Gameday VIII - PFS #10-14 Debt to the Quah - GM Hawthwile (Inactive)

Game Master Hawthwile

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Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

Being of strong wit but not strong of arm, Nicodemus will attempt to provide useful advice to those more suited to physical exertion.

Knowledge-ANY: 1d20 + 8 + 2 + 1d6 ⇒ (9) + 8 + 2 + (1) = 20

The Concordance

Male LN Aphorite Sword Binder Wizard 5 Fighter 1 Eldritch Knight 1| HP60/60 | AC10 T10 FF10| CMD 17 | Fort 8 Ref 2 Will 7 | Speed 30ft | Initiative +2| Conditions:
Prepared Spells:

Knowledge Engineering: 1d20 + 10 ⇒ (5) + 10 = 15
Grandblade isn't quite sure of any ideas, so he will go in for the lifting and help out his comrade Melea.
Strength Aid DC10: 1d20 + 3 ⇒ (19) + 3 = 22


Witch's Winter Holiday

Melea and Grandblade heave the repaired sarcophagus out of the pit, staggering slightly under the weight of the massive stone block. The skeleton inside rattles, but does not break again from the rough landing. Based on the skid marks, Nicodemus suggests that the sarcophagus previously rested on the platform overlooking the pit.

Moving the sarcophagus (again) will require another Strength check.

What do you do?

Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

"Wait for a moment, my friends.
Nicodemus examines both the sarcophagus and both the path and intended final resting place, looking for traps or perhaps secret compartments.

Perception: 1d20 + 15 + 2 + 1d6 ⇒ (15) + 15 + 2 + (6) = 38
Add 2 for traps

Grand Lodge

Female Gnome Oracle (Pei Zin Practitioner) 7 | HP: 80/80 | AC 28 (T 11, FF 28) | CMB: 1 CMD: 11 | F:7 R:1 W:5 | Init -17 | Perc: 9 SM: 0 | Speed 15 ft. | Active Effects:

"How could any self respectin' Pafffinder do this ter a crypt. No wonder the bleedin' Quah were so angry. This is just..." Azra doesn't have words for this. Well, none for this company, at least.


Witch's Winter Holiday

Nicodemus does not spot anything dangerous or secretive in either the sarcophagus or its destination.

Silver Crusade

Female Aasimar (plumekith) Inquisitor 5/Evangelist 1 | AC 19/14/15 | HP 44/44 | CMD 19 | F +7, R +8, W +9 | Init +7 | Perception +12 | Resist Acid, Cold, Electricity 7
Galilah:
AC 22/15/17 (24/17/19) | HP 37/37 | CMD 23 | F +6, R +9, W +2 | Perc +5
Conditions:
Bull Aspect

Melea keeps moving the sarcophagus. "We can only hope whatever he has eluded our divinations with renders him penniless."

Strength: 1d20 + 3 ⇒ (14) + 3 = 17

The Concordance

Male LN Aphorite Sword Binder Wizard 5 Fighter 1 Eldritch Knight 1| HP60/60 | AC10 T10 FF10| CMD 17 | Fort 8 Ref 2 Will 7 | Speed 30ft | Initiative +2| Conditions:
Prepared Spells:

Granblade also gets to work with the lifting.
Strength: 1d20 + 3 ⇒ (18) + 3 = 21

The Exchange

f Picture of Filicitas Felicitas Aurora, Aasimar (Azata-Touched), varisian mother. Bard 5/Inspired Blade 1
Spoiler:
AC 18/T13/FF14 HP 33/35 F+4 R+10 W+5 Init +5 SM +14 /Perception +4

AidStr: 1d20 + 0 ⇒ (20) + 0 = 20


Witch's Winter Holiday

Between the three of them, Melea, Grandblade, and Filicitas push the sarcophagus back onto the platform. As they wait, the other Pathfinders take a moment to investigate the doorway to the west. A large, mostly empty room featuring two statues and an incomplete staircase lies beyond - but it seems to have been spared the ravages of Lumketul's archeology.

To the south, the hallways twists and turns before branching in several different directions. To the east is the room of broken pillars that connects to the entryway. The Pathfinders continue instead to the west, finding a small chamber filled with empty crates before turning north. Pottery shards in a variety of vibrant hues litter the floor in the next room, some scattered on the steps of another incomplete staircase to the north. Another door leaves the chamber to the west.

Reassembling the pots here will require sorting the fragments correctly, either with an Appraise or relevant Craft/Profession check to separate the pots or Sleight of Hand to carefully assemble the pieces by hand before applying the [i]scavenger's stone[i].

What do you do?

Silver Crusade

Male Oread M Oread Spiritualist [HP 38/38, AC 16 /ff 14 /t 12, Fort +7, Ref +4, Will +9, Init +2, Per +5, Spd 20'

Bielsi is relieved when he finds a set of statues that have not been subjected to Lumketul's attentions.

"He probably realized he couldn't move them and thus couldn't steal them so he didn't bother with them," Zarisha points out, cynically.

Bielsi glares at her because he's sure she's right, now that she's said it.

When they get to the room full of shards, he kneels, carefully picking a few up. He has no clue how this tragic jigsaw puzzle goes back together though. Were it parchment, he might be able to help. As it is, he can do little more than rise and back away, looking hopefully at his fellow agents.

Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

As Nicodemus searches through the pieces, he also searches for inspiration within himself.

Sleight of Hand: 1d20 + 10 + 2 + 1d6 ⇒ (17) + 10 + 2 + (2) = 31
spend inspiration point

Grand Lodge

Female Gnome Oracle (Pei Zin Practitioner) 7 | HP: 80/80 | AC 28 (T 11, FF 28) | CMB: 1 CMD: 11 | F:7 R:1 W:5 | Init -17 | Perc: 9 SM: 0 | Speed 15 ft. | Active Effects:

"I 'eal blokes, not pottery. It's blokes like this that make other blokes 'ate the society." Azra is getting visibly furious at the sights of the tomb.

Silver Crusade

Female Aasimar (plumekith) Inquisitor 5/Evangelist 1 | AC 19/14/15 | HP 44/44 | CMD 19 | F +7, R +8, W +9 | Init +7 | Perception +12 | Resist Acid, Cold, Electricity 7
Galilah:
AC 22/15/17 (24/17/19) | HP 37/37 | CMD 23 | F +6, R +9, W +2 | Perc +5
Conditions:
Bull Aspect

Downcast, Melea jots the room's contents onto a list of items to be mended with the stone.


Witch's Winter Holiday

Nicodemus takes several minutes to sort the fragments, comparing individual pieces to carefully construct a red-glazed pot decorated with blue and grey fish motifs like a three-dimensional jigsaw puzzle. He looks to Melea as he places the last piece carefully, and as the aasimar gingerly runs the scavenger's stone along its side the cracks fade like snow evaporating in the springtime. Emboldened (and with fewer pieces to sort through), the Pathfinders restore the rest of the remaining jars in less and less time.

The next chamber holds a pit of flame in its center, suffusing the area with a faint glow. As the Pathfinders funnel through the only entrance to the room, some of them spot writing around the edge of the brazier in Shoanti script.

Perception:
Azra: 1d20 + 9 ⇒ (19) + 9 = 28
Bielsi: 1d20 + 5 ⇒ (6) + 5 = 11
Zarisha: 1d20 + 6 ⇒ (4) + 6 = 10
Felicitas: 1d20 + 4 ⇒ (9) + 4 = 13
Grandblade: 1d20 + 4 ⇒ (9) + 4 = 13
Melea: 1d20 + 12 ⇒ (7) + 12 = 19
Galilah: 1d20 + 5 ⇒ (19) + 5 = 24
Nicodemus: 1d20 + 15 + 1d6 ⇒ (13) + 15 + (4) = 32

Azra, Nicodemus:
As you look closer at the brazier, you notice the light coming from it start to weaken. It's another haunt!

Round 1! Bold may act!
Azra
Bielsi
Zarisha
Felicitas
Grandblade
Melea
Galilah
Nicodemus

Environmental Effects:
- Token placement is only to indicate in/out of room - any character can change between the two locations with a double-move action

What do you do?

Grand Lodge

Female Gnome Oracle (Pei Zin Practitioner) 7 | HP: 80/80 | AC 28 (T 11, FF 28) | CMB: 1 CMD: 11 | F:7 R:1 W:5 | Init -17 | Perc: 9 SM: 0 | Speed 15 ft. | Active Effects:

"Bloody hell. More ghosts!"

Azra channels to harm. (DC 17 half)

Damage: 4d6 ⇒ (2, 4, 1, 3) = 10

Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

Kn-Religion: 1d20 + 8 + 1d6 ⇒ (20) + 8 + (6) = 34
If this haunt is susceptible to positive energy:
Nicodemus hurls a flask of holy water at the brazier.
range touch: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
holy water dmg: 2d4 ⇒ (2, 3) = 5


Witch's Winter Holiday

Nicodemus watches as the energy radiating off Azra seems affectless and decides to hold onto his flask of holy water. The flame in the brazier suddenly extinguishes, plunging the room into supernatural darkness that not even the children of outsiders can see through.

Azra Will vs Fear: 1d20 + 5 ⇒ (5) + 5 = 10
Bielsi Will vs Fear: 1d20 + 9 ⇒ (11) + 9 = 20
Zarisha Will vs Fear: 1d20 + 4 ⇒ (9) + 4 = 13
Felicitas Will vs Fear: 1d20 + 5 ⇒ (18) + 5 = 23
Grandblade Will vs Fear: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Melea Will vs Fear: 1d20 + 9 ⇒ (17) + 9 = 26
Galilah Will vs Fear: 1d20 + 2 ⇒ (2) + 2 = 4
Nicodemus Will vs Fear: 1d20 + 4 ⇒ (7) + 4 = 11

Azra:
You are shaken by the sudden loss of sight. You cannot see, but you feel wind on your face and hear rustling leaves. You flail about, calling for your companions - but nothing answers besides the burble of running water nearby. You are alone, and this does not seem like you are inside the sepulcher anymore.

A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.

You are shaken. You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.

Bielsi:
You cannot see, but you feel wind on your face and hear rustling leaves. You flail about, calling for your companions - but nothing answers besides the burble of running water nearby. You are alone, and this does not seem like you are inside the sepulcher anymore.

A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.

You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.

Zarisha:
You are shaken by the sudden loss of sight. You cannot see, but you feel wind on your face and hear rustling leaves. You flail about, calling for your companions - but nothing answers besides the burble of running water nearby. You are alone, and this does not seem like you are inside the sepulcher anymore.

A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.

You are shaken. You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.

Filicitas:
You cannot see, but you feel wind on your face and hear rustling leaves. You flail about, calling for your companions - but nothing answers besides the burble of running water nearby. You are alone, and this does not seem like you are inside the sepulcher anymore.

A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.

You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.

Grandblade:
You cannot see, but you feel wind on your face and hear rustling leaves. You flail about, calling for your companions - but nothing answers besides the burble of running water nearby. You are alone, and this does not seem like you are inside the sepulcher anymore.

A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.

You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.

Melea:
You cannot see, but you feel wind on your face and hear rustling leaves. You flail about, calling for your companions - but nothing answers besides the burble of running water nearby. You are alone, and this does not seem like you are inside the sepulcher anymore.

A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.

You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.

Galilah:
You are shaken by the sudden loss of sight. You cannot see, but you feel wind on your face and hear rustling leaves. You flail about, calling for your companions - but nothing answers besides the burble of running water nearby. You are alone, and this does not seem like you are inside the sepulcher anymore.

A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.

You are shaken. You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.

Nicodemus:
You are shaken by the sudden loss of sight. You cannot see, but you feel wind on your face and hear rustling leaves. You flail about, calling for your companions - but nothing answers besides the burble of running water nearby. You are alone, and this does not seem like you are inside the sepulcher anymore.

A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.

You are shaken. You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.

Round 2! Bold may act!
Azra
Bielsi
Zarisha
Felicitas
Grandblade
Melea
Galilah
Nicodemus

Environmental Effects:
- Token placement means nothing at this point

What do you do?

The Concordance

Male LN Aphorite Sword Binder Wizard 5 Fighter 1 Eldritch Knight 1| HP60/60 | AC10 T10 FF10| CMD 17 | Fort 8 Ref 2 Will 7 | Speed 30ft | Initiative +2| Conditions:
Prepared Spells:

Grandblade's Efforts:

Lost, alone, and more than confused, Grandblade contemplates how to handle this situation. He decides to use his Anytool in a hook form and use it to help hold himself up on the jump.

He takes a few steps backwards, and then sprints forward as fast as he can. He takes a leap...

Acrobatics: 1d20 ⇒ 18

He planned for a possible collision into the wall and possible failure. If he can just reach the opposite part of the chasm and reach the wall, then he can use his hook tool to climb the rest of the way up.
Climb: 1d20 + 9 ⇒ (17) + 9 = 26

Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

Nicodemus' actions:
Rarely one to hesitate, no matter the danger, Nicodemus takes the leap.
Acrobatics: 1d20 + 15 ⇒ (17) + 15 = 32

Silver Crusade

Female Aasimar (plumekith) Inquisitor 5/Evangelist 1 | AC 19/14/15 | HP 44/44 | CMD 19 | F +7, R +8, W +9 | Init +7 | Perception +12 | Resist Acid, Cold, Electricity 7
Galilah:
AC 22/15/17 (24/17/19) | HP 37/37 | CMD 23 | F +6, R +9, W +2 | Perc +5
Conditions:
Bull Aspect

Melea's Efforts:
Undeterred, Melea hopes her only option, crossing whatever physical or mental "chasm" she faces, will fix the problem.

If allowed, will activate Tiger Aspect as a swift action for +1 on the below roll.

Acrobatics, ACP: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18

Galilah's Efforts:
Galilah is baffled and swept up in primal, animal fear. But she "sees" the way out, and is obviously good at jumping.

Acrobatics, shaken: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25

Silver Crusade

Male Oread M Oread Spiritualist [HP 38/38, AC 16 /ff 14 /t 12, Fort +7, Ref +4, Will +9, Init +2, Per +5, Spd 20'

Bielsi's Efforts:
Given his chosen vocation, it is hard to be absolutely sure if what he's experiencing is all in his head or if he's been transported somewhere.

He assumes the latter, given the circumstances, though. That doesn't change much but at least he doesn't have to worry about getting back to where he was once he overcomes this problem.

He has little hope of getting across the chasm, but there isn't much other choice.

Acrobatics minus ACP: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19

"We have to get the wolf statue back where it goes!" he shouts, not sure if he's the only one who's been engulfed in darkness and exile. For all he knows, he's laying on the floor with his companions standing around him trying to help.

Zarisha's Efforts:
"Figures," Zarisha says, looking around at the nothingness around her. It might be reassuring if it were not for the fact that it was a little too much like the gaping void she accidentally volunteered for that lead to her physical death. Oblivion is welcome, existing in nothingness is not.

Despite herself, and her usual stoicism, she finds herself breathing heavily, even though she doesn't breath. Her eyes dart around, trying to spot the source of the noises. The only thing she can sense is the chasm and as that is something she can do, she tries to leap across.

Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17

Grand Lodge

Female Gnome Oracle (Pei Zin Practitioner) 7 | HP: 80/80 | AC 28 (T 11, FF 28) | CMB: 1 CMD: 11 | F:7 R:1 W:5 | Init -17 | Perc: 9 SM: 0 | Speed 15 ft. | Active Effects:

Azra's actions:
What kind of rude trick is this!? Acrobatics? I can't do that! Even without the Armor! =P

Azra quickly looks to the walls, draws a scroll of Spider Climb from her person, moves to the walls, and casts the spell, ready to walk across the walls.

@GM:
If this is just an illusion of some sort, life link doesn't end.

Life mystery wrote:
This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

The Exchange

f Picture of Filicitas Felicitas Aurora, Aasimar (Azata-Touched), varisian mother. Bard 5/Inspired Blade 1
Spoiler:
AC 18/T13/FF14 HP 33/35 F+4 R+10 W+5 Init +5 SM +14 /Perception +4

Felicitas action:
Hearing the bark Felicitas takes a deep breath, goes back a few steps and takes a leap of faith.
Acro: 1d20 + 20 ⇒ (2) + 20 = 22


Witch's Winter Holiday

Azra:
You slowly make your way across the chasm, carefully finding handholds and footholds in the dark.

Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?

The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).

Bielsi:
You fling yourself into the darkness, not seeing the chasm wall until you slam into it full-force and fall. Time seems to stop for a moment as you seemingly hang in the darkness - then suddenly comes rushing back as you hit hard stone.

Falling damage: 3d6 ⇒ (2, 3, 5) = 10

Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?

The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).

Zarisha:
You fling yourself into the darkness, not seeing the chasm wall until you slam into it full-force and fall. Time seems to stop for a moment as you seemingly hang in the darkness of oblivion - then suddenly comes rushing back as you hit hard stone.

Falling damage: 3d6 ⇒ (3, 2, 1) = 6

Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?

The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).

Filicitas:
You fling yourself into the darkness, not seeing the chasm wall until you slam into it full-force and fall. Time seems to stop for a moment as you seemingly hang in the darkness - then suddenly comes rushing back as you hit hard stone.

Falling damage: 3d6 ⇒ (3, 6, 1) = 10

Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?

The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).

Grandblade:
You fling yourself into the darkness, not seeing the chasm wall until you slam into it full-force and fall. Time seems to stop for a moment as you seemingly hang in the darkness - then suddenly comes rushing back as you hit hard stone.

Falling damage: 3d6 ⇒ (1, 5, 2) = 8

Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?

The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).

Melea:
You embrace the tiger within and fling yourself into the darkness, not seeing the chasm wall until you slam into it full-force and fall. Time seems to stop for a moment as you seemingly hang in the darkness - then suddenly comes rushing back as you hit hard stone.

Falling damage: 3d6 ⇒ (3, 6, 6) = 15

Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?

The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).

Galilah:
You fling yourself into the darkness, deftly landing on the other side of the chasm.

Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?

The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).

Nicodemus:
You fling yourself into the darkness, deftly landing on the other side of the chasm.

Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?

The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).

"Round" 3! Bold may act!
Azra
Bielsi
Zarisha
Felicitas
Grandblade
Melea
Galilah
Nicodemus

Environmental Effects:
- Token placement means nothing at this point

What do you do?

Silver Crusade

Male Oread M Oread Spiritualist [HP 38/38, AC 16 /ff 14 /t 12, Fort +7, Ref +4, Will +9, Init +2, Per +5, Spd 20'

Bielsi:
"Ow!" Bielsi shouts as he hits wall, then floor. Painfully, he hauls himself up off the ground.

"I normally have a great deal of sympathy for lost spirits, friend, but this is just annoying!" he calls out to whatever is causing this.

It just takes one look for him to know that the log isn't going to stay in place properly.

He strokes his bare chin thoughtfully. "The one thing I haven't studied is how to build things. But maybe if I push..."

Strength Check: 1d20 + 2 ⇒ (2) + 2 = 4

He's pretty sure that isn't right but doesn't have much other choice but to try especially as he is suddenly feeling sick and weak, his cheeks and eyes sinking, his breathing coming laboriously, his muscles feeling rubbery because...

Zarisha:
It is fortunate that Bielsi cannot hear Zarisha as she falls. She is cursing him rather roundly and thoroughly. [b]"Why did that fool manifest my ectoplasmic form? If I was ethereal this would be so much easier!"

Of course, how he was supposed to know that would be more useful in this situation...not to mention the fact that her ectoplasmic form was much more useful in the ogre battle makes no difference to her.

Still, in her irritation, when she sees the log and realizes that she's going to need to wrestle it in place, she feels no compunction about drawing lifeforce through their link together, growing bigger and stronger.

Strength Check with Usurping Manifestation: 1d20 + 2 ⇒ (2) + 2 = 4

She releases the hold, shrinking back down to her normal size before crossing.

Silver Crusade

Female Aasimar (plumekith) Inquisitor 5/Evangelist 1 | AC 19/14/15 | HP 44/44 | CMD 19 | F +7, R +8, W +9 | Init +7 | Perception +12 | Resist Acid, Cold, Electricity 7
Galilah:
AC 22/15/17 (24/17/19) | HP 37/37 | CMD 23 | F +6, R +9, W +2 | Perc +5
Conditions:
Bull Aspect

Melea:
Melea heaves herself into a standing position and tries to reposition the log.

Strength: 1d20 + 2 ⇒ (4) + 2 = 6

Galilah:
Galilah hits a log with mighty bats, as if to push it off a table the riverbanks could symbolize in this sightless world.

Strength, shaken: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6

Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

Nicodemus:
Nicodemus, as always, relies on his strength of his wits, rather than the strength of his arms. Kn-Engineering: 1d20 + 8 + 1d6 ⇒ (12) + 8 + (1) = 21

The Concordance

Male LN Aphorite Sword Binder Wizard 5 Fighter 1 Eldritch Knight 1| HP60/60 | AC10 T10 FF10| CMD 17 | Fort 8 Ref 2 Will 7 | Speed 30ft | Initiative +2| Conditions:
Prepared Spells:

Grandblade's Efforts:

Knowledge Engineering: 1d20 + 10 ⇒ (5) + 10 = 15
Oh crap.

Grand Lodge

Female Gnome Oracle (Pei Zin Practitioner) 7 | HP: 80/80 | AC 28 (T 11, FF 28) | CMB: 1 CMD: 11 | F:7 R:1 W:5 | Init -17 | Perc: 9 SM: 0 | Speed 15 ft. | Active Effects:

Azra's Actions:
...This part of the scenario is proving particularly expensive. Azra casts water walk and walks across the water.


Witch's Winter Holiday

Botting Filicitas

Azra:
I didn't catch this the first time, but could you explain how you're reading from a scroll in the dark?

Bielsi:
You push the log to a sturdier position. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below. As you are partway across, the log suddenly comes loose, dumping you into the icy water that drags you across the rocks and stones of the riverbed before depositing you on a large boulder in the middle of the stream.

Damage: 3d6 ⇒ (5, 5, 2) = 12

The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.

A Climb check would the most straightforward method of ascent, but perhaps you have another idea?

(-22)

Zarisha:
You push the log to a sturdier position. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below. As you are partway across, the log suddenly comes loose, dumping you into the icy water that drags you across the rocks and stones of the riverbed before depositing you on a large boulder in the middle of the stream.

Damage: 3d6 ⇒ (1, 5, 4) = 10

The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.

A Climb check would the most straightforward method of ascent, but perhaps you have another idea?

(-16, Shaken)

Filicitas:
Knowledge (engineering): 1d20 + 8 ⇒ (17) + 8 = 25

You feel around on the ground and find several stones to wedge under the log. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below.

The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.

A Climb check would the most straightforward method of ascent, but perhaps you have another idea?

(-10)

Grandblade:
You feel around on the ground and find several stones to wedge under the log. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below. As you are partway across, the log suddenly comes loose, dumping you into the icy water that drags you across the rocks and stones of the riverbed before depositing you on a large boulder in the middle of the stream.

Damage: 3d6 ⇒ (2, 5, 2) = 9

The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.

A Climb check would the most straightforward method of ascent, but perhaps you have another idea?

(-17)

Melea:
You push the log to a sturdier position. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below. As you are partway across, the log suddenly comes loose, dumping you into the icy water that drags you across the rocks and stones of the riverbed before depositing you on a large boulder in the middle of the stream.

Damage: 3d6 ⇒ (2, 2, 6) = 10

The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.

A Climb check would the most straightforward method of ascent, but perhaps you have another idea?

(-16)

Galilah:
You push the log to a sturdier position. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below. As you are partway across, the log suddenly comes loose, dumping you into the icy water that drags you across the rocks and stones of the riverbed before depositing you on a large boulder in the middle of the stream.

Damage: 3d6 ⇒ (2, 5, 5) = 12

The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.

A Climb check would the most straightforward method of ascent, but perhaps you have another idea?

(-12, Shaken)

Nicodemus:
You push the log to a sturdier position. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below. As you are partway across, the log suddenly comes loose, dumping you into the icy water that drags you across the rocks and stones of the riverbed before depositing you on a large boulder in the middle of the stream.

Damage: 3d6 ⇒ (3, 1, 6) = 10

The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.

A Climb check would the most straightforward method of ascent, but perhaps you have another idea?

(-10, Shaken)

"Round" 4! Bold may act!
Azra
Bielsi
Zarisha
Felicitas
Grandblade
Melea
Galilah
Nicodemus

Environmental Effects:
- Token placement means nothing at this point

What do you do?

Silver Crusade

Female Aasimar (plumekith) Inquisitor 5/Evangelist 1 | AC 19/14/15 | HP 44/44 | CMD 19 | F +7, R +8, W +9 | Init +7 | Perception +12 | Resist Acid, Cold, Electricity 7
Galilah:
AC 22/15/17 (24/17/19) | HP 37/37 | CMD 23 | F +6, R +9, W +2 | Perc +5
Conditions:
Bull Aspect

Melea:
Devoid of other options, Melea's features shift slightly to mirror those of a monkey. She begins the slow and arduous climb.

Activating Monkey Aspect for +4 Climb.

Climb: 1d20 + 2 - 2 + 4 ⇒ (18) + 2 - 2 + 4 = 22

Galilah:
More of an adroit climber and simple mind than her master, Galilah keeps climbing.

Can I adjust Galilah's Animal Aspect from wherever we are? It doesn't seem to have a range limit, so I assume it'd still work as long as we're on the same plane. If so, +3 to the below roll.

Climb: 1d20 + 7 - 3 ⇒ (4) + 7 - 3 = 8

Silver Crusade

Male Oread M Oread Spiritualist [HP 38/38, AC 16 /ff 14 /t 12, Fort +7, Ref +4, Will +9, Init +2, Per +5, Spd 20'

Bielsi's efforts:
Bielsi drags himself out of the icy water, actually relieved. At least it wasn't deeper. He could easily have drowned if there had been any real depth to the water. Growing up in the desert didn't exactly give one a lot of chances to practice swimming.

Of course, he's shivering and battered. He uses his wand to heal himself before attempting what he is relatively sure will be a no more successful climb.

CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4

Climb minus ACP: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6

Zarisha's Efforts:
Zarisha feels her ectoplasmic body being battered and growing ever more tenuous as she is dragged through the river bed by the water. Why is she even bound to this world in this way? Why can she not float above it?

That would certainly make the next step easier...

Climb minus shaken: 1d20 + 1 - 2 ⇒ (6) + 1 - 2 = 5

Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

Nicodemus:
Nico summons inspiration and all the derring-do he can muster as he attempts the climb.
An Inspired Climb of Derring do: 1d20 + 4 + 1d6 + 1d6 ⇒ (10) + 4 + (3) + (1) = 18

The Concordance

Male LN Aphorite Sword Binder Wizard 5 Fighter 1 Eldritch Knight 1| HP60/60 | AC10 T10 FF10| CMD 17 | Fort 8 Ref 2 Will 7 | Speed 30ft | Initiative +2| Conditions:
Prepared Spells:

Grandblade's Efforts:

The Aphorite tries again to tackle the problem, but this time going with a climb out.
Climb: 1d20 + 9 ⇒ (13) + 9 = 22

The Exchange

f Picture of Filicitas Felicitas Aurora, Aasimar (Azata-Touched), varisian mother. Bard 5/Inspired Blade 1
Spoiler:
AC 18/T13/FF14 HP 33/35 F+4 R+10 W+5 Init +5 SM +14 /Perception +4

Felicitas:
Seeing the sheer wall Felictas sighs. Knowing this will be very hard she takes a deep breath and takes a bit panache to help her with the climb.Climb: 1d20 + 1d6 + 0 ⇒ (10) + (5) + 0 = 15

Grand Lodge

Female Gnome Oracle (Pei Zin Practitioner) 7 | HP: 80/80 | AC 28 (T 11, FF 28) | CMB: 1 CMD: 11 | F:7 R:1 W:5 | Init -17 | Perc: 9 SM: 0 | Speed 15 ft. | Active Effects:

Azra's stuff:
Crap. You're right. I'm used to darkvision. Azra does have an Ioun Torch if she can use it.


Witch's Winter Holiday

Azra:
Unfortunately, the ioun torch does little to illuminate your surroundings.

Strength: 1d20 - 1 ⇒ (6) - 1 = 5

With few other options, you push the log to a sturdier position. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below. As you are partway across, the log suddenly comes loose, dumping you into the icy water that drags you across the rocks and stones of the riverbed before depositing you on a large boulder in the middle of the stream.

Damage: 3d6 ⇒ (2, 2, 4) = 8

The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it. Slowly, you find footholds and handholds by touch until you pull yourself over the edge of the cliff.

(-8)

Bielsi:
You begin making your way up the cliff face, but as you reach for the next handhold the stone beneath your foot crumbles away and you tumble down the cliff, hitting the rocky ground below with a solid thump.

Damage: 3d6 ⇒ (3, 3, 4) = 10

(-28)

Zarisha:
You begin making your way up the cliff face, but as you reach for the next handhold the stone beneath your foot crumbles away and you tumble down the cliff, hitting the rocky ground below with a solid thump.

Damage: 3d6 ⇒ (6, 4, 4) = 14

(-30)

Filicitas:
You begin making your way up the cliff face, but as you reach for the next handhold the stone beneath your foot crumbles away and you tumble down the cliff, hitting the rocky ground below with a solid thump.

Damage: 3d6 ⇒ (4, 5, 5) = 14

(-24)

Grandblade:
You begin making your way up the cliff face, taking your time and carefully testing each handhold and foothold before proceeding. After what feels like an eternity, your hands find the top of the cliff and you pull yourself up.

(-17)

Melea:
You begin making your way up the cliff face, taking your time and carefully testing each handhold and foothold before proceeding. After what feels like an eternity, your hands find the top of the cliff and you pull yourself up.

(-16)

Galilah:
You begin making your way up the cliff face, but as you reach for the next foothold the stone beneath your paw crumbles away and you tumble down the cliff, hitting the rocky ground below with a solid thump.

Damage: 3d6 ⇒ (3, 1, 6) = 10

(-22)

Nicodemus:
You begin making your way up the cliff face, but as you reach for the next handhold the stone beneath your foot crumbles away and you tumble down the cliff, hitting the rocky ground below with a solid thump.

Damage: 3d6 ⇒ (3, 1, 2) = 6

(-16)

As suddenly as they died, the flames suddenly reappear and illuminate the stone walls of the sepulcher.

What do you do?

Silver Crusade

Male Oread M Oread Spiritualist [HP 38/38, AC 16 /ff 14 /t 12, Fort +7, Ref +4, Will +9, Init +2, Per +5, Spd 20'

"Well...that was unpleasant," Bielsi comments as the darkness disappears and the fire springs back up.

He looks around for the appropriate place to put the wolf statue before something else unpleasant happens.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Silver Crusade

Female Aasimar (plumekith) Inquisitor 5/Evangelist 1 | AC 19/14/15 | HP 44/44 | CMD 19 | F +7, R +8, W +9 | Init +7 | Perception +12 | Resist Acid, Cold, Electricity 7
Galilah:
AC 22/15/17 (24/17/19) | HP 37/37 | CMD 23 | F +6, R +9, W +2 | Perc +5
Conditions:
Bull Aspect

Melea checks to see if the many wounds she has accrued are still there. If everyone else is in similar shape, she looks expectantly at Azra.

The Concordance

Male LN Aphorite Sword Binder Wizard 5 Fighter 1 Eldritch Knight 1| HP60/60 | AC10 T10 FF10| CMD 17 | Fort 8 Ref 2 Will 7 | Speed 30ft | Initiative +2| Conditions:
Prepared Spells:

"That was painful." He says to himself. "Anyone else able to hear me?"

Can we hear/see each other again?


Witch's Winter Holiday

Yes, things are back to normal now. Well, as normal as Pathfinder ever is. X-D And yes, the wounds are very much still present.

As Bielsi places the wolf statue next to the flame pit, another vision washes over the Pathfinders:

A young Shoanti hunter sits atop a cliff overlooking a sprawling forest. A massive wolf lies next to him, head on her paws. The hunter and the wolf get up and turn to walk away as the sun rises, bathing the forest in its orange glow.

A sense of peace washes over the Pathfinders as hackles they didn't realized were raised slowly lower.

What do you do?

Silver Crusade

Male Oread M Oread Spiritualist [HP 38/38, AC 16 /ff 14 /t 12, Fort +7, Ref +4, Will +9, Init +2, Per +5, Spd 20'

Bielsi reviews the notes they have. "I think that's it," he says. "Other than repairing Hearth Keeper's stone and trying to figure out what to do with the pillars in that second room. Maybe there's a safe way to approach it from this direction."

He looks questioningly at his companions, knowing at least one of them has been keeping a list of tasks to go back to complete.

Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

Nicodemus dramatically smacks himself in the forehead. "Losing my stalwart companion Patsy has left me a bit out of sorts. Please excuse my inattentiveness."

Nicodemus quickly pulls out his notes from the mission briefing. "Ah yes, we should have returned the ring to the skeleton whose remains we restored in the round room. I was spending too much time admiring the strength of my compatriots, instead of using my own strong wits."

Nicodemus will lead the party back to the round room and place the scarab beetle ring on the hand of the skeleton. He'll do his best to judge which finger might have been the right one when the skeleton was alive.
Perception?: 1d20 + 15 + 1d6 ⇒ (13) + 15 + (3) = 31
If it should be a Knowledge check, reduce the result by 7. Not sure if there even is an appropriate skill for this one. Profession-mortician?

Grand Lodge

Female Gnome Oracle (Pei Zin Practitioner) 7 | HP: 80/80 | AC 28 (T 11, FF 28) | CMB: 1 CMD: 11 | F:7 R:1 W:5 | Init -17 | Perc: 9 SM: 0 | Speed 15 ft. | Active Effects:

"Did somebody say 'ealing?"

CHANNEL!

Channel Energy: 4d6 + 1 ⇒ (3, 6, 2, 1) + 1 = 13

"Any o' you blokes need some more stitches?"


Witch's Winter Holiday

As Filicitas and Grandblade life the sarcophagus lid, Nicodemus takes his best guess and slips the scarab ring onto one of the skeleton's fingers. Bielsi leads the way to the east, the Pathfinders finding the other side of the large room scattered with pillars and unsteady ceiling, and Melea pointing out one section right above the doorway that looks ready to fall.

What do you do?

Silver Crusade

Female Aasimar (plumekith) Inquisitor 5/Evangelist 1 | AC 19/14/15 | HP 44/44 | CMD 19 | F +7, R +8, W +9 | Init +7 | Perception +12 | Resist Acid, Cold, Electricity 7
Galilah:
AC 22/15/17 (24/17/19) | HP 37/37 | CMD 23 | F +6, R +9, W +2 | Perc +5
Conditions:
Bull Aspect

Melea passes up on further healing for the moment. She watches the fragile section for imminent collapse, and to find somewhere safe and close enough to use the scavenger's stone. "It would do to fix this, I believe. We have secured much already."

Perception: 1d20 + 12 + 5 ⇒ (11) + 12 + 5 = 28

The Exchange

f Picture of Filicitas Felicitas Aurora, Aasimar (Azata-Touched), varisian mother. Bard 5/Inspired Blade 1
Spoiler:
AC 18/T13/FF14 HP 33/35 F+4 R+10 W+5 Init +5 SM +14 /Perception +4

Felicitas quickly taps herself twice with her heal stick.
I take an average of 5 per use. If you prefer me to roll for heals out of combat, I can do so!

The Concordance

Male LN Aphorite Sword Binder Wizard 5 Fighter 1 Eldritch Knight 1| HP60/60 | AC10 T10 FF10| CMD 17 | Fort 8 Ref 2 Will 7 | Speed 30ft | Initiative +2| Conditions:
Prepared Spells:

Grandblade looks over the archway to see if there is a way to reinforce the structure.
Knowledge Engineering: 1d20 + 10 ⇒ (7) + 10 = 17

Sovereign Court

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7 | Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 | Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

Pondering Patsy's fate, Nicodemus will go ahead and ask his compatriots to finish healing the last of his wounds with his wand.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
With channel, that should top him off.

Then he turns to the task at hand.
Knowledge Engineering: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (1) = 18

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