TOZ's Echoes of the Everwar Low Tier (Inactive)

Game Master TriOmegaZero

Sign-in, Maps, and Handouts


1 to 50 of 1,285 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

On Hiatus

Please dot and delete with your character once table split has been finalized.


On Hiatus

Six weeks ago, you were roused from your quarters in the Sothis Pathfinder Lodge in Osirion and ordered to travel far to the north into the decidedly unfriendly Hold of Belkzen.

Venture-Captain Norden Balentiir gave you two missions: first, to uncover the whereabouts of a Pathfinder delver named Heralt who was last seen working out of a hidden Chelish fort called Skull Hill, and second, to investigate claims in a long-ago published volume of the Pathfinder Chronicles that a lost tomb rests beneath the fort’s timber tower—a tomb that holds the body of Akila, a legendary Osirian sorceress and her magic ring that was said to have brought death to Skull Hill the day Akila was laid to rest.

After weeks aboard a smelly Katapeshi galley crossing the Inner Sea, winding up the Sellen River, bravely traversing stormy Lake Encarthan, slipping up The Path, and finally docking in Vigil, you and your companions then crossed the Belkzen frontier into a region the orcs call the Skittering Mounds, carefully avoiding orcish patrols. Now you stand atop a ridge overlooking a low river valley and stare down at the fort called Skull Hill.

A Knowledge History check might recall some useful information and you could certainly ask around about your objectives with Gather Information along the way. You've had weeks to get to know each other as well, so feel free to introduce your characters to each other.

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Vailis points a small village in the plane at hawk vision distance to the south from the point they are standing "That is Trunau. Last resort of humanity in this orcish lands. A step forward and we will have no one to call for help if things go ill"

K. history: 1d20 + 6 ⇒ (2) + 6 = 8
Observing the fort the half-elf says "It is an old fort"

K. history: 1d20 + 21 ⇒ (20) + 21 = 41
A strange winged humanoid monster which you have come to know as Coco, Vailis majordomo coughs by him interrupting his master "Sorry master, I could add a bit more if you do not mind me stepping over your vast knowledge in front of your colleagues"

GM:
I own a physical copy of "Belkzen, Hold of the Orc Hordes", would you mind if Coco explains the small bits for Skull Hill written there?


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Kyra works her way around trying to find out any useful tidbit of information.

diplomacy, gather info: 1d20 + 12 ⇒ (12) + 12 = 24

Lovely...any bets on there being undead down there? the priestess says.


On Hiatus

Apologies, there are two different Gather Information checks that can be made, one for Heralt and one for Skull Hill.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Diplomacy Gather Info (Heralt): 1d20 + 2 ⇒ (19) + 2 = 21
Diplomacy Gather Info (Skull Hill): 1d20 + 2 ⇒ (6) + 2 = 8

After looking down at the fort and valley, Ingrge will draw his bow and stealthily look around for any signs of danger or orc patrols in the surrounding area...

Stealth: 1d20 + 22 ⇒ (16) + 22 = 38
Perception: 1d20 + 23 ⇒ (20) + 23 = 43
Survival (Tracks): 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

gather info: 1d20 + 12 ⇒ (14) + 12 = 26

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)
Kyra wrote:
Lovely...any bets on there being undead down there? the priestess says.

"Something, all right" Adeah agrees. A pretty if somewhat standoffish elven woman, Adeah surveys the scene with the others. Her musket rests over her shoulder, cradled between her decidedly un-elven features-- two large crimson-feathered wings, which she keeps strapped down so they don't get in her way. "So what's the plan?"

Note: Adeah keeps her musket loaded with a bullet & powder when not in combat, and switches to alchemical cartridges afterward. So the first shot has a misfire chance 1 lower.

Liberty's Edge

Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

Jorgen is a muscular half orc wearing a blue doublet and a red cape over a light shirt of sparkling mithril chainmail. A hefty curved blade dangles at his side, the mark of the maker Halgrim Smine stamped into it's fancy golden pommel. He is a cheerful companion at first, telling long, bawdy stories and recruiting his more outgoing companions to act in scenes from plays around the campfire. But as the party approaches the Belzken Hold, he becomes more moody and fearful, frequently complaining about the ugliness of the terrain or muttering about the horrible weather or whatever small misfortune has happened that day.

Diplomacy; Gather Information for Heralt: 1d20 + 18 ⇒ (5) + 18 = 23

Diplomacy; Gather Information for Skull Hill: 1d20 + 18 ⇒ (18) + 18 = 36

If it's an option to use Lore Master on the journey here, Jorgen can get a 30 for Kn:History, but if not he'd rather save his use of that ability.


On Hiatus

Coco:
You recall that Akila was the mistress of Skull Hill during the Everwar and used the fort to build a mercenary army that she sold to whoever paid the most—she was not loyal to Cheliax and spoke often of her patron in Sothis. One day she dropped dead of seemingly nothing and as she was laid to rest, the magic ring she always wore on her left hand emitted a horrifying necromantic energy that nearly killed everyone in the fort. She was buried in caverns deep beneath Skull Hill’s timber tower lest someone find her ring and figure out how to activate its power. A Pathfinder once resided in Skull Hill a hundred or so years ago and reported Akila’s cavern as a rumor in one of his reports back to Absalom.

Kyra:
Heralt is a Pathfinder delver, known for his many explorations of regions that don’t look favorably on Pathfinders—regions such as the Hold of Belkzen, Druma, and the Lands of the Linnorm Kings. He was last seen in Vigil, preparing to travel to the incredibly dangerous region of Belkzen called the Skittering Mounds. He was traveling to the Skittering Mounds to seek out a hidden Chelish fort called Skull Hill. Hewas said to be posing as an explorer from a minor noble house of Cheliax, and was there seeking a lost tomb for the Pathfinder Society.

Skull Hill was a strategic Chelish fort in modern day Belkzen that the nation of Cheliax used for mercenary recruitment and weapons trading during the Everwar. It was reported destroyed when Cheliax ceded those lands to Belkzen, but Skull Hill still exists. The Chelish government has kept it secret for centuries and they use the hidden fort to keep tabs on the Belkzen orc tribes.

Ingrge:
Heralt is a Pathfinder delver, known for his many explorations of regions that don’t look favorably on Pathfinders—regions such as the Hold of Belkzen, Druma, and the Lands of the Linnorm Kings. He was last seen in Vigil, preparing to travel to the incredibly dangerous region of Belkzen called the Skittering Mounds. He was traveling to the Skittering Mounds to seek out a hidden Chelish fort called Skull Hill. Hewas said to be posing as an explorer from a minor noble house of Cheliax, and was there seeking a lost tomb for the Pathfinder Society.

Jorgen:
Heralt is a Pathfinder delver, known for his many explorations of regions that don’t look favorably on Pathfinders—regions such as the Hold of Belkzen, Druma, and the Lands of the Linnorm Kings. He was last seen in Vigil, preparing to travel to the incredibly dangerous region of Belkzen called the Skittering Mounds. He was traveling to the Skittering Mounds to seek out a hidden Chelish fort called Skull Hill. Hewas said to be posing as an explorer from a minor noble house of Cheliax, and was there seeking a lost tomb for the Pathfinder Society.

Skull Hill was a strategic Chelish fort in modern day Belkzen that the nation of Cheliax used for mercenary recruitment and weapons trading during the Everwar. It was reported destroyed when Cheliax ceded those lands to Belkzen, but Skull Hill still exists. The Chelish government has kept it secret for centuries and they use the hidden fort to keep tabs on the Belkzen orc tribes.

Ingrge and Adeah look over the fort from the party's vantage on the ridge and notice a number of concerning things. Nothing moves within the palisade surrounding the fields and buildings within. Both the outer gate and the inner gate to the motte appear to have been smashed in, scorch marks plain to see on the outer walls. Several craters mar the grounds, one directly at the base of the motte's wooden tower. The only sign of life is a thin wisp of smoke rising from the tower's chimney.


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Kyra passes on the information she gleaned from her snooping about.

It's pretty obvious there was a siege here...and the best witness might be in that tower...

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge frowns looking down at the fort. "That doesn't look good...gates smashed in...fort's in pretty bad shape...no movement...we should investigate..."

The half-Elf nods at Kyra. "Aye...it appears to be the only sign of life in that place...I'll scout ahead..."

With his bow readied, Ingrge moves warily towards the fort, concealing himself as he moves, when possible, and keeping an eye out for any signs of danger and foes...

Stealth: 1d20 + 22 ⇒ (19) + 22 = 41
Perception: 1d20 + 23 ⇒ (18) + 23 = 41
Survival (Tracks): 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

With a stern tone Vailis states "Not that bad news that there is nothing moving there. Better than seeing bows pointing in our direction"

Then with a nod he acknowledges for his majordomo Coco to proceed on his history lesson "The Skull Hill, once a secret outpost built by the Empire of Cheliax during the period of territorial expansion known as the Everwar. The mistress of the fort during the Everwar was Akila. She used the fort to build a mercenary army that she sold to whoever paid the most—she was not loyal to Cheliax and spoke often of her patron in Sothis. One day she dropped dead of seemingly nothing and as she was laid to rest, the magic ring she always wore on her left hand emitted a horrifying necromantic energy that nearly killed everyone in the fort. She was buried in caverns deep beneath Skull Hill’s timber tower lest someone find her ring and figure out how to activate its power."

Vailis chuckles "Ok, no wonder there is no trace of soldiers here. And definitely that sounds as undead" the half-elf looks at Kyra offering that as a response to her question.

Coco continues afterward with his speech "If you can resign from interrupting master, there is more to the story. A Pathfinder once resided in Skull Hill a hundred or so years ago and reported Akila’s cavern as a rumor in one of his reports back to Absalom. That is probably what this Heralt was looking for in here"

Liberty's Edge

1 person marked this as a favorite.
Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

"A lost Pathfinder and a secret Chelish outpost run by a powerful necromancer; all right in the midst of orcish territory. Nothing about this mission sounds good to me. Its a trifecta of the three things in this world I hate the most; orcs, undead, or Cheliax." Jorgen sighs heavily and says, "Let's get this over with and depart from this cursed place. But first, I have a feeling I'm going to need every edge I can get to make it through this bloody day."

Jorgen stops to cast heroism (lasts 80 minutes) on himself before continuing down the the hill, keeping just enough distance to keep Ingrge in sight without giving his position away.


On Hiatus

Slides have been updated with a map.

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

"What is wrong with Cheliax?" Vailis says seriously, his expression though relaxes and even turns to a cocky smile when the half-orc states how tough the day is going to be "Bloody long day ahead indeed"

Is it a sunny day?

"We better go in during light time" then examining the barricade and the water body around he adds "It would seem the only entry point is the main gate"
Vailis Perception (low-light): 1d20 + 1 ⇒ (3) + 1 = 4
Coco Perception (darkvision 60'): 1d20 + 8 ⇒ (1) + 8 = 9

Liberty's Edge

1 person marked this as a favorite.
Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Adeah considers asking Jorgen why one of his "three things in this world I hate the most" is his own kin, but decides against it. "Undeads drop like everything else if you put enough holes in them," she says with a reassuring smile. "I'm just hoping Heralt isn't one of them."

Perception: 1d20 + 12 ⇒ (17) + 12 = 29

"What's wrong with Cheliax," she comments as she searches for traps. "Well there's the slaves, for one-- ask them how wonderful Cheliax is. The devils, for two-- I think that goes without saying. And the regime, for three-- they don't call House Thrune the Thrice-Praised, you know."

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

"Order. I just hear order in your words" Vailis does not seem angry on his responses, it would seem he is used to this kind of discussions when working with other non Dark Archive Pathfinders "Or do you suggest the chaos that Cheliax was before and lead to losing the colonies and half the rest of the Empire was any better?"

*Disclaimer: Not defending any of this stuff, just trying have some fun on setting character tension while roleplaying a Cheliax Devil Summoner from the Dark Archive. If there is just one single person not having fun, just state it and let's skip all this conversation.


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Some undead you can't put hole in...remember that... Kyra says with a small grin. But if Heralt is one of them, we shall make sure to end his suffering...I am fairly certain he would want it..

Liberty's Edge

Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

If they've been traveling together for awhile, they've probably debated about politics a few times already.

"You've heard what I have to say about Cheliax. Adeah said it well. If it wasn't for the slavery, tyranny and devil worship, they'd be a fine people. They make pretty good wine after all."

"Sometimes cutting enough parts off them works too. And if that doesn't do the trick, then that's what we have you with for, right Kyra?"

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Vailis smiles "Wine is definitely good. I have a small vineyard in my farmstead and I hope to make my own wine soon enough. What I can offer already is my goat cheese, which will match greatly with any Chelish wine, or let's be fair, Andoran wine is also pretty cool"


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

I have a few tricks up my sleeve...thankfully I have yet to meet one of the unliving that can resist the Dawnflower's kiss...


On Hiatus

Skull Hill’s double gate lies open, one half broken o" its hinges. A small watchtower sits above the gate, forming a short ten foot tunnel as one enters the bailey—scorch marks mar the gate and the tower. The drawbridge is down and appears to be in good condition.

Ingrge and Adeah:
Even from across the lowered drawbridge, you can tell that the smashed in gates have been rigged up into some form of trap.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Upon spotting the trap, Ingrge throws up a hand to warn the others...

"The gates appear rigged for a little surprise...I'll see what I can do...stand back in case I set it off..."

He moves up warily and attempts to disarm it...

Disable Device: 1d20 + 19 ⇒ (7) + 19 = 26

Disable Device: 1d20 + 19 ⇒ (12) + 19 = 31 (Just in case he fails the first time and doesn't trigger the trap)

Liberty's Edge

Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

"Remember you're training, Ingre. You come from a long line of trapsmithers and lockpickers and you know deep in your bones that you can do this."

Jorgen will use inspire competence to grant a +3 competence bonus to Ingre's skill check, using two rounds if required.

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Yep, that's a trap. "Good eye," Adeah says approvingly.

Casting guidance on Ingrge for an extra +1 competence bonus to those rolls.
Scratch that, won't stack. Go team!


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Well, if you fail, I can tend to your wounds...if you live.. the priestess says with a small grin, trying to lighten the mood a bit.


On Hiatus

Ingrge thinks he has removed the trigger that would bring the entire gatehouse crashing down on anyone moving through the entry tunnel.

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge grins wryly at the priestess. "Aye, roger that...I think I got it...but just in case, stand back and I'll go first..."

The half-Elf draws his bow; he warily and quietly passes through the entry tunnel, eyes alert...

Stealth: 1d20 + 22 ⇒ (8) + 22 = 30
Perception: 1d20 + 23 ⇒ (12) + 23 = 35
Survival (Tracks): 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30


On Hiatus

Stepping lightly down the tunnel, Ingrge finds that the trap remains unsprung. Reaching the end and crouching low, the bailey appears as desolate from the entry as it did from the ridge above. The dirt is scuffed by numerous footprints, many days old if not into weeks, the signs of battle clear on the grounds.

To either side are long low buildings with single doors facing the main road that runs north-south through the bailey while windows set in intervals along the southern wall. Both entrances are smashed in, allowing a small glimpse of smashed furniture and bloodsmears within. A small, two-story inn sits further along. All of the windows on the second floor are broken, their tattered curtains blowing through the openings. The windows on the first floor are intact, but it appears that someone nailed boards over the inside of those windows. The front door appears to have once been smashed off its hinges and then shoddily replaced. There are scorch marks and blood smears on the front porch of the inn. A sign swings on one broken chain in the wind—on it is an enormous human smile full of cartoonish teeth. Beneath the teeth it reads, “The Grinning Inn.”

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

I'm assuming the Inn the 'L' shaped building next to the southernmost long low building...

Deeming the gates now safe, Ingrge waves his companions to come forward. He'll first look into each of the long low buildings on either side, to make sure nothing lurks in there...

Perception: 1d20 + 23 ⇒ (6) + 23 = 29

If there be nothing of interest there, with bow in hand, he'll continue towards the inn which shows signs it might be occupied...he'll look to see if there are any tracks that may be around it...

Survival (Tracks): 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

"No more grins in Skull Hill it would seem ironically..." Vailis advances along with Ingrgre and Coco, exploring the remains of the fort.

"There has been a great fight here... and the lack of corpses is unsettling..." Vailis smells the air for expected deceased bodies stench "...death and no bodies... even more proof of undead"
Perception low-light (Vailis): 1d20 + 1 ⇒ (7) + 1 = 8
Perception darkvision (Coco): 1d20 + 8 ⇒ (9) + 8 = 17

Vailis uses detect magic trying to find lingering auras that explain the havoc.


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Kyra moves up with the others and looks around.

Something did not want anyone else to come in here... she says as she passes the trap.
Be on your guard...I can almost smell the undead...

Liberty's Edge

Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

"Well, I suppose we might as well stop at the inn for a quick drink, since we did come all this way."

Jorgen unsheathes his heavy blade as he follows the group into ruined tavern.


On Hiatus

Please make sure your token is on the map, as “it’s about to go down”. :)

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Adeah follows suit and draws her musket, pointing it at the ground. "Hah. If there's anything left in there, I'll gladly take some. But let's not get our hopes up too much."

Placed!


female human cleric 7, HP 59/59, AC 21, T 11, FF 19, F +7, R +4, W +10, Init+0 Perc. +4

Going in for some spirits or some spirits? Kyra jests as she moves weith the others.

I don't see my token..can you put me beside Adeah? ty


On Hiatus

Tokens are normally uploaded by the players. I've grabbed your profile image and added it in. Please update the initiative macro when you have a chance so I can properly get this combat started. Also, did Jorgen have an enlarge person spell I missed? Current map is scaled at 10ft squares.

Liberty's Edge

Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

I was wondering why everybody was making their tokens so little!

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

Oh I just followed the crowd-- figured it would look weird if I was twice the size of the others :)


On Hiatus

Character init:

Ingrge init: 1d20 + 8 ⇒ (1) + 8 = 9
Adeah init: 1d20 + 13 ⇒ (9) + 13 = 22
Jorgen init: 1d20 + 7 ⇒ (17) + 7 = 24
Kyra init: 1d20 ⇒ 3
Vailis init: 1d20 + 3 ⇒ (5) + 3 = 8
Coco init: 1d20 + 2 ⇒ (8) + 2 = 10
Red init: 1d20 + 1 ⇒ (12) + 1 = 13
Blue init: 1d20 + 1 ⇒ (7) + 1 = 8

The door to the inn bursts open, revealing a pair of hulking figures, prominent tusks in brutish faces. "YOU! YOU DO THIS!" the lead figure roars, raising a wickedly sharp falchion as he steps into the light.

Round 1 Initiative wrote:

24 Jorgen

22 Adeah
13 Red
10 Coco
9 Ingrge
8 Vailis
8 Blue
3 Kyra

Jorgen and Adeah act first!

Liberty's Edge

Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

Start off with trying to ID these creatures.

Kn:Local: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24

Jorgen responds, in Orcish; "We did not do this! Do not fight us! We are formidable and will defeat you if you test us!"

usually you can't use Diplomacy once initiative has been rolled but if this is one of those situations that allows it, Jorgen would rather use his words. Otherwise....

Jorgen steps forward, lifting his falchion in the air and firing up his companions, inspiring them to perform feats of courage (+2 attacks, damage and saves vs fear). Then he lays down a swath of grease to slow these guys down. DC 15

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

"We just got here. What did you do?" Adeah steps slightly forward for a clearer shot and raises the barrel of her musket, but does not fire.

Ready an action to shoot the first one that attacks a party member.

Readied action:
Musket (touch) + Inspire Courage: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Damage: 1d12 + 12 + 2 ⇒ (7) + 12 + 2 = 21


On Hiatus

Reflex: 1d20 + 3 ⇒ (19) + 3 = 22
Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19

Jorgen recognizes his full-blooded brethren, as the lead orc flies into a screaming frenzy of spittle-spewing rage. The greasy patch does not bring him down, as he marches up to Ingrge and take a mighty swing with his falchion. If he feels Adeah's bullet, he shows no sign of it despite the spray of blood it causes.

Falchion on Ingrge: 1d20 + 14 ⇒ (20) + 14 = 34 Ooof.
Falchion on Ingrge: 1d20 + 14 ⇒ (3) + 14 = 17 Uh oh.
Damage on Ingrge: 4d4 + 22 ⇒ (1, 3, 1, 3) + 22 = 30

The blade slashes dangerously close to the half-elf's guts, his magical protections preventing him from being disemboweled outright but not allowing him to avoid the nasty gash it opens up, more blood spraying out as well.

Round 1 Initiative wrote:

24 Jorgen

22 Adeah
13 Red (Damage: 21)
10 Coco
9 Ingrge (Damage: 30)
8 Vailis

8 Blue
3 Kyra

Yep, orc barbarians. Not much to be said about them. Bolded party members are up!

Grand Lodge

Male Half-Elf LG Urban Ranger 6/Zen Archer 4 | HP:83/84 AC:25 T:24 FF:18 | CMB:11 CMD:30 | F:+13 R:+17 W:+10 (+2 vs enchantments) | Init:+8 | Per: +25

Ingrge grimaces as he backs away 5' and unleashes a point blank volley at red, hissing, "My turn!"

Will burn a use of Perfect Strike

To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot
Damage: Strength, Magic, PBS, Deadly Aim

Longbow (Manyshot): 1d20 + 13 + 1 + 1 + 1 - 2 - 2 ⇒ (9) + 13 + 1 + 1 + 1 - 2 - 2 = 21
Longbow (Perfect Strike): 1d20 + 13 + 1 + 1 + 1 - 2 - 2 ⇒ (3) + 13 + 1 + 1 + 1 - 2 - 2 = 15
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (8) + 2 + 1 + 1 + 4 = 16
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (3) + 2 + 1 + 1 + 4 = 11

Longbow (Rapid Shot): 1d20 + 13 + 1 + 1 + 1 - 2 - 2 ⇒ (9) + 13 + 1 + 1 + 1 - 2 - 2 = 21
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (5) + 2 + 1 + 1 + 4 = 13

Longbow (Iterative): 1d20 + 8 + 1 + 1 + 1 - 2 - 2 ⇒ (11) + 8 + 1 + 1 + 1 - 2 - 2 = 18
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (4) + 2 + 1 + 1 + 4 = 12

Perfect Strike Status: 4/5

Liberty's Edge

Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

Don't forget inspire courage!

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Although not a warrior, Coco valiantly advances to protect Vailis and prevent the orc going after Ingrge.
claw 1+IC: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 161d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
claw 2+IC: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 171d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

"Well done, keep on that Sir Coco" seeing Jorgen has well blocked the door of the house, Vailis tries to call for more magic that will stop the orc in front from taking Ingrge. Taking a drop of molasses from his pouch, Vailis casts slow on both orcs.
Will DC 19 (they seem to be 25' apart from each other, so both should be affected)

The half-elf steps towards Ingrge and draws his healing wand.


On Hiatus

Red Will: 1d20 + 6 ⇒ (7) + 6 = 13
Blue Will: 1d20 + 6 ⇒ (7) + 6 = 13
Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27

Ingrge sinks all four arrows into his target, who roars in anger at the pain. Both fall under Vailis' enchantment, keeping the second orc from fully crossing the grease patch.

Round 1/2 Initiative wrote:

24 Jorgen

22 Adeah
13 Red (Damage: 81)
10 Coco
9 Ingrge (Damage: 30)
8 Vailis
8 Blue
3 Kyra

Bolded are up!

Liberty's Edge

Feats:
Toughness, Arcane Strike, Improved Initiative, Power Attack, Iron Will
| HP:76/76 |AC: 17(18), 12 t, 15 ff | CMB: +10, CMD: 22 | F: +6, R: +9, W: +9 | Init: +7 | Per: +9(11) Bardic Performance 20/24 rds. Lore Master 1/1 Spell Slots 1st- 2/5, 2nd 4/5, 3rd 3/4

Jorgen twirls his blade with a flourish as he advances on the orcish barbarian.

"I suppose I should say that I'm not going to enjoy this, but that would be a lie."

+1 Falchion, IC+2, Heroism, PA-2: 1d20 + 13 ⇒ (10) + 13 = 23
Magic, Slashing, Arcane Strike+2, PA+6, IC+2: 2d4 + 17 ⇒ (3, 2) + 17 = 22

+1 Falchion, IC+2, Heroism, PA-2: 1d20 + 8 ⇒ (3) + 8 = 11
Magic, Slashing, Arcane Strike+2, PA+6, IC+2: 2d4 + 17 ⇒ (1, 4) + 17 = 22

Maintaining Inspire Courage as a free action and using Arcane Strike as a swift action

Liberty's Edge

Female Aasimar Gunslinger 5/inquisitor 5 | AC: 23/15/17 (resist a/c/e 5) | HP: 79/79 | Fort +12*, Ref +13* (+4 vs ally spells), Will +11* (*+2 vs evil descriptor) | CMB +7, CMD 23 | Init +14 | Perc +16 (darkvision) | Ammo: 31+29 | Bane: 10/10 | Full attack w/in 30 ft: +12/+12/+7 touch (1d12+15/x4 <1 or 1-2>)

With the speed of practice, Adeah flips cartridges from her pouch into her weapon and fires them one by one. The air around her reverberates with the BOOM of each shot.

I'll target red until he drops, then blue with any shots remaining.

Musket cartridge + Inspire Courage, touch: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Damage: 1d12 + 12 + 2 ⇒ (7) + 12 + 2 = 21

Musket cartridge + Inspire Courage, touch: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 1d12 + 12 + 2 ⇒ (7) + 12 + 2 = 21

Musket cartridge + Inspire Courage, touch: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d12 + 12 + 2 ⇒ (5) + 12 + 2 = 19

1 to 50 of 1,285 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] TOZs Echoes of the Everwar Low Tier Gameplay All Messageboards

Want to post a reply? Sign in.