GM Elberion's From Shore to Sea [PFS] (Inactive)

Game Master GeraintElberion

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Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn cautiously enters, activating his own detect magic spell as he begins looking around.

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab will detect poison on the water.

If it is not poisonous then he will drink water from the pool.

He then moves forward on Parvaaz.


From Shore to Sea GM All-powerful dictator of reality 4

Waiting for Ischell to post, plus anything from Mist or Reginald, before moving things forward...

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

Those pools are giving me the heevey-jeebes. Something about them feels pretty off... evil even. I would, ya know, keep a little distance between them and you if you can.

Then, ignoring his own advice, he moves a couple of feet closer to continue to inspect the areas around the pool. Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Not getting any closer than 10-15 feet

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab then stays back and does not drink from the pool.

He still moves forward though.


From Shore to Sea GM All-powerful dictator of reality 4

As the group move forward warily, Ischell senses an evil presence And saves the party from a surprise round so they are ready when groups of skum surface from the water.

GM Screen:
Initiative
Initiative(Aaftaab): 1d20 + 9 ⇒ (11) + 9 = 20
Initiative (Parvaaz - always acts in surprise round): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Robyyn): 1d20 + 8 ⇒ (11) + 8 = 19
Initiative (Castinus): 1d20 + 7 ⇒ (3) + 7 = 10
Initiative (Reginald): 1d20 + 8 ⇒ (7) + 8 = 15
Initiative (Ischell): 1d20 + 4 ⇒ (1) + 4 = 5
Initiative (Mist): 1d20 + 7 ⇒ (19) + 7 = 26

pool a: 1d20 + 1 ⇒ (14) + 1 = 15
pool b: 1d20 + 1 ⇒ (2) + 1 = 3


From Shore to Sea GM All-powerful dictator of reality 4
The Skum in the Bath Round 1 wrote:

Mist
Aaftaab
Robyyn
Reginald

Skum around top pool

Ischell

Skum around southern pool

Bold up!

I'm going to play this as the skum's first action is to move out of the pool, so those going before the skum's first round hit them as they are still dragging their bodies over the edge.

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

”Big mistake you skum!!!“

Aaftaab 5ft steps with Parvaaz and attacks with his negative energy blade touch attack and his kukri by two weapon fighting.

He directs his attacks at the one in front of him and will redirect his attack if that one falls.

Touch Attack Void Kinetic blade with outflanking +15, negative energy hitting touch AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’, 2WF -2 / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 271d6 + 1 + 2d6 + 1d6 ⇒ (5) + 1 + (5, 3) + (4) = 18

Adamantine Kukri +1 with outflanking +16 slashing (1d3+6+3d6; 18-20/x2), To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’, 2WF -2, enhancement +1 / Damage: 1d3+ 6 Dex Finesse + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 161d3 + 6 + 3d6 ⇒ (1) + 6 + (4, 4, 1) = 16

He directs Parvaaz to attack!


Male N Large Roc | Animal Companion 7 (Bodyguard Archetype) | HP 39/39 | AC 30 T 13 FF 26 | CMB +11/+15 grapple, CMD 25 | F: +7, R: +9, W: +3/+7 vs. enchantment | Init: +4 | Perc: +7 Speed 20 ft., Fly 80 ft. | Active conditions: None

Parvaaz screeches and uses his claws and bites!

Bite : 1d20 + 12 ⇒ (4) + 12 = 161d6 + 11 + 1d6 ⇒ (6) + 11 + (4) = 21

Claw 1: 1d20 + 12 ⇒ (2) + 12 = 141d6 + 11 + 1d6 ⇒ (1) + 11 + (2) = 14

Claw 2: 1d20 + 12 ⇒ (11) + 12 = 231d6 + 11 + 1d6 ⇒ (1) + 11 + (3) = 15

To hit with power attack and outflank +12: Amulet of Mighty Fist +1, BAB +4, Str +6, Outflank +4, -2 power attack, Size -1
Damage with power attack +11+d6: Str +6, Power Attack +4, Amulet of Mighty Fist +1, +d6 Precise Strike

CMB +19 grapple* (BAB +4, Str +6, Size +1, Outflank +4) * Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.: 1d20 + 19 ⇒ (1) + 19 = 20

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

"Do you think they're pond skum?" Reginald cackles madly as he begins to rise ominously into the air. Oily sweat falls like strange rain on the ground below him, jostled loose by his belly-aching laughter.

Standard to activate Flight hex and move to ascend 15 ft. 4 out of 5 minutes used. :|

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn activates his aura of desecration, bringing an ominous gloom to an already unsettling situation. He retrieves his spell poppet from his robes, and prepares for action.

Actions:

Standard: activate aura of desecration
Move: retrieve Vaultkeeper


From Shore to Sea GM All-powerful dictator of reality 4

Aaftaab and Parvaaz tear their opponents to shreds, while Reginald takes to the air and Robyyn's stifling energies fill the air.

The Skum in the Bath Round 1 wrote:

Mist
Aaftaab
Robyyn
Reginald

Skum around top pool

Ischell

Skum around southern pool

Bold up!


From Shore to Sea GM All-powerful dictator of reality 4

These skum are just a speedbump to this party and we have lost time so...

The party quickly dispatch the skum. One even makes a break for it and ends up stuck on Castinus' blade.

GM Screen:
Perception
Perception (Aaftaab ): 1d20 + 10 ⇒ (18) + 10 = 28 +1 vs traps
Perception (Parvaaz): 1d20 + 7 ⇒ (2) + 7 = 9
Perception (Robyyn): 1d20 + 9 ⇒ (14) + 9 = 23 +2 in dim light
Perception (Castinus): 1d20 + 9 ⇒ (2) + 9 = 11
Perception (Reginald): 1d20 + 10 ⇒ (20) + 10 = 30
Perception (Casovir): 1d20 + 10 ⇒ (15) + 10 = 25
Perception (Ischell): 1d20 + 9 ⇒ (20) + 9 = 29
Perception (Mist): 1d20 + 7 ⇒ (19) + 7 = 26


From Shore to Sea GM All-powerful dictator of reality 4

The party easily locates a suit of +1 banded mail left behind in one of the pools, forged in the likeness of a prehistoric armor-plated fish. In addition, Reginald discovers a cache of six potions of levitate.

Forging forward, beyond the entry chamber lies a marvel of engineering. The interior of the complex is a deep, stepped well plunging to a dry basin below. Each level consists of a narrow walkway with steep stairs in the corners that lead to the level below, creating a spiraling descent to the bottom of the pit. Half of the structure is ruined, with debris littering large portions of the walkways.

conditions wrote:

The stepped, spiraling well is 90 feet deep. Each stepped level is 5 feet wide and drops 10 feet to the next level below.

The narrow, concentric ledges are slippery, adding +2 to the DC of Acrobatics checks made in the area. In addition, the ruined areas are steeply sloped with loose rubble and are considered rough terrain, adding +5 to the DC of Acrobatics checks made in those areas. The steep stairs between levels are considered severely sloped (+5 Acrobatics DC).

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

GM, how does flight interact with the terrain?


From Shore to Sea GM All-powerful dictator of reality 4

It is an open area, and you are out of the magical winds, so flight should be pretty effortless.

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

Reginald passes out the bottles to everyone. "Here you are, these potions should do the trick! Drink it, then step over the edge of the pit and will yourself to descend. Here, I'll demonstrate!"

Lol. At least I think the potions of levitate should allow us to descend? Not certain about how we'll get back up, but that's beyond the scope of how far in the future Reginald can think. XD

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab starts to fly down on Parvaaz to see what he finds at the bottom of the pit.

Hover DC 15 Parvaaz: 1d20 + 9 ⇒ (10) + 9 = 19

They hover 15 ft above the ground.

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab casts guidance and checks out his surroundings.

perception : 1d20 + 1 + 10 ⇒ (17) + 1 + 10 = 28 +1 vs traps

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn activates his flight hex, and makes his way to the bottom, joining Parvaaz with ease. "This is nothing for a sylph, really."

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

Following the direction of his companions- Ischell grabs a potion and drinks- after a quick test to ensure the potion functions as anticipated, he steps off the cliff and descends.


As Ischell is descending, you suddenly see a magical phenomenon ... colors and lights engulf Mist, Castinus and the Grippli and his Roc companion and suddenly they are all gone!

Second later the same lights and colors return and in front of you at the bottom of the pit a strong Shoanti warrior stands and it seems as if he is ready to fight!

Scarab Sages

”Crowe” | Male CN Medium (Shoanti) Human Bloodrager 7 | HP 74/74 (Rage +21/21)|DR 1/- | Rage: AC 16 / Normal: AC 18, T 12, FF 17 | CMD 24| F +8 R +5 W +5; +2 bonus vs. spells cast by self or an ally | Init +1 | Perc +10/w | Speed 40ft | Spells 1st: 0/2, 2nd: 0/2| Bloodrage 9/18 Elemental strikes 0/3 | Active Conditions: Enlarge, 4 mirror Images

A Shoanti man with broad shoulders and tribal tattoos stands motionless and looks at you.

When he starts speaking with a thick accent and deep voice the satisfaction to be able to compete is clearly evident.

"Do not worry fellow Pathfinders! Your companions were needed elsewhere and some of the wizards blinked them to the Grand Lodge! I am your replacement! But I am better than anybody! A test of blood and sweat ... I will enjoys this mission. You should be happy to have me with you - the gods blessed me with primal energies that no one can take away from me."

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

"Well, ahhh, sure. I guess. What the Decemvirate wants, the Decemvirate gets; that's always been true." Robyyn looks annoyed at this sudden change, but clearly has no interest wasting time being too bothered by it. They weren't going to stop slowly becoming one of these strange skum creatures. Best to focus on the solution.

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

"Oh my! Aaftaab, I'd swear you've gotten taller!" Reginald beams with delight at the Shoanti man as he levitates himself down into the pit. "What a lovely magic trick! You really must show me how you did it sometime."

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

"Alright dude. I am Ischell- pleasure to meet you. It's like... you just appeared or something. Thats pretty wild."

With a lazy flick of the his wrist, he spins his Kama in a wide loop before catching it and tucking it back into his belt.

"Weren't we, like, off to do something?"


Crowe gives a thumbs up!

"I am Crowe! Not Aaftaab! And yes, magic ... powerful magic brought me here!! And you guys look very ugly! What is wrong with your faces!? You need to eat vegetables!!" he says smiling.

Description of where you are now:

~ The Spiral Well ~

A marvel of engineering, the interior of the complex is a deep, stepped well plunging to a dry basin below.

Each level consists of a narrow walkway with steep stairs in the corners that lead to the level below, creating a spiraling descent to the bottom of the pit.

Half of the structure is ruined, with debris littering large portions of the walkways.

The stepped, spiraling well is 90 feet deep. Each stepped level is 5 feet wide and drops 10 feet to the next level below. The narrow, concentric ledges are slippery, adding +2 to the DC of Acrobatics checks made in the area. In addition, the ruined areas are steeply sloped with loose rubble and are considered rough terrain, adding +5 to the DC of Acrobatics checks made in those areas. The steep stairs between levels are considered severely sloped (+5 Acrobatics DC).


Just so you know where on the overall map you are: B9

B9. The Natatorium

Tall, cracked walls surround this structure. They are punctuated by two grand arched entryways, only one of which still stands.

Massive, verdigris-coated mounts for huge lenses hover lazily over the complex, their glass long ago shattered, while ruined aqueducts lead away from the structure in sweeping curves, disappearing into the island’s foliage.

kn history or geography or engineering DC 20:

This grand, stepped natatorium surely was the center of leisure in old Nal-Kashel. Here students and lecturers alike bathed daily, spending hours socializing in the hot waters of the natatorium, which were heated with huge, focused lenses.

Deep channels beneath the island probably connected the natatorium to the sea, and the tidal level and temperature were artificially controlled through magic and engineering you assume.

~

GM Screen:
Will
Will (Robyyn): 1d20 + 6 ⇒ (10) + 6 = 16
Will (Reginald): 1d20 + 4 ⇒ (5) + 4 = 9
Will (Ischell): 1d20 + 11 ⇒ (11) + 11 = 22 Immune to fear and +4 to allies within 10 feet, +2 vs death
Will (Crowe): 1d20 + 5 ⇒ (12) + 5 = 17

Ischell and Crowe suddenly realize that the ground that they stand on is an illusory wall that covers the bottom basin of a well, which appears as a simple, flat slate surface with small puddles of murky water.

The others then interact with the illusion as well and after a while you realize that the illusory wall conceals a complicated, iris-like aperture, the entrance to an unknown lower section of the natatorium.

GM Screen:
Perception

Perception (Robyyn): 1d20 + 9 ⇒ (15) + 9 = 24 +2 in dim light
Perception (Reginald): 1d20 + 10 ⇒ (7) + 10 = 17
Perception (Ischell): 1d20 + 9 ⇒ (8) + 9 = 17
Perception (Crowe): 1d20 + 10 ⇒ (14) + 10 = 24

You have no clue how this iris opens!

You start searching and Robyyn and Crowe see after a while that the switch to control the opening is hidden in the collapsed guard room to the east.

Perception DC 25:
You believe that once the portal is open, it snaps shut once per round if you would attempt to cross the threshold.

Disable device to disable the trap.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Knowledge (engineering) DC 20: 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge (geography) DC 20: 1d20 + 7 ⇒ (20) + 7 = 27

"Hmm, this used to be a sort of leisure palace! They heated the water through complex lenses and would lounge here, socializing and discussing great things!"

Perception DC 25: 1d20 + 9 ⇒ (15) + 9 = 24 +2 in dim light

@GM, you'll have to tell me if this is an area of dim light.


It is dim light. It has to be dim light!!! :-)

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn points out the mechanism that opens the iris, but adds a word of caution. "This looks like it's designed to snap shut suddenly after it opens. I think we can probably disable that--but that's beyond my skills. We may just need to be quick."

Scarab Sages

”Crowe” | Male CN Medium (Shoanti) Human Bloodrager 7 | HP 74/74 (Rage +21/21)|DR 1/- | Rage: AC 16 / Normal: AC 18, T 12, FF 17 | CMD 24| F +8 R +5 W +5; +2 bonus vs. spells cast by self or an ally | Init +1 | Perc +10/w | Speed 40ft | Spells 1st: 0/2, 2nd: 0/2| Bloodrage 9/18 Elemental strikes 0/3 | Active Conditions: Enlarge, 4 mirror Images

Crowe looks at Robyyn and shrugs.

"Do you want me to hit it and hit it and hit it until it is broken and open? But then everyone knows that we are coming! Good for me! So should I hit it?" he says grinning.

Robyyn, you can also try to just open the portal below and then hope that you are not hit when you jump through!

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

That's what I meant by this:

Robyyn wrote:
"We may just need to be quick."

Unfortunately, Reflex isn't really Robyyn's specialty. Definitely waiting for more input on this one.

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

“Maybe you can put something in the middle of the doors then? You look like you’ve grown some strong arms since the last time I saw you, Aaftaab.” Reginald laughs at his joke while Casovir studies the portal nervously.

Alternatively, could someone hold the door open while the rest pass through? Then only one person has to make the danger jump. XD

Scarab Sages

”Crowe” | Male CN Medium (Shoanti) Human Bloodrager 7 | HP 74/74 (Rage +21/21)|DR 1/- | Rage: AC 16 / Normal: AC 18, T 12, FF 17 | CMD 24| F +8 R +5 W +5; +2 bonus vs. spells cast by self or an ally | Init +1 | Perc +10/w | Speed 40ft | Spells 1st: 0/2, 2nd: 0/2| Bloodrage 9/18 Elemental strikes 0/3 | Active Conditions: Enlarge, 4 mirror Images

"Hee?!? Is this man deranged? I am Crowe! Crowe! Afataba is not my name!" Crowe says but he takes out his crowbar.

"Okay, open it and then I will use my crowbar ... you know a Crowe-BAR! to keep this thing open???!"

Crowe drinks his potion of fly.

You activate the mechanism and see it shuts with high speed every couple of seconds.

Crowe starts to rage! Robyyn casts guidance on him!

str +7, crowbar +2, guidance +1, DC 25: 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25 Good suggestion Reginald! :-)


The portal opens onto a 10-foot-square vertical shaft that drops 90 feet to the flooded entryway of the lower natatorium.

You all can float or fly down.


~ ~ Below the Natatorium ~ ~

The domed chambers and corridors below the natatorium are of a decidedly different manufacture than the upper pool area, with its pedestrian symmetry.

The rooms and passageways seem grown from a greasy, organic substance that looks like the dark carapace of a deep-sea crustacean. The corridors are all completely circular tunnels with diameters of 15 feet, while the rooms all have domed ceilings 15 feet high at their perimeter and 20 feet high at their apex.

The water level in flooded rooms is chest deep for Medium-sized people but in flooded corridors it’s only knee deep.


The slippery surfaces increase the DC of all Acrobatics checks by +2 in all areas.


C3. Flooded Entryway

A large, spherical chamber lies at the bottom of the shaft, its strangely twisted, ribbed walls seemingly grown from the organic shell of some deep-sea creature.

Curving, bone-like structures support the high domed ceiling, and stagnant seawater floods the chamber to chest level. To the northeast, a large portion of this organic growth has collapsed, revealing dark bedrock. Of the three spherical passages sprouting from this room, two show similar signs of collapse.

The water is murky and chest deep.

Characters are subject to the combat modifiers for fighting in water (Pathfinder RPG Core Rulebook 433) but are considered to have firm footing.

The west and southeast passages are blocked from collapse.

What do you do? I assume you have not floated to the ground, yet.

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

"Only one way to go from the looks of it. Casovir, would you be a deer and give me a push? Hah! A deer!" Reginald slaps his knee midair as his poor familiar flaps his wings furiously to move the two of them towards the unblocked passageway.

I suppose we could have Crowe push Reginald and Ischell instead, but where's the fun in that? XD


5d20 ⇒ (7, 15, 13, 17, 1) = 53

It is a clever decision to use your flight and levitation to circumvent the water because you can see movement down there.

You float to the corridor that is the only exit.

C4. Collapsed Passage

More bony growths support this circular passageway. The concave floor is slippery and uneven, and the water level drops to knee height. The tunnel diverges ahead, although one passageway has completely collapsed. The rocks reflect light with an oily sheen.


GM Screen:
Perception

Perception (Robyyn): 1d20 + 9 ⇒ (19) + 9 = 28 +2 in dim light
Perception (Reginald): 1d20 + 10 ⇒ (5) + 10 = 15
Perception (Ischell): 1d20 + 9 ⇒ (13) + 9 = 22
Perception (Crowe): 1d20 + 10 ⇒ (6) + 10 = 16

Robyyn suddenly sees something in the murky water. He points in the direction of the strange ripple.

Robyyn kn dungeon. to identify: 1d20 + 7 ⇒ (5) + 7 = 12

Reginald kn dungeon. to identify: 1d20 + 13 ⇒ (10) + 13 = 23

You know that these are two Gray Oozes.

Dumb and easy to avoid if you don’t step on the water.


You can float past those ripples and land further down the corridor.

DC 15 Survival check :
Several pairs of damp footprints are visible emerging from the water and moving to and from the room ahead.

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

Ischell the follows the others down, but after watching the others fly- and not levitate- he pulls out a glass vial with a thin, yellow liquid, drinking it down. He slowly floats off the ground and wills himself to fly toward the opening.

"What do you see down there? It's like... too dark for me"

He reaches into his pocket, and pulls out a small, glowing ion stone that is quickly placed into orbit around his head- giving off a soft torch like glow.

"Much better, man. ready when you are". He gives a quick twirl to his karma and sets off.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Survival DC 15: 1d20 + 1 ⇒ (3) + 1 = 4

Robyyn flies down to the water, stopping well above its surface. Noting the oozes, he's glad of his decisions, and flits over to the shore, settling on the sandy surface.

"Well, no time to waste, eh?"

Scarab Sages

”Crowe” | Male CN Medium (Shoanti) Human Bloodrager 7 | HP 74/74 (Rage +21/21)|DR 1/- | Rage: AC 16 / Normal: AC 18, T 12, FF 17 | CMD 24| F +8 R +5 W +5; +2 bonus vs. spells cast by self or an ally | Init +1 | Perc +10/w | Speed 40ft | Spells 1st: 0/2, 2nd: 0/2| Bloodrage 9/18 Elemental strikes 0/3 | Active Conditions: Enlarge, 4 mirror Images

survival: 1d20 + 4 ⇒ (5) + 4 = 9

"Yes, I walk with you Ischell! Thanks for the light!!"

He starts casting and mirror images appear around him.

# images: 1d4 + 2 ⇒ (2) + 2 = 4

He then casts another spell and enlarges!

Dark Archive

Male CG Human Witch 5 | HP 27/27 | AC *16 T 12 FF *14 | CMB +0, CMD 12 | F: +3, R: +4, W: +4 | Init: +8 | Perc: +10, SM: +1 | Speed 30ft | Spells: 1st 3/5 2nd 1/4 3rd 2/2 | Active conditions: Mage Armor

Survival vs DC 15: 1d20 - 1 ⇒ (12) - 1 = 11

"Whoops! Almost there..." Reginald reaches fruitlessly for the walls to pull himself along as Casovir struggles behind him.


N Male Raven Familiar 5 | HP 13/13 | AC 17 T 14 FF 15 | CMB +2, CMD 8 | F: +1, R: +4, W: +4 | Init: +2 | Perc: +10, SM: +2 | Speed 10ft, fly 40 ft (average) | Active conditions: None.

Survival vs DC 15: 1d20 + 2 ⇒ (3) + 2 = 5

The crow's face looks very much like he wishes to swear and fly off, but he keeps pushing nonetheless.


So who wants to the next step? Any preparation?

Sovereign Court

Human Male UC Monk 1/Pal 6 | HP 44/53 (0 nl, 0 temp)| AC 23 T 18 FF 17 | CMB +13, CMD 31 | F: +14, R: +11, W: +11 | Init: +4 | Perc: +9, SM: +4, Dipl +8 | Speed 30 | ER Fire/Cold (4) Rest (3), Immune: Disease, Fear* (*+4 to allies within 10 feet) | Spells: 1(2/2) LOH: 5/7 (3d6) Smite 2/2 Active conditions: 10 ft reach, Mage Armor

No additional prep

Allowing the others a moment to follow behind, Ischell pushed forward down the corridor and into the exposed space- his ion stone providing enough light to navigate by.

"Like. Be prepared, dudes. I am sure this is going to be gnarly"

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn makes sure that his mage armor is fresh; he has no other real prep to do. marked off another charge

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