[PFS2] 1-07 Flooded Kings Court (Inactive)

Game Master Pirate Rob

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Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Hearing the sound of battle ahead, Oskar hurries to join his comrades and reels with horror when he comes around the corner and spies Roumatha in the jaws of this savage beast!

He quickly begins to sing a song about two interbred lizards in hopes of boosting his friends' spirits, and then further yells menacingly at the Green lizard: "Shoo, shoo!"

Move ◆; Attempt Lingering Performance ◇ then Inspire Courage ◆; Attempt to Demoralize Green ◆.

Perform (sing) for Lingering Performance: 1d20 + 12 ⇒ (4) + 12 = 16

Hmm, not sure, but I think this is probably a fail (highest level in the group is level 3, which I think means a DC 18?), which means the inspire still works, but it is not lingering.

Everyone in the group gains +1 status bonus to attacks, damage, and saves vs fear;

Demoralize (Intimidate) vs Green, -4 penalty for (presumably) not sharing a common language: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12

However, it seems unlikely that a small artistically inclined halfling is going to be very menacing to these hungry giant lizards!


Aspenthar

Correct on the lingering difficulty.

The lizard doesn't even seem to notice Oskar yet, the party does feels inspired though.

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

As MugVug returns to ready position after raking the big green lizard he hears the reassuring melody coming from behind him. His resolve is bolstered and his initial fear of those large slavering teeth is replaced with confidence.

It is not my destiny to be food for this beast. No way! Halfling tastes sooo much better than goblin for sure!

MugVug looks back over his shoulder and grins at Oskar.

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

Inspired, Jaqard strides forward, dropping into a tiger crouch when he sees the great lizards. The half-orc launches into a blurring frenzy of strikes against Green.

Tiger Claw flurry (1): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Tiger Claw flurry (2): 1d20 + 8 + 1 - 4 ⇒ (6) + 8 + 1 - 4 = 11

slashing: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Green needs to make a DC 17 Fort save or be stunned 1 (stunned 3 on a crit fail)

Stride, Tiger Stance ◈, Flurry of Blows ◈ w/Stunning Fist.


Aspenthar

fort: 1d20 ⇒ 1

Jaqard slices into the lizard, severely disorientating it.

The white lizard bites and slams at its only target

jaws vs RoumathaFF: 1d20 + 12 ⇒ (2) + 12 = 14
tail slapFF: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9
tail slapFF: 1d20 + 12 - 8 ⇒ (18) + 12 - 8 = 22
bludgeoning damage: 1d6 + 6 ⇒ (3) + 6 = 9

Missing Roumatha with its first two attacks but finally landing a fairly powerful tail slap

Initiative
Roumatha (10/30) Grabbed
Green Lizard -27 (Stunned 3)
Oskar
MugVug
Jaqard
White Lizard+ -15

Roumatha is up!
[ooc]I believe Roumatha is still grappled until Green's turn. (Gonna keep Roumatha's turn separate here because of potential unknown things going on)

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Badly hurt but nevertheless inspired by the courage of his allies, Roumatha frantically tries to put down the lizard holding him.
Atk1: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 for 1d12 + 4 + 1 ⇒ (4) + 4 + 1 = 9 damage
Atk2: 1d20 + 8 + 1 - 5 ⇒ (15) + 8 + 1 - 5 = 19 for 1d12 + 4 + 1 ⇒ (10) + 4 + 1 = 15 damage
Atk3: 1d20 + 8 + 1 - 10 ⇒ (2) + 8 + 1 - 10 = 1 for 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8 damage

If he manages to bring it down, he will stride back behind the monks, giving himself a breather before resuming the assault on the white lizard.

EDIT: I realize I got it wrong which lizard was holding me...

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Which lizard is grabbing Roumatha? I'm confused about that too. Edit: nevermind, from Discussion it sounds like it's Green.


Aspenthar

GM Dice:
4d20 ⇒ (10, 17, 17, 7) = 51

Green was indeed the grappling one, my apologies for any confusion.

Roumatha's first attack is enough to take down the lizard that has him in its jaws. A second swing at the remaining lizard is a miss, but still leaves him and opening to retreat for now

Initiative
Roumatha (10/30)
Oskar
MugVug
Jaqard

White Lizard+ -15

Oskar, MugVug, & Jaqard are up!

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar quickly tries to patch the wounds of his friend Roumatha.
Battle Medicine, using Assurance for result of 15, healing 2d8
Healing on Roumatha: 2d8 ⇒ (6, 7) = 13
Roumatha is now immune to Oskar's Battle Medicine for 1 day.

Then, embarrassed about how out of tune his song was, he clears his throat and tries again, this time in a new key.
Performance (singing) for Lingering Composition, DC 18: 1d20 + 12 ⇒ (9) + 12 = 21
He nods to himself and begins to tap his foot in time with the tune.
+1 to attacks & dmg for everyone for 3 rounds

Finally, he takes aim with his bow and shoots an arrow at the remaining lizard.

shortbow, inspire: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
P dmg, inspire: 1d6 + 1 ⇒ (1) + 1 = 2

Inspire Courage: round 1 of 3

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

As Roumatha finishes off the green lizard beast MugVug turns his attention to the white lizard beast. With graceful cat-like strides MugVug maneuvers past Jaqard. (10 foot step)

MugVug's eyes widen as he notes the size of it's teeth. He deftly ducks underneath the slavering jaws and slashes at it's throat.

Right hand slash: 1d20 + 8 ⇒ (11) + 8 = 19 which does slashing damage: 2d8 + 6 ⇒ (7, 7) + 6 = 20
Left hand slash: 1d20 + 4 ⇒ (3) + 4 = 7 which does slashing damage: 2d8 + 6 ⇒ (8, 6) + 6 = 20

He then slides back next to Jaqard, away from those terrifying teeth, and raises his fists defensively. (10 foot step)

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

Ooh, I just realized those attacks should be at +1 to attack and damage.

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

Jaqard moves in to take on White next.

Tiger Claw flurry (1): 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Tiger Claw flurry (2): 1d20 + 8 + 1 - 4 ⇒ (6) + 8 + 1 - 4 = 11

slashing: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

White needs to make a DC 17 Fort save or be stunned 1 (stunned 3 on a crit fail)

Then tries a roundhouse kick.
boot to the head: 1d20 + 8 + 1 - 8 ⇒ (13) + 8 + 1 - 8 = 14 Doubtful, but just in case here's the damage roll.

slashing: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Step, Flurry of Blows ◈ w/Stunning Fist, Strike.


Aspenthar

Oskar patches up his teammate while inspiring the party and hitting the lizard!

Thanks to Oskar's inspiration MugVug barely connects with the lizard, but it's a telling blow, abet not quite enough to take down the quadrupedal lizard

Jaqard comes in with his own tiger claw which is enough however to finish off the lizard.

Out of combat

A quick search of the room reveals little that remains of use, a sledgehammer and a surprisingly mold free red beret. A small ivory jewelry box rounds out the total valuables in the room. A partially collapsed passage to the west looks like it had been a bit bigger before some sort of large creature passed though and collapsed the arch. A small creature would have no trouble getting through, while a medium would have to squeeze. It looks too small for the lizards in its current state however.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

"Thank you for patching me up, Oskar! I wish I could say that the lizard bit more than it could chew, but I think it would have managed."

Roumatha picks up the sledgehammer and weighs it in his hands.
"I wonder if this could be used to widen that passage", he muses.

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

MugVug picks up the beret, looks it over, dusts it off to make sure there are no lizard beast remains on it and then plops it on his head.

How does it look Oskar?

He then looks from Roumatha and his new sledgehammer to the passage. Why would we need to widen it? If we make it larger maybe more of those lizard beasts can get through. It seems plenty wide for me, I'm sure you can fit through too.

MugVug then heads down the passage. As he approaches the end he moves decidedly more cautiously and tries to sneak up and peak around the corner.

Stealth: 1d20 + 7 ⇒ (17) + 7 = 24

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar examines the jewel box, wondering what it might fetch at a shop he knows, and admires the tilt of the beret on MugVug's head as he gets ready to head back to the surface and a well-deserved victory meal, when he is startled to see MugVug head further into the depths.

"Where are you going? I thought the king wanted us to take care of the beast living in his basement? Done! And with a plus one thrown in for good measure. D'ya think we'll get paid extra for this mission?" Oskar asks hopefully.


Aspenthar

As a reminder from your briefing memo, your goal was to go explore the depths. The king was hiring you do deal with the big teeth monster, your payment was getting to explore. Sometimes Goblin logic is a little strange, as is Zusgut's failure to fully explain, probably assumed that Drenge told you more than he did.

Peeking further MugVug smells the strong scent of saltwater that hints at the daily flooding that washes through these sewers from the nearby sea, as do the occasional stranded fish or crustacean.

The walkways alongside the sewer are slick and damp, although relatively
clear of the normal waste found in a sewer. Nothing else nearby looks immediately dangerous.


Aspenthar

Said jewelry box and other associated treasure might pawn for about 2 treasure bundles...

Horizon Hunters

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Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Yep, understood about the mission. Just having fun with Oskar's "I'd rather be playing a gig at a pub" personality.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

To the north there's just a wall, right? So the only way forward right now is through the narrow west passage?

"I think the venture-captain mentioned that he expects us to encounter something evil here. I doubt the lizards or King Zusgut count."

Roumatha will wait a few moments to make sure MugVug doesn't scream for his life from beyond the passage, then slowly squeeze through as well, taking the sledgehammer with him.

"You're right about the lizards - but what if WE will need to get back as fast as possible?
By the way, MugVug, you look positively dashing in that beret. But I wonder who brought it here in the first place - has someone other than the goblins been here recently?"

He will continue his Track exploration activity beyond the passage.


Aspenthar

GM Dice:
3d20 ⇒ (5, 16, 20) = 41

Correct, the only way forward is to the west. As a note beyond the prop room it's dark, so now's a good time to sort out your light sources. Going to describe this next bit assuming we've done so. Also north will always be up unless explicitly described otherwise.

Pushing forward into the nearly flooded sewers assaults all your nostrils with strong smell of salt water more than anything else. The water is nearly 2feet deep and occasionally laps over the edge onto the walkway.

From here you can see the sewer stretching slightly upwards to the south, further than you can see.

To the north it slopes downslightly and opens up into some sort of large chamber.

Across the channel to the west is a wooden door built into a side alcove.

The constant flowing water makes tracking difficult. Roumatha does see some more signs of the lizards on this side but they are several days old at this point. Nobody else notices anything immediately hazardous.

The green wet central channels are all about 2 feet deep and difficult terrain. No need to track exact positions as we're in exploration mode, I did plop down a giant yellow arrow in case pointing at the map becomes helpful

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar sighs, shrugs, and easily skips through the opening with the others. I wonder what the pint o' the night is up at the old Twice Dipped Turducken - love that place - ah well, no point in thinking about such things till I put some heft in me purse...

Seeing how dark it is, Oskar activates the light cantrip on his wayfinder.

When Oskar sees how deep the water is, Oskar nervously retrieves his scroll of water breathing. "Two feet of water! Why, that's getting pretty deep, if you ask me! Maybe we should turn back..."

GM, what does the yellow arrow represent?

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar looks at MugVug in shock. "Your beret! It has changed color! It must be magical - I hope it's not cursed!" Oskar casts Detect Magic.

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

MugVug grins at the compliments he receives for his new fancy hat. He poses slightly and says to Oskar,

If you ask me, Oskar, I think this hat would make me very attractive to some goblin ladies I met the other night. I bet they'd really like to meet a famous actor such as yourself too. When we get out of here I'm going to take you guys down to the Rusty Bucket for a good time.

MugVug then leaps over the channel and sneaks up to the door in the opposite wall. He gets up close and tries to listen for any noise on the other side and looks for a key hole to peep through.

Athletics: 1d20 + 7 ⇒ (7) + 7 = 14

Hidden Stealth:
Stealth: 1d20 + 7 ⇒ (8) + 7 = 15

Hidden Perception:
Perception: 1d20 + 4 ⇒ (4) + 4 = 8


Aspenthar

Yellow arrow is there to be helpful if we want to point at things

Sounds like a door. No keyhole or other apparent locking mechanism.

There is magic present other than what you've brought.

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar shares with the others that he can sense the presence of magic. "I'm pretty sure it's MugVug's new hat."

"The Rusty Bucket? Wow, I've heard that place is something else! Can't believe you could get us in there - count me in!"

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

MugVug takes the beret off of his head and starts checking it out. He turns it inside out and then back again, twists it in his hands, and inspects the threads and seams trying to figure out exactly what might be so special about this hat. He spends about a minute trying his best to figure out what might make this hat special.

Quick Identification:
You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes.

If Arcana/Occultism is the check:
Arcana/Occultism: 1d20 + 5 ⇒ (1) + 5 = 6

If Nature/Religion is the check:
Nature/Religion: 1d20 + 4 ⇒ (10) + 4 = 14

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

Jaqard noiselessly follows MugVug over the channel, the words of the Great Teacher, Qi Lo Ni, in his head: Let no one go alone when you can join them on the journey.

As the goblin investigates his new fashion accessory, the half-orc glides past him and the apparent door, watching and listening for trouble.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Roumatha jumps over to the door too.
Athletics DC10: 1d20 + 8 ⇒ (9) + 8 = 17
If this door is sealed, perhaps there is another way in from behind the corner?


Aspenthar

Just to be clear in case it comes up in combat, with a speed of 30 feet you could Leap across the gap, If you were slower than that it'd be a DC 15 Long Jump and you'd also need a running start in the direction you were jumping. At the moment no consequence of going through the water other than soggy boots.

MugVug have magic hat, MugVug however doesn't know what Red CapHat does, other than look nice.

The door is easy enough to open and reveals a small flights of stairs down to a chamber. There tall stone cylinders stand in a line in the center of this chamber.

Broken pipes protrude from the ceiling above the cylinders, rusted and covered in green algae. Every few moments, one of the cylinders makes a feeble grinding sound and a dribble of water flows down from the top of the cylinder and drips to the floor.

Crafting or Thievery to Recall Knowledge:

15+
Spoiler:
These were once sump pumps, quite powerful ones but seem to have been rendered permanently inoperable by the massive earthquake that waterlogged much of the puddles..

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

MugVug stops inspecting the hat, shrugs, and then plops it back jauntily on his head. He then pushes himself through his companions so he can get a good look down the stairs.

Oooh...I wonder what's down there? Should we investigate?

Thievery to Recall Knowledge: 1d20 + 7 ⇒ (9) + 7 = 16

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar watches his friends easily jump across the gap, looks down at the to-him-quite-deep water, looks over his shoulder as if a waitress from the Rusty Bucket might be coming for his order, sighs to see that no one is there, says a quick prayer for some divine guidance, and then backs up to get a running start, and leaps...

Long Jump, Athletics DC 15, guidance: 1d20 - 1 + 1 ⇒ (18) - 1 + 1 = 18

When he sails through the air and lands on his - dry - feet, he couldn't be more pleased with himself. Not waiting for applause, he bows in every direction and begins to compose a new ode in his own honor to commemorate the feat.

Btw, this is reminding me that I spent a focus point on Lingering Composition back in the lizard fight. Any reason why we couldn't have spent 10 minutes to refocus after that? And was anyone still wounded after that fight?


Aspenthar

No problem spending the 10 minutes to refocus there while the room was getting searched etc. I think Roumatha is at 23/30 so if somebody else wanted to spend 10 minutes treating wounds, or if you wanted to rest an extra 10 Oskar could potentially do it.

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

DC 15 Medicine on Roumatha: 1d20 + 7 ⇒ (20) + 7 = 27 ooh, crit success
healing: 4d8 ⇒ (5, 8, 5, 8) = 26

There is always another path to reach your goal, if you are willing to take it, Jaqard says, responding to Roumatha's remark.

Thievery (Recall Knowledge): 1d20 + 8 ⇒ (5) + 8 = 13


Aspenthar

There doesn't appear to be anything to do with these strange devices.

To the west there are stairs up, gaining about half the elevation of the stairs you came down into the room. At the top of those stairs is a small landing and another wooden door.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

"Thank you Jaqard! I am more used to finding healing properties in plants, but I have some dried herb paste saved up and ready to return the favor."

Roumatha can heal using Natural Medicine too! I just thought to keep it until I'm below half again.

Roumatha is confused by the strange cylinders and decides to steer clear of them. Nevertheless, he observes: "whatever this is supposed to be, it doesn't look like it's working as intended, for better or worse."

He will examine the stairs and the door to see if it has any tracks or prints. still in the Tracking mode


Aspenthar

If it wasn't so wet you suspect this room would be quite dusty. No signs of use or traffic.

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

"Well, might as well see where these stairs lead..." Unless anything impedes him, Oskar will head towards the landing and the small door.


Aspenthar

Gm Dice:
3d20 ⇒ (13, 6, 6) = 25

It's a door, much like the one that brought you to this room. Eventually opening it reveals a sewer much like the first.

Horizon Hunters

Male Halfling Bard 7 | ◆ ◆◆ ◆◆◆ ◇ ↺ HP 76/76 | AC 25 | F +11 R +14 W +13 | Perc +13 (expert) | Stealth +11 | 25' speed | focus 3/3 | spells 1st 3/3, 2nd 3/3, 3rd 3/3 4th 2/2 staff 4/4 | Active Conditions: | Hero Points: 0 | Default Exploration: Search |

Oskar waits for the others to join him. "Might as well explore this way - seems as good as any..."

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

How are these doors being opened if they have no locks or handles - is it enough to simply push it?

Roumatha catches up to Oskar. "So far, so good - maybe it's just an old sewer after all. Let's just check what's up to the north before we call it a day."

Roumatha lacks darkvision and is untrained in Stealth, so he will stay the close to anyone with the light source.

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

Jaqard makes his way behind Oskar and Roumatha, making a noiseless, effortless leap to the other side of the new channel. Seeing nothing but a grate through which the sludge flows to his south, the half-orc turns his attention to the north.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Something is in his eye, though...

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

MugVug hustles to catch up to his companions keeping a wary eye on anything that might try sneaking up on them from behind. He stays on the same side of the channel as Roumatha but when he notices that he is squinting into the darkness he maneuvers around him and sneaks further north to get a look at what might be down that way.

Sneaky Goblin:
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9

Observant Goblin:
Perception: 1d20 + 4 ⇒ (2) + 4 = 6


Aspenthar

I was imagining handles built into the doors, just no locking mechanisms.

The sewer opens up into a rather unremarkable larger chamber. The sewer continues to the north and possibly the east as well.

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

Jaqard moves forward into the chamber, quiet as a mouse, making his way around the far edge (indicated by arrows, each represents a full Stride from Jaqard when in case something unseen happens).

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

MugVug follows Jaqard's lead and stalks, as quiet as a whispered breeze, and takes up a position across the channel.

He looks back into the gloom and motions for Oskar and Roumatha to follow them.

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Roumatha wants to yawn as he follows Jaqard along the empty tunnels and chambers, but suppresses the urge, not wishing to inhale any more stale sewer air than strictly necessary.


Aspenthar

No need to track exact placements and stride speed and such, we're in exploration mode. If/when we transition to encounter mode I'll make sure all the minis are in a reasonable position based on what's been going on.

About 50ft north of the chamber the walkways end but the sewer water drops off in some sort of waterwall.

To the east of the chamber were also more wallkways, likely heading to the first large chamber you saw/

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

"I don't particularly wish to jump down into that literal cesspit, I suggest to see if the walkways lead us somewhere interesting first."
Athletics: 1d20 + 8 ⇒ (20) + 8 = 28
Roumatha easily jumps to the eastern side of the channel and approaches the next corner.

Horizon Hunters

CN Male Monkey Goblin Monk 3 |HP 39/39 |AC 20 | F +8 R +10 W +7 | Perc +5 Stealth + 8| | 40' speed | Darkvision | Hero Points: 1

MugVug follows Roumatha, looking around in the gloom.

I wonder what we're looking for down here. Do you think it's just a bunch of old sewers? I wonder who this hat belonged to. Do you think he was eaten by one of those lizard beasts?

He kicks a pebble into the channel and watches it sink.

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