GM Hawthwile's Scions of the Sky Key Series (Inactive)

Game Master Hawthwile

Maps and Handouts | Roll20!


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Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka only has his shield and prefers not to lose its benefit by hopelessly flailing at people with it.

Telka raises a hand and casts a spell again at red, shouting HALT again and backing ip up with the will of Desna.

He then jogs around past the man to set up a flank.

Casting Command to halt, DC17 will save, then moving and provoking from green and red

The Concordance

M Male NG Mwagi Human Druid 6 (Wildshaped into a Deinonychus) | HP: 51/51| AC: 21 (12 tch, 19 Fl, Incorp 16) | CMB: +9 CMD: 21 | F: +7, R: +4, W: +8 (+4 vs fey or plants) | Init: +3 | Perc: +12 (low-light vision) SM: +3 | Speed 60| Active conditions: Wildshaped, GMF, Mage Armor

With red moving away, Alaric swipes at him with his talon (of doom?).

Talon AOO, IC, GMF, PA, flank, prone: 1d20 + 8 + 1 + 1 - 1 + 2 - 4 ⇒ (10) + 8 + 1 + 1 - 1 + 2 - 4 = 17 talon: 1d8 + 5 + 1 + 1 + 2 ⇒ (3) + 5 + 1 + 1 + 2 = 12

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Does Tere get an AoO against Red when he retreats through the water?

Dark Archive

M Male Neutral Human Wizard (Diviner) 3.0 | HP 26+13/26 | AC 10+4 T 10 FF 10 | CMB -1, CMD 9 | F +4, R +2, W +6 | Init +7 (always act in surprise round) | Perc +2 SM +2 | Speed 30' | Active Conditions: Mage Armor, False Life | Constant: | Arcane Bond 1/1 | GM Reroll 1/1 | Diviner's Fortune 8/8 |

Blood dripping from his cut hand, Jethro stares at it, momentarily shocked. No one said anything about THIS at wizarding school! Then he angrily retaliates, sending a bolt of force towards Red's head.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Curve blade AoO to red, inc. inspiration: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12

The elf is unable to take advantage of red's distraction.

Acrobatics check to avoid AoO from Shredder: 1d20 + 12 ⇒ (10) + 12 = 22

Then he follows the caster, trying to keep the raptor from going for more than jerky as he pins red between himself and Telka before attacking again.

Flanking curve blade attack, including inspiration: 1d20 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
Curve blade damage, in the unlikely event that hits, including sneak attack and inspiration: 1d10 + 2d6 + 4 + 1 ⇒ (2) + (3, 2) + 4 + 1 = 12

Grand Lodge

Male Half-orc Brb3/Rng1 HP51/51 AC18(16) TC12(10) FF16(14) CMD18(16) F+8(10) R+5 W+5(7) Init +2 Perc +7 Spd 40 Rage 10/11 Chronicles.

Having dealt with his opponent, Banon soars out of the treehouse, circling down to bring death from above! This time he remembers his training against humans as well.

Falchion, Rage, Favored Enemy, Higher Ground: 1d20 + 7 + 2 + 2 + 1 ⇒ (9) + 7 + 2 + 2 + 1 = 21
Damage: 2d4 + 3 + 3 + 2 ⇒ (2, 3) + 3 + 3 + 2 = 13

"DIE!" he roars, beyond any clever banter.

The Concordance

M Male NG Mwagi Human Druid 6 (Wildshaped into a Deinonychus) | HP: 51/51| AC: 21 (12 tch, 19 Fl, Incorp 16) | CMB: +9 CMD: 21 | F: +7, R: +4, W: +8 (+4 vs fey or plants) | Init: +3 | Perc: +12 (low-light vision) SM: +3 | Speed 60| Active conditions: Wildshaped, GMF, Mage Armor

The immediate threat gone, Alaric stands up, and heals himself again.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6
'Do I need to start memorizing more powerful heals for myself?'


Witch's Winter Holiday

Red Will, Boon vs DC 17: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17

Red AoO Dagger, Boon vs AC 24: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28
Piercing/Slashing damage, Boon: 1d4 + 4 - 1 ⇒ (4) + 4 - 1 = 7

The man spits in Telka's direction. Seeming to have learned from his miscalculation earlier, he simply puts out his knife and lets Telka walk into it, then roars with laughter as the trick works.

Banon, given that each 45 degree turn requires sacrificing 5 ft of movement, it is not possible to accomplish your flight path in a single move. If the following bot check succeeds, Banon's token will be repositioned - otherwise, he will make it to his plotted destination with a second move action.

Banon Fly vs DC 15: 1d20 + 2 ⇒ (16) + 2 = 18 Success!

Banon descends like an angel of wrath to put a stop to the man's mirth, and Jethro's missile adds insult to injury. The pond water keeps Tere off-balance enough that his sword hits the tree instead of the man in front of him. With a smile of a cold-blooded killer, the man in red whistles to Shredder and points at the wizard standing knee-deep in the pond nearby.

Round 4! Bold may act!
Red (-44)
Blue (-48)

Jethro (-6)
Thran (-16)
Banon (Flying, 5 ft high)
Alaric (-20)
Shredder (Dominated 3/?)
Telka (-7)
Tere
Yellow (-31, Unconscious, Bleeding Out)
Green (-30, Prone, Staggered, Blinded and Stunned 2/?)

Environmental Effects:
- Inspire Courage +1
- Walkways and houses are 20 ft above ground
- Trees can be scaled with a DC 15 Climb check (Remember that you climb at 1/4 of your normal speed)
- The ladder on the ground can be set back up with a move action
- Anyone who takes damage while standing on a walkway must make a DC 12 Acrobatics check or fall to the ground and take 2d6 damage
- Water is difficult terrain

What do you do?

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran sees Shredder move past and decides to let the dinosaur pass.

"Fight on!"

Thran moves after the retreating enemy as he steps over the stunned man in front of him and takes a swipe at him

To hit AC Red: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Magical slashing damage if hit: 2d4 + 8 + 1 ⇒ (2, 2) + 8 + 1 = 13

Free to sustain inspire, move to move, standard to attack


Witch's Winter Holiday

Thran's blade sinks deep into the man's torso. Behind him, Shredder moves closer to Jethro and unleashes his signature flurry of claws and teeth...

Talon, PA, GMF vs AC 14: 1d20 + 9 - 1 + 1 ⇒ (1) + 9 - 1 + 1 = 10
Slashing, Piercing damage, PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (3) + 1 + 2 + 1 = 7

Talon, PA, GMF vs AC 14: 1d20 + 9 - 1 + 1 ⇒ (2) + 9 - 1 + 1 = 11
Slashing, Piercing damage, PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10

Bite, PA, GMF vs AC 14: 1d20 + 8 - 1 + 1 ⇒ (15) + 8 - 1 + 1 = 23
Bite damage, PA, GMF: 1d4 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8

...and luckily only the bite catches the wizard, further mangling his already-bleeding hand. Surrounded, the man in red spits out a curse. "Feckin' thieving Pathfinders - always gotta stick your noses where they don't belong, don't you? Well, you'll get what's coming to you if its the last thing I do!" He withdraws, moving swiftly for the trees. Before the Pathfinders can follow, he is gone.

Entertainingly, there's no mention of difficult terrain being a problem in the Withdraw rules. Telka, you can take an AoO as he moves past if you wish.

As the man in red disappears into the jungle, Shredder shakes his head and looks at Jethro curiously. His nostrils flare as if suddenly noticing all the blood decorating him and the surrounding terrain.

Out of combat! Damage Report:
Jethro (-14)
Thran (-16)
Alaric (-20)
Telka (-7)

From the treetops, hesitant croaks quickly erupt into applause and cheers as small bodies scramble down from hiding places. One of them - a familiar-looking blue-and-brown-skinned fellow - rushes to shake Jethro's hand. "You did it! You saved us! I never doubted you would, but I've never been so glad to be right before!" Several of his companions sit on the remaining attacker, kicking his weapons away and tying him up all before he can recover from the wizard's spell. Several others rush into the jungle after the fleeing man. The rest crowd around the Pathfinders, offering praise and thanks in a veritable chorus of voices.

After a few minutes, the gripplis make a path for Mother Bogwynne and the other elders. She raises a hand and lifts her head as if performing a blessing, and the gathered Krihirik fall silent and gather around her and the Pathfinders.

"More than a thousand cycles ago, the dwarven refugees came to us from the distant north, fleeing a home lost ages ago. We aided the dwarves and welcomed them as neighbors in the nearby hills - a land even harsher than our own. When they fled their home for a second time, we offered them aid once more, though they requested only that we honor their memory and accept a gift: this talisman that bears the power to defeat the golden beast that now haunts Ashkurhall.” She holds up a melon-sized ovoid made of clay. “The descendants of Sigrin spoke of this as their greatest treasure, which they had left behind. It is a legacy that continues to this day, for none have ever braved the Golden Guardian to claim the riches as their own.”

A chorus of croaking vocalizations follows the elder’s story, and she adds, “The talisman’s power is hidden within, and it must be unsealed in the beast’s presence. To do so too soon would expend its energy needlessly or even invoke a terrible disaster. We have entrusted you with this relic of our people. Use it wisely." She holds the orb out.

What do you do?

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Given the man is running away Telka will mae a hail mary attempt to trip him. This will provoke.

Trip, inspire: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15

I havent used my reroll and dont need it for my dayjob so may as well use it now.

Trip, inspire, stars: 1d20 + 2 + 1 + 5 ⇒ (8) + 2 + 1 + 5 = 16

As we gather together Telka will ask any injured Grippli to draw near and will channel twice to bring Desna's healing peace to everyone.

Channels: 6d6 ⇒ (4, 3, 6, 2, 1, 5) = 21

Telka then bows to Mother Bogwynne, You honour us with the faith you place in us Mother.


Witch's Winter Holiday

Red AoO Dagger, Boon vs AC 24: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27
Slashing, Piercing damage, Boon: 1d4 + 4 - 1 ⇒ (3) + 4 - 1 = 6

Looks like all Telka gets for the effort is another hole in his leg. Nothing a good channel can't heal though!

Dark Archive

M Male Neutral Human Wizard (Diviner) 3.0 | HP 26+13/26 | AC 10+4 T 10 FF 10 | CMB -1, CMD 9 | F +4, R +2, W +6 | Init +7 (always act in surprise round) | Perc +2 SM +2 | Speed 30' | Active Conditions: Mage Armor, False Life | Constant: | Arcane Bond 1/1 | GM Reroll 1/1 | Diviner's Fortune 8/8 |

Fwiw, Jethro did not have Mage Armor up during that fight, so the second and third attacks from Shredder would have hit him, knocking him unconscious and dying, but the channelling and a charge or two from his wand of CLW should get him back on his feet.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3 All healed up

Jethro holds a cold compress against his aching head. I should never have left the academy... He gazes warily at Shredder whenever the creature passes by.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

When tensions have waned, Alaric changes back from dinosaur form. He looks at Shredder, now freed from the mind control. "Honestly, Shredder, I didn't know you had a mind to control!"

He looks over his wounds and then to Jethro. "Sorry about that. He's usually under control. This time, though, I do know what came over him." he says, as he spits at the body of the druid that controlled shredder.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"Let's search the place for..let's call it clues on what was going on here and then go back to report?"


Witch's Winter Holiday

Having retrieved the Krihirik's talisman, the Pathfinders return again to Fort Bandu. The praetor is out on patrol, but one of the guards recognizes the group. "Here - this arrived a few days ago. Figured it was yours what with all the seals 'n stuff."

Handouts updated!

Before heading back out to the Bandu Hills, the Pathfinders have a chance to speak with the locals or gather their wits.

Diplomacy (to gather information) or Knowledge (nobility) DC 15+:
A contingent of Aspis mercenaries was seen approaching the Bandu Hills from the northwest - the direction of Bloodcove.

DC 20+

Spoiler:
The leader of the group is an Ustalavic aristocrat named Zaril Namoth, who is also known to be an expert tracker and hunter.

DC 25+

Spoiler:
According to some rumors, Zaril Namoth takes trophies from the people he tracks down and kills. Some say he needs their heads for dark rituals he learned while held by the Bekyar - a people infamous for kidnapping, cannibalism, and demon worship.

Knowledge (arcana, local, or religion) DC 10+:
Almost everyone at Fort Bandu knows the legend of the Golden Guardian, but no one seems to know anything substantial.

DC 15+

Spoiler:
Since the stories about the local boogeyman have circulated in the region for centuries, most people speculate that the creature is immortal or not a living creature.

DC 20+

Spoiler:
Some people believe it is a gold dragon, while others say it is probably a living statue, a golden machine, or a god-like entity. The only thing the locals are unanimous about is that only a special weapon lost to antiquity can defeat the Golden Guardian.

Diplomacy (to gather information) or Knowledge (history or local) DC 15+:
Until recently, the kobolds have largely kept to themselves. Most local people didn’t even know about the kobolds before the incident with Sharrowsmith.

DC 25+

Spoiler:
Decades ago, a local boy went missing but returned weeks later with amazing stories about a hidden city protected by cruel traps that he only narrowly escaped.

What do you do?

Grand Lodge

Male Half-orc Brb3/Rng1 HP51/51 AC18(16) TC12(10) FF16(14) CMD18(16) F+8(10) R+5 W+5(7) Init +2 Perc +7 Spd 40 Rage 10/11 Chronicles.

Gather Information: 1d20 + 8 ⇒ (17) + 8 = 25

Banon asks around about some lighter armor for the next leg of the journey, running across rumors of the Aspis Consortium's activities.

Gather Information 2: 1d20 + 8 ⇒ (9) + 8 = 17

Securing a mithril breastplate in exchange for his current armor, he learns little about the kobolds the party doesn't already know.

Banon will share what he heard with the rest of the party.

Dark Archive

M Male Neutral Human Wizard (Diviner) 3.0 | HP 26+13/26 | AC 10+4 T 10 FF 10 | CMB -1, CMD 9 | F +4, R +2, W +6 | Init +7 (always act in surprise round) | Perc +2 SM +2 | Speed 30' | Active Conditions: Mage Armor, False Life | Constant: | Arcane Bond 1/1 | GM Reroll 1/1 | Diviner's Fortune 8/8 |

Before the group departs from the grippli village, Jethro attempts to have a little chat with Mother Bogwynne. "I don't suppose you've heard of... the Dark... Archive...? I believe that you would find much of interest to you and your community, if only we could join forces. I happen to have a membership form right here, if you don't mind signing, yes, there, and there too, and yes, one more time, these forms really can tedious, but then good record-keeping is quite essential for the maintenance of any archive, especially one that is kept in the dark."

DC 17 Knowledge (Arcana), Diviner's Fortune: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Checking the faction box for "Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive" unless the GM doesn't think that Mother fits the bill.

Dark Archive

M Male Neutral Human Wizard (Diviner) 3.0 | HP 26+13/26 | AC 10+4 T 10 FF 10 | CMB -1, CMD 9 | F +4, R +2, W +6 | Init +7 (always act in surprise round) | Perc +2 SM +2 | Speed 30' | Active Conditions: Mage Armor, False Life | Constant: | Arcane Bond 1/1 | GM Reroll 1/1 | Diviner's Fortune 8/8 |

Jethro absorbs their newest briefing with interest, while keeping a wary eye on Shredder. From time to time he checks with Alaric to make sure that the dinosaur is being fed regularly.

Knowledge (Nobility): 1d20 + 9 ⇒ (15) + 9 = 24 "Hmm, well the Aspis are on their way as well, led by an aristocrat from Ustalav, Zaril Namoth, who is said to be quite the tracker and hunter."

Knowlege (Arcana): 1d20 + 11 ⇒ (4) + 11 = 15 "Seems that the Golden Guardian might be immortal. Or not even a living creature at all."

Knowledge (History): 1d20 + 9 ⇒ (20) + 9 = 29 "And I wonder if we may find a hidden city of the Kobolds hereabouts. I expect it'll be filled with traps!"

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"So we have to deal with an ancient monster..sounds like the start of an Epic tale in the making"

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Gather info 1: 1d20 + 9 ⇒ (6) + 9 = 15
Religion: 1d20 + 8 ⇒ (14) + 8 = 22
Gather info 2: 1d20 + 9 ⇒ (13) + 9 = 22

Telka muses over what the group learns before they set off. Aspis, koobolds and traps, sounds like a dangerous combination. Well, fortunately I didnt need those tongues scrolls to deal with the Grippli, maybe they will come in handy talking to the kobolds. If this place is filled with traps maybe I need to take point, my people have a way with unusual stonework.

As a reminder I do have stonecunning, so like trapspotter but only for unusual stonework. I generally take 10 where possible for a 29. Is it likely to be hot enough to require endure elements?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

"It's possible to train up a sense for traps, but I haven't done that."

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"I'm not opposed to Telka taking point.'

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka looks askance at Thran, Cheers he mutters, with a hint of sarcasm. He prods Thran in the chest, You might want to think about buying some better armour, this adventuring lark can be dangerous


Witch's Winter Holiday

Save for torrential rain alternating with scorching heat, the journey from Fort Bandu to Mount Nakyuk progresses smoothly. Ancient, crumbling stone buildings choked with vines and adorned with bone fetishes emerge from a patch of thick jungle underbrush. A scattering of bones and discarded tools hints that this location was recently inhabited. A gaping stairwell yawns behind a blood-spattered altar, descending to the mysterious depths where the Golden Guardian makes its home. Once again, the Pathfinders gaze upon Ashkurhall before descending into the lightless depths.

What are we doing for light?

Knowledge (engineering or history) DC 13+:
The architecture in this area is quite plain by dwarven standards, which probably means it was built in a hurry.

DC 18+

Spoiler:
Judging by the erosion and decay, the ruins are probably 3000 years old - give or take a few centuries.

The passage opens into what looks to have once been an entrance hall. Two granite statues of dwarves in full armor stand guard, flanking the entrance to a corridor to the west. Antelope skull patterns painted in red ochre cover each statue’s face. In the wall to the west are two rust-stained iron doors.

Map updated!

What do you do?

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka can see in the dark

History: 1d20 + 8 ⇒ (14) + 8 = 22

At the entrance to the complex Telka makes some preparations. He draws out an ancient looking scroll, covered with Ossirani symbols and invokes its magic. Carefully packing it away he starts talking in a strange, harsh language. Seems to be working he says, continuing in common. He then withdraws a slender birch rod and invokes another spell.

I will take point and keep an eye out for traps or Kobolds. Stay close behind me and you may benefit from my magic circle.

Casting tongues from the scroll and extended magic circle vs evil along with longstrider

As he heads down the stairs he also invokes a simple light cantrip on his shield to help his companions who cannot see in the dark. As he heads down he looks around, This place is old, very old. Built by my people but in a hurry, see, you can see the mortar crumbling there. Shame really. I wonder what secrets of my people we might find down here

What secrets indeed and do I really want the society rooting them out. We tread on the graves of my ancestors here

Telka looks around the chamber for signs of danger and peers down the long corridor to see what can be seen.

Taking 10 on perception for 27, 29 for stonework

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran thinks over Telka's words

"..I realy should try to look into getting better armor, he's not wrong..."

Thran also has darkvision.

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

Trying to help out with the exploring Thran casts detect magic and looks around wondering if anything will light up as he concentrates on his spell while walking safely behind Telka

It only last up to 5 minutes, but I can re-cast it after that if we haven't run into something by then

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere hangs his wayfinder around his neck and murmurs the command word that sets it glowing.


Witch's Winter Holiday

Telka notices that the door on the southern wall of the entrance chamber has scratch marks, as if it were recently opened with a crowbar or a similar tool. He also spots several deep cracks in the walls of the corridor ahead (double yellow lines) that look barely large enough for a regular-sized creature to squeeze through.

Thran detects several magical auras in the area, but upon closer examination they are revealed to be naught but his companions' equipment.

As the immortal bard once said, take chances! Or it'll be very easy for us to get bogged down here.

What do you do?

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka heads over to the door, Looks like someone has been here recently, lets have a look he says trying to push open the door provided it looks safe.

Take 10 on perception for 27

Dark Archive

M Male Neutral Human Wizard (Diviner) 3.0 | HP 26+13/26 | AC 10+4 T 10 FF 10 | CMB -1, CMD 9 | F +4, R +2, W +6 | Init +7 (always act in surprise round) | Perc +2 SM +2 | Speed 30' | Active Conditions: Mage Armor, False Life | Constant: | Arcane Bond 1/1 | GM Reroll 1/1 | Diviner's Fortune 8/8 |

Knowledge (History): 1d20 + 9 ⇒ (1) + 9 = 10
Jethro scratches his head in puzzlement. He hasn't read about this place before.

As they enter the darkness, Jethro casts light upon a stone which he carries with him.

Before entering, Jethro will use his wand of mage armor on himself (and anyone else who wants it).

"Hmm, a strange place. Who's going in first?" Jethro asks nervously.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

"I will."

Tere searches the door for traps before easing it open.

Perception check, add +2 to detect traps: 1d20 + 11 ⇒ (5) + 11 = 16

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Seeing Jethro uses his wand of mage armor Thran asks if he can have one to.

Thran then follows behind Telka and Tere as they work the door


Witch's Winter Holiday

Telka Strength: 1d20 - 2 ⇒ (7) - 2 = 5
Tere Strength: 1d20 + 2 ⇒ (3) + 2 = 5
Thran Strength: 1d20 + 4 ⇒ (7) + 4 = 11

The door's rusty hinges keep it from opening for Telka and Tere, but as Thran applies his strength it opens with a squeaky protest. A rush of stale air wafts out of the room, and the Pathfinders see a pile of rocks sitting in the corner of the dust-covered floor that look too orderly to be a natural feature. Telka also notices that the door on the western side of the room is bulging inward slightly, as if a force had been applied from the other side.

If someone investigates the pile of rocks:
Tucked away amidst the stones is a satchel, inside of which are:
- A wand of cure light wounds (12 charges)
- A wand of lesser restoration (5 charges)
- A wand of bear's endurance (14 charges)
- Two potions of cure moderate wounds
- Two potions of spider climb
- A journal

What do you do?

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka moves into the room carefully, watching for traps. He casts detect magic and then has a look around, searching the rubble pile.

Hey, theres some useful stuff here he shouts, pulling out the satchel. I will take the wands if no-one minds?

He flips open the journal, Looks like we are on the right track, this was written by Sharrowsmith. He hands the book around.

We should press on and find hom, but I would avoid that door, it doesnt look safe, maybe we try the corridor he says heading out and down to where it looks boken to make sure it remains stable

Take 10 for 29 perception on the wall

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"Go right ahead"

Thran pockets the potions to hand out to those who'll going to be needing them later

I'll trust a dwarfs opinion on structurally sound things. Lead on"

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

"Just in case he comes back here, let's leave him a note."


Witch's Winter Holiday

Tokens have been moved based on stated actions.

GM Screen:
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 13 ⇒ (1) + 13 = 14

Alaric: 1d20 + 10 - 8 ⇒ (3) + 10 - 8 = 5
Shredder: 1d20 + 5 - 8 ⇒ (11) + 5 - 8 = 8
Banon: 1d20 + 6 - 9 ⇒ (6) + 6 - 9 = 3
Jethro: 1d20 + 2 - 8 ⇒ (15) + 2 - 8 = 9
Telka: 1d20 + 17 - 5 ⇒ (6) + 17 - 5 = 18
Tere: 1d20 + 11 - 7 ⇒ (10) + 11 - 7 = 14
Thran: 1d20 + 3 - 8 ⇒ (10) + 3 - 8 = 5

Telka's investigations in the hallway reveal that the other doors are also rusted shut, and the cracks in the walls look quite tight for a regular-sized creature. He also spots what look to be pressure plates further down the hallway, but his efforts are cut short by the sounds of metal on wood and quiet yips.

Initiative:
Alaric: 1d20 + 1 ⇒ (13) + 1 = 14
Banon: 1d20 + 2 ⇒ (8) + 2 = 10
Jethro: 1d20 + 7 ⇒ (9) + 7 = 16
Telka: 1d20 + 7 ⇒ (8) + 7 = 15
Tere: 1d20 + 4 ⇒ (13) + 4 = 17
Thran: 1d20 + 2 ⇒ (20) + 2 = 22

Arbalester: 1d20 + 4 ⇒ (20) + 4 = 24
Sniper: 1d20 + 3 ⇒ (14) + 3 = 17

From the other side of the rusty portcullis, Telka spots a kobold lean around the corner and fire a bolt at him...

Light Crossbow vs FF AC 23: 1d20 + 11 ⇒ (10) + 11 = 21
Piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7

...but the projectile glances harmlessly off the dwarf's armor, and the kobold yaps in disappointment as it quickly reloads the crossbow.

Surprise Round! Bold may take move or standard action
Red
Thran
Tere
Blue
Jethro
Telka
Alaric
Shredder
Banon

Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates

What do you do?

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Just as a note, if the kobolds are evil my flatfooted AC is 25 due to magic circle

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

"Were we going to try to talk to these things?" Tere delays on the response.

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

We were going to try shouts Telka.


Witch's Winter Holiday

Since Telka technically can't take the free action to speak until he's acted in combat...

Light Crossbow vs FF AC 25: 1d20 + 6 ⇒ (15) + 6 = 21
Piercing damage: 1d6 ⇒ 6

Another bolt pings off Telka's armor as a second kobold leans around the corner and fires.

Thanks for the note about magic circle, Telka! I always forget kobolds are canonically Lawful Evil.

Surprise Round! Bold may take move or standard action
Red
Thran
Blue
Tere
Jethro
Telka

Alaric
Shredder
Banon

Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates

What do you do?

Grand Lodge

Male Half-orc Brb3/Rng1 HP51/51 AC18(16) TC12(10) FF16(14) CMD18(16) F+8(10) R+5 W+5(7) Init +2 Perc +7 Spd 40 Rage 10/11 Chronicles.

"Don't look like they'll let us!" Banon hollers back.

Tagline and profile updated, sorry for that delay.

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Telka shouts out to the Kobolds in draconic, We are not your enemies, we are here to talk. Will you listen to what we have to say?

Telka takes total defence for +4 AC bringing him to 30

Diplomacy if possible: 1d20 + 9 ⇒ (19) + 9 = 28

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Slow to react Thran wonders what's going on all around him

Still flat-footed and can't act yet

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

"Shredder, it looks like we have more kobolds to dispatch." says Alaric. "Stay with me, though. There are likely traps."

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere echoes Telka's entreaties in the same tongue. "We come in peace!"

Diplomacy Aid Another: 1d20 + 3 ⇒ (6) + 3 = 9

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h
Tere di Montefeltro wrote:

Tere echoes Telka's entreaties in the same tongue. "We come in peace!"

Shoot to kill!

Someone had to say it!

Alaric moves up to Tere, and whispers in common, "Really? that's a change."

Dark Archive

M Male Neutral Human Wizard (Diviner) 3.0 | HP 26+13/26 | AC 10+4 T 10 FF 10 | CMB -1, CMD 9 | F +4, R +2, W +6 | Init +7 (always act in surprise round) | Perc +2 SM +2 | Speed 30' | Active Conditions: Mage Armor, False Life | Constant: | Arcane Bond 1/1 | GM Reroll 1/1 | Diviner's Fortune 8/8 |

Earlier...Jethro also uses his wand of Mage Armor on Thran.

Jethro moves to the opening of the corridor and sends a bolt of force down to the blue kobold that is shooting at them.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

"It doesn't seem like they are interested in chatting!"

Grand Lodge

Male NG Dwarf Cleric 6 | HP: 46|46 | AC: 24 (11 Tch, 23 FF) +2 vs evil | CMB +3, CMD 14 | F:+8, R:+4, W:+12 +2 vs spells, sla's and poison, +2 vs charm and compulsion | Init: +7 Per: +18 +2 unusual stonework, SM: +17 | Speed 40 |
Resources:
Agile feet 9|9; Bit of Luck 8|9; Channel 1|2; Good Fortune 1|1 Reroll available
Buffs:
Ext Longstrider, Ext Delay Poison
Conditions:

Well, we havent really given them much of a chance yet have we Jethro! shouts Telka in common.

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