty.

@GM, if you think it's reasonable that Vinnie might feel like the current situation indicates possible danger... Vinnie will ask if anyone can use his wand of Mage Armor on him (Or, if no one has it on their list, he'll attempt to UMD (+5).

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Perception : 1d20 + 5 ⇒ (20) + 5 = 25

Jang’ suddenly notices something.

”Look there ... a wolf like creature is hiding behind one of the tombstones!“ he says loudly.

Jang grabs his glaive.

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

GM, is there enough of the creature visible for me to do a knowledge check?

Knowledge, Inspiration: 1d20 + 1d6 ⇒ (10) + (1) = 11

Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8

Dark Archive

|Absalom Initiation Slides

Cortland identifies the creature as a Worg. Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds.

Worgs hunt in packs, running down and surrounding their prey like common wolves, but their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy, pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider.

Knowing all of this though, none of you see more than this one Worg.

heal, DC 10:

This Worg is clearly injured and nursing its wounds.

Realizing it has been spotted, the Worg comes out of hiding, "Hold adventurers, I would prefer if we both simply pretended we didn't see each other."

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Heal: 1d20 + 5 ⇒ (6) + 5 = 11

Cortland looks at the Worg. You seem to be in trouble. Can we assist?

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Is it speaking Common? If so...

Sense Motive: 1d20 + 3 ⇒ (15) + 3 = 18

If there is an opportunity to activate my wand of mage armor...

UMD DC 20: 1d20 + 5 ⇒ (7) + 5 = 12
UMD DC 20: 1d20 + 5 ⇒ (17) + 5 = 22 success

Heal DC 10: 1d20 + 3 ⇒ (5) + 3 = 8

"Best explain yourself, creature, before we decide what to do..."

Dark Archive

|Absalom Initiation Slides

Yes, common and yes, Mage Armor is fine.

The worg speaks in common with a strange accent due to its mouth shape, "I am old, and though I have seen and done much, I do not wish to die today. You seem more than capable enough to deal with an old dog such as I. Simply leave me be and I will leave you alone as well."

knowledge nature, DC 10:

Based on your knowledge of these creatures, this Worg seems to be extremely malnourished. It shouldn't be this easy to see bones through the skin and muscles of Worgs.

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Know Nature, Untrained: 1d20 + 4 ⇒ (3) + 4 = 7

Seeing the creature, Gorak focuses his attention on his surroundings. He feels the focus wash over him and settle into a sense of hyper focus Casting Heightened Awareness. 1 remaining 1st level spell

"An old dog? You undersell yourself, sir. A majestic creature such as yourself. Still remain, though- that you are here in a graveyard, all by yourself. And it just so happens that my mates and I were attacked by undead from this same graveyard. Now, I fancy a good story much as the next chap- but that does seem a bit coincidental, wouldn't you agree?"

Dark Archive

|Absalom Initiation Slides

He eyes Gorak carefully, "A hobgoblin tribe, one I do not recognize, came across this place several moons ago. They spent many days turning the land and removing the dead-human, goblin, bugbear, it did not matter to them. It was likely them that attacked you as I have no power over the dead."

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Heal: 1d20 + 9 ⇒ (4) + 9 = 13

kn nature : 1d20 - 2 ⇒ (2) - 2 = 0

Jang steps forward.

"I do not know much but I know that fighting is no solution. I wish you all the best speaking, injured wolf ... "

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Knowledge (Nature), untrained: 1d20 + 0 ⇒ (7) + 0 = 7

Vinnie scratches his head in puzzlement.

Well, tell us, have you seen any bandits? And what are you doing here?"

Dark Archive

|Absalom Initiation Slides

"I was hoping they would leave some scraps for me to chew on. In my age, I have been exiled from my pack and hunting alone is far more difficult. As for the bandits, all you two legs look the same, carrying steel and fire, what do I know of bandits or heroes?" the Worg says while heading back to his hiding spot.

Dark Archive

|Absalom Initiation Slides

Any other questions for the Worg?

Survival, DC 15:

You find the same tracks from earlier leading away from the graveyard and toward the setting sun.

This was one of the first adventures I played in PFS and I barely remember it, but I do remember the Worg.

Grand Lodge

Male CG Human (Brevoy) Ranger (fortune finder) 2 HP 21/21 | AC 19 T 12 FF 17 | CMB +5, CMD 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +6, SM: +4 | Speed 20ft |

survival dc 15: 1d20 + 6 ⇒ (6) + 6 = 12

Joseph doesn't like the idea of talking to this evil dog. Ready to move on

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

The warg feels out of place, but Gorak doesn't have much reason to keep interacting either. He has failed any checks that would drive his character to ask more questions

"Old Chap, why would you be exiled from the pack. Respectin' elders and the like. Seems odd to me, as an outsider o' course"

Dark Archive

|Absalom Initiation Slides

"Those that grow old, grow slow. A pack hits fast before the prey can react. Once we can't keep up, we are left behind. Now, if you aren't going to feed me, I suggest you go, the ones you are looking for have made their lair not far from here, toward the setting sun. A nearby trail should lead you directly to a tree broken in two. The entrance lies somewhere off the road, beneath the tree." The worg says as he lays down to rest and recuperate from his wounds.

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang’ takes out two days worth of rations and puts it in front of the worg.

” I do not know your history and your future ... but what I know is that it is hard to be alone and it is hard to have nobody that cares! And everybody is worth a warm embrace and although your motives are not mine I feel you need someone that can give you strength and a little bit food can give you time to gain that strength! I hope that you will remember this ... and that you treat others with the same compassion in the future ... “

Survival : 1d20 + 5 ⇒ (8) + 5 = 13

Dark Archive

|Absalom Initiation Slides

"Thanks friend and good luck to you." he says before eating the rations.

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Making a roll just incase I get super lucky

Survival: 1d20 ⇒ 11

Dark Archive

|Absalom Initiation Slides

You follow the worg's directions. The path winds its way through the Chitterwood until it forks at the foot of a large and mangled tree. A large tear runs the length of its trunk, splitting the tree nearly in two. The southern half of the tree hangs awkwardly to the side, casting a shadow over a small dip in the land. A small cave entrance lies partially hidden beneath the southern half of the tree. A crude flight of stairs lies just beyond the cave entrance, leading deeper into the earth.

Cortland knows that the goblinoid armies often made use of underground cavern networks during the Goblinblood Wars and that many of the goblinoid survivors fled to these caverns at the end of the conflict.

The cave is dark and is made up of unworked stone walls and hewn stone floors.

You're on the map!

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Gorak steps into the dark, looking about for any signs of use or inactivity, such as dust on the floor, footprints, parts worn smooth with foot traffic, etc.

Gorak has 120 feet of darkvision, if that comes into play at any point. How long from the warg? Gorak had cast "heightened awareness" with a duration of 20 minutes. I assume it is not still active.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17+2 if heightened awareness is still active

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang walks to the eastern door and checks for traps.

Perception : 1d20 + 5 ⇒ (4) + 5 = 9

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Survival: 1d20 + 7 ⇒ (18) + 7 = 25

"Hey everyone, here are the tracks that we saw earlier. They seem to be going this way - towards the setting sun."

Not sure if this matters for the gameplay thread - sorry to be behind on posting.

Vinnie follows the others into the cave, casting Light on his tail to be able to see, then he looks around for traps or anything else of interest.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

If it has been more than an hour since he activated mage armor he will attempt to do so again.

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Cortland looks over Jang's shoulder. Did you find anything? This being a goblin cave I would like to also check for traps here.

Trapfinding: 1d20 + 10 ⇒ (15) + 10 = 25

Grand Lodge

Male CG Human (Brevoy) Ranger (fortune finder) 2 HP 21/21 | AC 19 T 12 FF 17 | CMB +5, CMD 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +6, SM: +4 | Speed 20ft |

Any of you able to give us some light? I can't see a damn thing here.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie cast Light on his tail.

Dark Archive

|Absalom Initiation Slides

With darkvision and light allowing you to see, you see to skeletal creatures standing guard at the north door. At the same time, Cortland becomes aware of a pit trap in the room (squares are marked).

initiatives:

vinnie: 1d20 + 3 ⇒ (15) + 3 = 18
Joseph: 1d20 + 2 ⇒ (13) + 2 = 15
cortland: 1d20 + 2 ⇒ (2) + 2 = 4
jangafzaar: 1d20 + 3 ⇒ (14) + 3 = 17
Gorak: 1d20 + 1 ⇒ (11) + 1 = 12
enemies: 2d20 + 7 ⇒ (20, 17) + 7 = 44

The skeleton creatures rush forward to attack Gorak!
claw: 1d20 + 1 ⇒ (8) + 1 = 9
claw: 1d20 + 1 ⇒ (14) + 1 = 15

But they clearly have no idea how to actually fight and totally miss Gorak, though one of them comes close!

Initiative Order, Bold May Go!
Map Slide
Enemies
Vinnie
Jangafzaar
Joseph
Gorak
Corland

knowledge religion, DC 5:

These are exploding goblin skeletons. When you kill them, they blow up with bone fragments in a 10ft area.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Knowledge (Religion), untrained: 1d20 + 0 ⇒ (5) + 0 = 5

"Watch out! I've heard of these creatures - they are exploding goblin skeletons! When we kill them, they'll explode bone fragments 10' around them! Yikes!"

Vinnie moves forward 10' and punches at the Blue skeleton.

unarmed strike: 1d20 + 5 ⇒ (14) + 5 = 19
B dmg: 1d4 - 1 ⇒ (1) - 1 = 0

Grand Lodge

Male CG Human (Brevoy) Ranger (fortune finder) 2 HP 21/21 | AC 19 T 12 FF 17 | CMB +5, CMD 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +6, SM: +4 | Speed 20ft |

Thanks for the light comrade. But who invited the bag of bones? Joseph steps forward and tries to make some explosions. I am targeting blue first, but if by some luck it drops, I will attack red instead.

Shield Spikes (blue): 1d20 + 4 ⇒ (7) + 4 = 11
damage (P): 1d6 + 3 ⇒ (4) + 3 = 7
Rapier (blue): 1d20 + 3 ⇒ (20) + 3 = 23
Crit?: 1d20 + 3 ⇒ (18) + 3 = 21
damage (P): 1d6 + 1 ⇒ (2) + 1 = 3
crit damage?: 1d6 + 1 ⇒ (1) + 1 = 2

5 ft step and a full attack action.

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

”Again we have to endure death ... “

Jang walks forward and he tries to trip the blue skeleton with his Glaive.

Trip, reach, trait allows dex to hit for trip maneuver: 1d20 + 5 ⇒ (1) + 5 = 6

Grand Lodge

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Cortland moves up behind his companions, ready to assist as needed.

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

Hearing Vinnie call out, Gorak focuses on his armor, and a sickly blue light begins to cover his armor and exposed skin. As the light settles, he swings at the red skeleton in front of him.

"Sorry ole Chap. Back to the grave for you!"

Greatsword: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12

Crit?: 1d20 + 5 ⇒ (16) + 5 = 21
Extra damage: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Swift: 1 Trans focus, activate Mind Barrier (-4 to damage taken in the next round). Standard action: Attack. If creature is destroyed he will take a 5 foot step into the dead creatures space.

Dark Archive

|Absalom Initiation Slides

Uhh yeah, they only have 4hp. You can have your point back Gorak.

The pathfinders easily hack into the skeletons and destroy them, but being goblin skeletons, they are rigged to explode!

damage to everyone but jangafzaar: 2d6 ⇒ (6, 2) = 8 DC 10 reflex for half

damage to jangafzaar: 1d6 ⇒ 2 DC 10 reflex for half

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