GM supervillan's Feast of Ravenmoor [PFS Gameday VIII] (Inactive)

Game Master supervillan

Maps and Slides


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Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Using her spear as a bit of a deterrent to anything jumping down on her, Angela cautiously starts climbing up the ladder to peek into the room above.
Perception: 1d20 + 11 + 1d6 ⇒ (10) + 11 + (4) = 25

She gives a small jump as Gronhk calls out to her, and she looks back into the main room. "Just give me a moment.... Or Golthwur could handle it instead."


The Waking Rune

Angela finds a narrow (for humans at least) 5 foot high crawlspace at the top of the ladder. Comfortable enough for a halfling (or an aranea in spider form). There are boarded up windows, but through cracks in the roof Angela can peer out to the southerly approach to the farm. This must give a good view by daylight, but there's nothing to be seen by night.

Angela finds a door at the end of the crawlspace, and after checking it over opens it up to find a storeroom of sorts. A search finds only one item of interest: a quilt richly embroidered with scenes of sacrifice. The embroidered designs depict mosquito-masked cultists and stirges circling a central figure covered in black tumours caressing a bound prisoner. The embroidery depicts the victim smiling pleasantly as a ghostlike form leaves his body and accepts the embrace of the cancerous cult leader. Other scenes depict flourishing crops beneath the watchful gaze of the sacrificed victim’s spirit. This quilt would be valuable to a collector of folk art (or to various scholars in the Pathfinder Society).

Meanwhile Golthwur's mighty magic pulls the strongbox out from its hiding place. A thorough examination finds no evidence of traps, and only a simple lock. When Angela returns from the loft-space possibly with a bundled-up quilt she finds it a straightforwards task to open the box, which contains a dozen or more items of varied jewellery - rings, lockets, bracelets and the like. Some of the items bear inscriptions of foreign names and places that indicate that they do not belong to Ravenmoor's locals. There must be several hundred gold pieces worth of jewellery in total.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit leans over for a look, Any evidence of our tax man?


The Waking Rune

There is no evidence of the tax man amongst the jewellery items.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela gives the quilt a once over. "Whelp this is just further confirmation... seems people are sacrificed here regularly." She fumbles around in her pockets for a moment before drawing out some string and bundling up the quilt in nice neat folds along the patch work seams.

With the quilt, she plops back down to the first floor and gives the newly discovered treasure box a look over. "That's a simple lock there, won't take me more than a minute if things go well..."

With the case open she gives a rough estimate of what's inside. "Probably enough to cover the back taxes, just in case we the town was not planning on paying them properly. Now I believe there is one last place to look and then back to the manor. I want to brew some coffee and get a poultice on these stirge bites!"

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit raises an eyebrow at Angela's summary, Well put. Let's head back. If I lose my armor I won't need to rage to rip some limbs off.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

"The quicker we put some distance between ourselves and this forsaken place, the better." huffs Golthwur.


The Waking Rune

Are you exploring the northern part of the farm - through the door - or returning to the manor now?

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela will take a small peek.

Angela gestures to the rest of the group to keep talking and sneaks closer to the northern door, trying to pop it open with as little noise as possible.

Stealth: 1d20 + 10 ⇒ (5) + 10 = 15

She then pokes her nose into the room hoping it's mostly empty, if she finds anything that might be threatening she backs out quickly calls for everyone to get moving.

Perception: 1d20 + 11 + 1d6 ⇒ (20) + 11 + (6) = 37
Woot max perception... no great stealth though.


The Waking Rune

Angela cracks the door and peers inside.

The room beyond is empty save for a large mound of compost covered with tiny black mushrooms heaped nearly to the ceiling in the northeast corner of the room. The mushrooms look just like the ones that were served earlier at the feast.

There's an opening in the western wall that looks like it leads into a kitchen area.

Can I check what light sources you're all using please?

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Low-light vision. If we get to darkness I will activate the Light on my Wayfinder.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

"What a delightful smell you have discovered." Golthwur mutters at the discovery of the compost heap. He says nothing more as he flounders through the near darkness, trying to keep up with the others.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement
Jeskit Thersis wrote:
Low-light vision. If we get to darkness I will activate the Light on my Wayfinder.

Same for Angela

Angela sweeps her gaze around the room multiple times just in case she missed something, and then slowly creeps in trying to take a look at the mushrooms. Should have known there would be something fishy with these... If she can she picks one trying her best not to touch it and then puts it into an empty vial to analyze later.

She then creeps back to the rest of the group. "Alright, do we explore the rest of this place or should we leave and regroup?"

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

Golthwur considers the fungi.

Knowledge (nature) re mushrooms: 1d20 + 10 ⇒ (16) + 10 = 26


The Waking Rune

Although the hall in which you fought the mosquito-men benefitted from ample light from the love nest, where rows of candles had been lit, the northern rooms have no light sources. Angela and Jeskit light their wayfinders.

Angela moves towards the mushrooms to take a sample - and the mushrooms move towards her!

Golthwur recognises the mushrooms as an edible species that grows in dark, damp places. But what these are growing on is another matter. Moved you so you could take a look.

Knowledge (dungeoneering) DC12:
It's a Slime Mould! A carpet of rot and decay, and an ideal home for many species of fungus. The cultists must have cultivated it.

DC17

Spoiler:
These large oozes are ambush predators. When they sense potential prey nearby, via light or warmth, they strike, but until then they remain dormant and almost indistinguishable from a forest of fungi.

DC22

Spoiler:
Slime Moulds are capable of engulfing smaller creatures, subjecting them to crushing damage and a rotting disease that in fact is the slow operation of fungal decay.

DC27

Spoiler:
Slime Moulds are so wet that they prove resistant to fire damage

initiative:
Angela: 1d20 + 2 ⇒ (8) + 2 = 10
Byron: 1d20 + 14 ⇒ (16) + 14 = 30
Pet Byron’s familiar: 1d20 + 3 ⇒ (4) + 3 = 7
Golthwur: 1d20 + 8 ⇒ (10) + 8 = 18
Jeskit: 1d20 + 6 ⇒ (19) + 6 = 25
Pet Tetch (Jeskit): 1d20 + 3 ⇒ (4) + 3 = 7
Gronkh: 1d20 + 4 ⇒ (1) + 4 = 5
GM: 1d20 - 1 ⇒ (6) - 1 = 5

Surprise round
Byron
Jeskit
Golthwur
Angela
Gronkh
Mushrooms

The bold may act!

Giving you a surprise round Angela thanks to that huge perception check. You could of course just close the door if you wanted :o

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

Knowledge (dungeoneering): 1d20 + 10 ⇒ (20) + 10 = 30

If Golthwur can make the Knowledge check and speak before surprise:

"Cultivating sime mould!? Do these cultists have no bounds of common Sense?" questions Golthwur upon seeing the creature beneath the mushrooms. "Tending to an ambush predator is a foolish endeavor.


The Waking Rune

Sure, everyone can read Golthwur's spoilered comment above :)

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela notices the twitching mold and gives it a long hard stare as she moves into the room. When it jerks to life and with Gotlhwur's very quick reaction, she steps backs and slams the door shut. "What in Abadar's vault are cultists raising deadly oozes for? Ugh! Alright enough exploring, let's get ready and then maybe come back later?"

Let's make this combat a non starter!


The Waking Rune

Angela slams the rickety door and hopes that the fungus carpet wont try to squeeze underneath it - and you flee back to the manor house.

Nothing slimy follows you.

As you leave the Chennowitz farm you see a flickering orange glow behind the house, to the north.

gm screen:
Angela: 1d20 + 10 + 1d6 ⇒ (15) + 10 + (1) = 26
Byron: 1d20 + 6 ⇒ (17) + 6 = 23
Golthwur: 1d20 + 5 ⇒ (14) + 5 = 19
Jeskit: 1d20 + 8 ⇒ (7) + 8 = 15
Gronkh: 1d20 + 1 ⇒ (10) + 1 = 11

Angela and Byron:
It's faint, but in the distance from the north you hear crackling - and you smell peat and burning wood. The flickering orange glow must come from fires.

Yagajimoro is nowhere to be seen, and you can only hope that the cultists did not get him. Sadly, I am writing him out as it doesn't look like Uktar will be back.

Back at the manor Gronkh finds Horace sleeping peacefully in the stable. All of your armour and other gear is where you left it in the bedrooms. Nothing has been disturbed.

OK, what's your plan?

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit gears up.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela grabs her pack and pulls out a small alchemist's lab, setting it up in her room before she consults with everyone else. "Arlight, how long are we going to be here? If we are taking enough time to let Byron and His Magical-ness prepare their spells then I should make up some more formulas. I'm thinking healing infusions for everyone?"

Dark Archive

Active Effects:
mage armor ?/60 minutes, heightened awareness ?/10 minutes, antitoxin 60 minutes
Elf male Wizard 3 | hp 13/17 | AC 15, Touch 11, Flat-Footed 14 | CMD 11 | Initiative: +14* | Low-Light Vision, Perception +8* | Fort +3, Ref +3, Will +6 | Prescience Remaining: 2/7

"That fire can't be good."

"That would be most appreciated, Angela.

"Golthwur, I'd be happy to cast mage armor on you with my wand, if you'd like. Rather, ah, to Bolster and Buttress your Bulwark by Bewitchment. Same goes for Horace, Gronkh."

If we do take time to prepare spells I'd probably swap a color spray out for a grease. I do have an enlarge person prepared for Jeskit or Gronkh, a color spray, two glitterdusts, daze (at the end of its usefulness but something to do when I run out of spells), and a nearly full wand of magic missiles, and most of my presciences. I may be banged up but I'm still pretty good on resources.


The Waking Rune

The two wizards and the secretary set about their studies. Jeskit gets his armour on.

The wizards' studies take an hour. Angela only needs 10 minutes or so to make fresh extracts. What do the rest of you do in the meantime? Especially Gronkh, what are you doing with Horace?

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

I'm out of Rage, unfortunately, but Enlarge would be pretty nasty for them. No other prep from me.

The Exchange

Male N Half-Orc Cavalier 1 Fighter 1 | HP 9/23 | AC 19 T 12 FF 17 (-2 charging) | CMB +7, CMD 18 | F +10, R +5, W +4 | Init +4 | Perc +1 SM +1 | Speed 20' | Active Conditions: | Constant: | GM Reroll 0/1 |

Sorry to be slow to post - busy week!

Responding to an earlier question: Gronkh has normal human vision (he traded the usual half-orc's darkvision for more skills).

Gronkh is very relieved to see that the Mosquito cultists have not been feasting on Horace in their absence. "Don't worry, I won't leave you alone again!" Gronkh proceeds to lead Horace into the manor house, while he and the others put on their armor and otherwise prepare themselves. "Now listen, Horace, the mayor is probably in on all this, but don't go pooping in the house until we know that for sure." Gronkh in fact does not appear to pay any attention to whether or where Horace defecates.

Other than putting on his armor and getting Horace, Gronkh has no particular preparations. Enlarge Person isn't useful for Gronkh if there's any possibility that he'll be riding Horace.


The Waking Rune

You settle in as the wizards peruse their books. Angela brews up her extracts. Horace poops in the mayor's parlour whilst Horace and Jeskit polish their armours.

There is an air of nervous anticipation...

...and before the wizards' work is done, the back door of the manor crashes open! Three mosquito cultists file in.

"There! E's brought 'is bloody 'orse inside! Th' mayor'll be furious!"

"It 'int gon' matter. Outsiders'll be dead. Less'n we c'n catch one alive. Then they be dead a bit later."

initiative:
Angela: 1d20 + 2 ⇒ (12) + 2 = 14
Byron: 1d20 + 14 ⇒ (6) + 14 = 20
Pet Byron’s familiar: 1d20 + 3 ⇒ (10) + 3 = 13
Golthwur: 1d20 + 8 ⇒ (2) + 8 = 10
Jeskit: 1d20 + 6 ⇒ (9) + 6 = 15
Pet Tetch (Jeskit): 1d20 + 3 ⇒ (13) + 3 = 16
Gronkh: 1d20 + 4 ⇒ (6) + 4 = 10
GM: 1d20 + 1 ⇒ (3) + 1 = 4

Combat round 1

Byron
Jeskit
Angela
Golthwur
Gronkh + Horace
Mosquito men

The bold may act!

Wizards if you cast spells during this encounter they will effectively come out of your allotment for the coming day. Angela you have a full set of extracts prepared before the cultists arrive.

We are on Slide 4

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit will move down to the base of the stairs and wait for the cultists to come to him.

readied sanesetsukon: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d10 + 7 ⇒ (7) + 7 = 14

The Exchange

Male N Half-Orc Cavalier 1 Fighter 1 | HP 9/23 | AC 19 T 12 FF 17 (-2 charging) | CMB +7, CMD 18 | F +10, R +5, W +4 | Init +4 | Perc +1 SM +1 | Speed 20' | Active Conditions: | Constant: | GM Reroll 0/1 |

Gronkh attempts to quickly mount his horse.

Fast Mount, Ride DC 20: 1d20 + 6 ⇒ (5) + 6 = 11 Fail, which means that Gronkh is still able to mount, but it uses a move action instead of a free action.

Then he draws his lance and urges Horace forward a few feet, waiting for the cultists to come to him.

Second move action to draw lance.

Horace uses a move action to move forward a few squares (he has the Narrow Frame feat, so no real problem moving past the chair. Then, if the GM allows it, he will ready an action to bite any foe who comes within his (5') reach.

If a foe leaves a square 10' away, Gronkh AoO with lance:

mwk lance, higher ground: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
dmg: 1d8 + 6 ⇒ (3) + 6 = 9

If a foe attempts to attack Gronkh:

Immediate action to attempt to drop into Cover, to give +4 to AC
Ride DC 15 to take Cover: 1d20 + 10 ⇒ (3) + 10 = 13 Fail, so no benefit

If a foe hits Horace:

Immediate action to use Mounted Combat to attempt to negate the hit
Ride, DC is the foe's attack roll: 1d20 + 10 ⇒ (16) + 10 = 26

If Horace is allowed to ready to bite, and if a foe moves to within 5':

Bite: 1d20 + 3 ⇒ (14) + 3 = 17
dmg: 1d4 + 3 ⇒ (2) + 3 = 5

Gronkh's AC is now 19; Horace's is 14.


The Waking Rune

Delaying your scholarly types - they may decide to just leave the 'heavies' to protect them after all :)

The cultists advance with rusty sickles raised....

Two of them rush Gronkh - but the knightly half-orc's lance stops one dead. The cultist who confronts Jeskit meets a similar fate.

lone cultist vs Gronkh: 1d20 ⇒ 17damage: 1d6 - 1 ⇒ (3) - 1 = 2

Horace bites the cultist on the shoulder - but he lives long enough to see his sickle deflected by Gronkh's armour. I don't see any requirement for a minimum INT level to ready an action - as long as the conditions for taking the action are not complex it's fine.

Combat round 1 / 2

Jeskit
Gronkh + Horace
Mosquito men man -5hp
Byron 8 CON damage
Angela 6 CON damage
Golthwur

The bold may act!

If you don't want to take any action, just say. These cultists are small threat now that you've armoured up.

Dark Archive

1 person marked this as a favorite.
Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

"I say, I do wish that they'd keep it down, down there." mutters Golthwur, as he flips another page in his spell books.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit jogs over to the room with Gronkh and swings his sectioned-staff at the cultist.

sansetsukon: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d10 + 7 ⇒ (6) + 7 = 13


The Waking Rune

Jeskit finishes off the last of the cultists before they can cause any harm.

On their persons you find a total of 3 antitoxins and 3 doses of poison, plus a few coins.

There are no more disturbances before the wizards conclude their preparations.

There is perhaps one hour remaining before dawn.

Where to now? Back to the Chennowitz farm, or something else?

The Exchange

Male N Half-Orc Cavalier 1 Fighter 1 | HP 9/23 | AC 19 T 12 FF 17 (-2 charging) | CMB +7, CMD 18 | F +10, R +5, W +4 | Init +4 | Perc +1 SM +1 | Speed 20' | Active Conditions: | Constant: | GM Reroll 0/1 |

As long as we are in the manor, and the mayor is not home, weren't there places in the manor that we didn't search earlier out of being respectful? If so, I suggest we set aside politeness and search high and low, as long as we are there.


The Waking Rune

You did not get into the room in the northwest corner - it is behind a locked door that (shockingly) Golthwur failed to open despite Angela's expert instructions :o

The Exchange

Male N Half-Orc Cavalier 1 Fighter 1 | HP 9/23 | AC 19 T 12 FF 17 (-2 charging) | CMB +7, CMD 18 | F +10, R +5, W +4 | Init +4 | Perc +1 SM +1 | Speed 20' | Active Conditions: | Constant: | GM Reroll 0/1 |

"My friends, as long as we are here, let's complete our investigations of the "mayor's" abode. The townsfolk here are no friends to us, and we need not worry about offending their politician." As he speaks, Gronkh rides Horace about the room, unconcerned with any impropriety he might be creating.

Dark Archive

Active Effects:
mage armor ?/60 minutes, heightened awareness ?/10 minutes, antitoxin 60 minutes
Elf male Wizard 3 | hp 13/17 | AC 15, Touch 11, Flat-Footed 14 | CMD 11 | Initiative: +14* | Low-Light Vision, Perception +8* | Fort +3, Ref +3, Will +6 | Prescience Remaining: 2/7

Sorry for missing the combat, as I was running a Con this weekend, but it looks like Gronkh and Jeskit had things well in hand.

"Seeing as the masks are off--or on, rather--I don't see any reason we can't just beat that door down." Byron says as he finishes his preparations and puts his spellbook back into his satchel."

If enough time has gone by I'll reapply mage armor from the wand on myself, Golthwur and Horace.

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

His preparations complete, Golthwur accepts the application of mage armor and follows the others.


The Waking Rune

An hour has passed whilst you studied Byron, so reapply those Mage Armours.

Who's doing what? Will Angela attempt to pick the lock, or will you break down the door? Or something else?

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit waits for a polite solution before trashing the place, but will break open doors if necessary.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela pulls a knife and a couple of skewers out of the kitchen and finagles with the lock as Byron and Golthwur study their books.

slight of hand: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14

She fails and steps back. "Alright boys have a whack at it. This is going to take forever otherwise! "


The Waking Rune

I'm going to assume that the 'boys' smash the door in.

It doesn't take long for Gronkh and Jeskit to break down the door in the northwest of the manor.

A large bed, dresser, wardrobe, and washbasin are the only furniture in this room. An elaborately embroidered quilt on the bed depicts a woman's sojourn through the swamp and the introduction of druidic advisors to the village. The quilt shows the three teaching villagers to cultivate some serrated-leaf plant obviously flayleaf and offering the fruits of their labour to a symbolic butterfly.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela looks at the quilt and gives it a once over. "So more of their covering of the villager's true intentions and perversion of Desna's faith. Great. We should probably either get out of town or explore the rest of that house and make sure there are no prisoners left there... Though I am loathe to try facing that ooze."

Dark Archive

Active Effects:
mage armor ?/60 minutes, heightened awareness ?/10 minutes, antitoxin 60 minutes
Elf male Wizard 3 | hp 13/17 | AC 15, Touch 11, Flat-Footed 14 | CMD 11 | Initiative: +14* | Low-Light Vision, Perception +8* | Fort +3, Ref +3, Will +6 | Prescience Remaining: 2/7

Byron pokes around the room a bit, looking for anything interesting (and using a charge from his wand of heightened awareness first.)

Perception: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

As Byron takes his time looking around the room, Angela gives the place an uninterested glance over.
Perception, cause we're rolling them it seems?: 1d20 + 11 + 1d6 ⇒ (13) + 11 + (3) = 27


The Waking Rune

In this particular room a rolled Perception check is appropriate, since what you might find is not in plain sight and requires a search. Angela happens to be pretty good at searching...

Angela finds a loose floorboard by the bed, and decides to move it. Underneath she finds a large red chest. The chest is easily recovered after removing several more adjacent floorboards. It has a solid lock.

Dark Archive

Active Effects:
mage armor ?/60 minutes, heightened awareness ?/10 minutes, antitoxin 60 minutes
Elf male Wizard 3 | hp 13/17 | AC 15, Touch 11, Flat-Footed 14 | CMD 11 | Initiative: +14* | Low-Light Vision, Perception +8* | Fort +3, Ref +3, Will +6 | Prescience Remaining: 2/7

"Ooh, secret cult chest. Full of books with interesting bindings, no doubt."

Dark Archive

Male N Human Wizard 5 | HP 37/37 12 THP | AC 16 (w/ Mage armor)T 16, FF 15 | CMB +1, CMD 14| F: +2, R: +3, W: +4 | Init: +8 | Perc: +8, SM: +4 | Speed 30 ft.| Active conditions: undead
Skills:
Know (arcana, planes) +13, Know (dungeoneering, history) +9, Know (nature) +10, Know (religion) +11, Linguistics +13, Spellcraft +14, UMD +1

When he finally arrives on the scene, Golthwur casts detect magic and looks at the secret cult chest.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit steps up and goes to smash the lock.

strength +3 take 20?

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Before any smashing or detecting goes on, Angela takes a good moment to examine the box and make sure there aren't any traps or other things to worry about on it.

Perception: 1d20 + 11 + 1d6 ⇒ (20) + 11 + (2) = 33

Oh high roll!

The Exchange

Male N Half-Orc Cavalier 1 Fighter 1 | HP 9/23 | AC 19 T 12 FF 17 (-2 charging) | CMB +7, CMD 18 | F +10, R +5, W +4 | Init +4 | Perc +1 SM +1 | Speed 20' | Active Conditions: | Constant: | GM Reroll 0/1 |

Gronkh checks to see if he has any carrots to feed Horace, while watching the others pulling out the chest.

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