Agents of Edgewatch Adventure Path (Closed) (Inactive)

Game Master Dorian 'Grey'

Absalom, the City at the Center of the World, has
always drawn travelers from distant lands. Yet this year
is different, for it is the year of the Radiant Festival, a
celebration of epic proportions held every hundred years
to commemorate the failed Radiant Siege of Absalom in
1619 ar.


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Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

Miss Canellas attire for the evening.

Miss Canella chooses a purple and white mini dress and high heel boots to
match. Her hair hanging very long in a pony tail.


Male Archives of Nethys Human Loot List Roll20

Fantastically done!

Please post Exploration Modes.

Entering the Undercity
Absalom’s famed Undercity is a warren of tunnels, from naturally occurring caverns to monster-excavated burrows and a palimpsest of old buildings and basements buried by centuries of new construction. The House of the Planes has taken advantage of the unregulated tunnels to construct an elite hangout for some of the city’s extralegal entrepreneurs. Located in Absalom’s quiet Eastgate district, the place’s heavily guarded main entrance is in the basement of a dive bar called Mulligan’s, not far from the Blue Tower. To reach the back door, however, the Edgewatch agents must start in a small neighborhood graveyard, a cemetery dubbed Raptor’s Rest for the stylized headstones of several Eagle Garrison members buried here.

Raptor’s Rest is a nondescript plot of land crammed between buildings in one of the less affluent sections of Eastgate, its graves packed so close together that there’s barely room for grass between them. The doors to the large mausoleum in the cemetery’s center are unlocked; inside, the Edgewatch agents find a nondescript sarcophagus with a hidden staircase leading down—the secret Undercity entryway mentioned by the Stonescales.

Perception DC 16:
Close examination of the sarcophagus’s lid reveals scratches in the stone around the lid’s edge.

Survival DC 15:
and characters who succeed at a DC 15 Survival check recognize them as coming from humanoid claws.

The 5-foot-wide staircase descends for several stories, periodically shallowing out into a narrow corridor running south, before ending in area D1 at the entrance to the mapped cavern system.

I will begin the next scene, once everyone declares Exploration Modes. Everyone is fully Healed, refocused, and dressed to impress!


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Survival: 1d20 + 5 ⇒ (18) + 5 = 23

Exploration Mode = Search

Ono looks over the party, now dressed in the attire of common street criminals, and smirks to himself.

"Looks like we're getting into a new profession, at least for the time being."

He turns to examine the entrance, and pauses for a moment, then says aloud, "There are claw marks on the edge of this sarcophagus. Claws from something humanoid in nature."

Ono shrugs.

"I'm ready whenever you all are."


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

I'm also ready to go.

Father Emmett stands ready, looking carefully for threats.

Exploration Mode = Search. Any new Hero Points?


Watanabe scans the area for magic. detecting magic


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Pen will Investigate for the knowledge checks.

"Let's go then! Be on the lookout for enormous crawling dead things, criminal hideouts, and fatbergs!"


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

Exploration mode: Scout

Miss Canella looks around to see what she remembers about Eastgate.
society: 1d20 + 5 ⇒ (12) + 5 = 17


Male Archives of Nethys Human Loot List Roll20

I will post tomorrow after work...apologies.


Male Archives of Nethys Human Loot List Roll20

The Back Door

General Features:
The cavern system is unlit, and its ceilings are 8 feet high unless otherwise noted. The thinner walls separating the cavern rooms from one another are made of ruinous building materials and debris—remnants of old Absalomian buildings and streets—that can be broken through with considerable time and labor. Little of the debris is of interest, though characters on the lookout might find rusty pieces of rebar or bits of rubble that could make for suitable improvised weapons in a pinch.

Landing
The masonry of the staircase ends at the entrance to a cavern carved out of countless layers of rubble and ancient city buildings. To the west, the subterranean passage splits into two tunnels.

A character who succeeds at a DC 10 Survival check:
notices that the dust on the floor has been disturbed.

If the result of the check surpasses the DC by 5 or more:
the character sees several sets of tracks, including kobolds, strangely mangled humanoid feet, and some sort of large rodents. A critical success allows the character to recognize the exact types of creatures involved and the fact that they all passed this way in the last few hours.

Please move Tokens forward.

Ono, Father Emmett Perception checks for Search Activity.


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Survival: 1d20 + 5 ⇒ (4) + 5 = 9

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


Survival: 1d20 + 6 ⇒ (14) + 6 = 20

Watanabe glances at the ground, "Tracks in the dust there. Judging by how dusty this place is its only been a few hours. And they kinda look like kobold feet, some hideous humanoid, and a rodent of unusual size."

He pauses as his companions stare at him, "What? Its perfectly normal to study the size and shape of various feet for hours on end."


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Ono raises an eyebrow at Watanabe's remark, turns toward him and says, "Of course, Watanabe. We all find different things interesting."

"Wait... did you say giant rodent?"


Watanabe hems and haws, "Well to call them giant would be a misnomer, both in the taxonomical sense and the colloquial sense. They are not some horrid crossbreed of rat and giant and are still quite small, maybe a little smaller than your average dog."


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

survival: 1d20 - 1 ⇒ (8) - 1 = 7

Ready when you are.


Male Archives of Nethys Human Loot List Roll20

As our Rodent-of-Unusual-Size expert begins expounding how size does matter, two tiny rodents sounds of squeaking and chittering angrily echo from behind the walls.

Vermin:
You hear that pure bullshit, Franky!
I heard dat shit, Moe! Dese f+%@ing Tall-Two-Legs Asshats are really sumting! Always spouting off at da f&~$ing mouth bout dis un dat!
F!#!'em, Frank. When they sleep; let's shit in their shoes!
Hehe! Stupids!

Watanabe continues in his discord in full confidence of his knowledge...

Post in a bit!


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Pen looks down at Officer MacGruff and makes a show of measuring out his dimensions with her arms. "That would be a pretty big rat, or maybe a small capybara."

Officer MacGruff huffs in agreement.


Male Archives of Nethys Human Loot List Roll20

Our Agents of the Edgewatch enter the initial ruin of a chamber. There are passages both West and North.

The floor of this broad cavern appears strangely clean and polished. Even the debris of the crumbling building façade to the west is devoid of dust and dirt. To the south, a narrow tunnel has been thoroughly walled off with white bricks. To the north, a crevasse yawns in the floor and stretches under the northern wall. Just east of the pit lies a small heap of gleaming armor and weapons in the middle of a tunnel that leads northeast.

Please move Tokens.

Ono and Father Emmett Perception checks, please for Search Activity.

Pen realizes that these crumbling, partial buildings belonged to a former version of Absolam.
Well played Pen!

Watanabe does not Detect any Magic...in his current view.

Miss Canella keeps her hand on her rapier.

Map should be current?


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

"Does anyone else think it seems odd that the housekeeping here is so meticulous? It seems like there should be more dust. And that small heap of gleaming armor and weapons? First, it probably shouldn't be there. Second, it probably should be rusting, unless someone or something is regularly polishing it."

Ono readies his bow in response to the sinking feeling that things don't seem quite right.


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Father Emmett draws and loads his crossbow.


Male Archives of Nethys Human Loot List Roll20

Initiative!:

Pen Perception: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Father Emmett Perception: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Watanabe Ren Perception: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Miss Canella Perception: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Ono Perception: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Moving Mound of Stuff?: 1d20 + 5 ⇒ (3) + 5 = 8

Watanabe feels an itch on his left shoulder. The persistence of it was such that he actually tweaked his neck when he suddenly turned his head to look at the source.
Is that mound of armor and shit moving closer!

Father Emmett quickly hides the feather that he tickles the Wizard with...

Everyone is up for Round 1!

Pen free check Recall Knowledge - (Occultism): DC 18:


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Occultism: 1d20 + 6 ⇒ (6) + 6 = 12
"The funk is that?!


Recall know: 1d20 + 8 ⇒ (18) + 8 = 26

Watanabe squints as the set of armor moves towards them. Then it dawns on him, "Green Jellö?"

He takes a half step back and says, "Don't get too close, unless you want an acid wash." And tosses a bit of debris at the cube's direction.

Telekinetic projectile: 1d20 + 8 ⇒ (10) + 8 = 18
Piercing: 1d6 + 4 ⇒ (4) + 4 = 8


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett calls upon Dammerich to Bless his allies.

You and your allies in the 5 ft. area gain a +1 status bonus to attack rolls. Currently includes Ono, Pen, and Watanabe.

He then casts Shield on himself.


Male Archives of Nethys Human Loot List Roll20

Cube Cavern

Pen looks at the now slowly moving Blob of armor and shit; but the Agent isn't certain what it is!

Watanabe--meanwhile--thinks for a moment; recalling a time when a Wizard associate actually had a GELATINOUS CUBE in his basement. He was absolutely sold it saved on cleaning supplies and employees!

The ready Wizard immediately decides to use debris from a distance tactics!
Even with Cover; HIT!

Father Emmett calls upon the Blessing of Dammerich to aid his allies efforts!

Pen, Ono and Miss Canella are still up for Round 1!


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

Miss Canella moves 25" behind some rocks, pulls out a spear and tries to hit the big glob.

range: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 4 ⇒ (6) + 4 = 10


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Ono assumes a stance ideal for maximizing damage from his arrows at short range, and fires two shots off at the blob of goo that Watanabe pointed out.

Composite Shortbow #1: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Dmg #1: 1d6 + 3 ⇒ (4) + 3 = 7 piercing
Deadly Bonus Dmg: 1d10 ⇒ 4

Composite Shortbow #2: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Dmg #2: 1d6 + 3 ⇒ (3) + 3 = 6 piercing


Male Archives of Nethys Human Loot List Roll20

Cube Cavern

Round 1

Miss Canella's eyes open wide, as she looks at the Mound of Stuff moving in the Agents direction. She decides to stride on over to the West; where she takes out a spear (with the price tag still on it).
With beads of perspiration running down her face (ruining her mascara!), our Catfolk shakily shucks her spear in the general direction of the Mound That Moves!

Ono, appreciating Miss Canella's purposeful plan to open up a lane for the Elf, takes aim at the Mound That Slides, Slides, Slips, Slips sticking an arrow stuck!
HIT!

The Mound That Got Sticked! seems not to be much bothered by these intrusions....

Pen is pending for Round 1...


Male Archives of Nethys Human Loot List Roll20

Cube Cavern

Round 1

Fear in their wide eyes, perspiration dripping loudly down from white faces to the rocky flooring, sharp escaping air pockets departing from buttocks; our shaky knee Agents watch in terror, as the Mound That Moves begins squeezing through the rocky ruins to Engulf our Ono and Watanabe!

Engulf Two Actions:

Source Bestiary pg. 343
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.

Engulf Ref DC 19: 2d6 ⇒ (1, 4) = 5 acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis. Actions 2

Paralysis incapacitation A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.

Ono and Watanabe please make Ref and Fort Saves!

Everyone is up for Round 2!


Ref: 1d20 + 6 ⇒ (14) + 6 = 20

"Oh Nethys, oh Nethys, OH Nethys." Watanabe prayed in desperation as he scrambled out of the way.


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Reflex: 1d20 + 10 ⇒ (17) + 10 = 27

Ono deftly steps out of the path of the gelatinous creature, takes another step back into a crevice in the rock, then fires off two more arrows.

Composite Shortbow #1: 1d20 + 11 ⇒ (11) + 11 = 22
Dmg #1: 1d6 + 3 ⇒ (1) + 3 = 4 piercing

Composite Shortbow #2: 1d20 + 6 ⇒ (10) + 6 = 16
Dmg #2: 1d6 + 3 ⇒ (1) + 3 = 4 piercing


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett concentrates on his Bless, expanding the range to a 10 food radius.

I believe only Pen and Watanabe are in it from the Roll20

Does anyone know any Occultism to figure out what hurts this thing?!?

Father Emmett drops his crossbow and draws his greataxe. He swings at the cube.

Greataxe: 1d20 + 5 ⇒ (11) + 5 = 161d12 ⇒ 5


"Keep hitting it! ITS A SOLID 10FT CUBE OF ACIDIC GELATIN. IT'LL RUN OUT SOON."

We're looking at 90 hp to chew through, no crits btw.

Will post actions later on mobile right now.


Male Archives of Nethys Human Loot List Roll20

Cube Cavern

Round 2

Panic at the disco! Fear factor live! Silver Spoons: Reunion!

Our pants-wetting Agents scream, cry, and wave their arms around in the air, as if, they just don't care!

Ono gets off a shaky shot, but his confidence in Watanabe's strategy is a bit....shaky also!
Both Hits!

Father Emmett closes his watery eyes, but he still connects; feeling the jello only to reform, following his axe cut.
Hit!

Watanabe, Miss Canella and Pen still up for Round 2!

Watanabe may shunt outside Cube 5' from successful Ref save.


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Pen will start singing and fling a telekinetic projectile.

Attack: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 121d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Watanabe joins in the telekinetic frey after carefully picking a way away from the ooze.

Telekinetic projectile: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Piercing: 1d6 + 4 ⇒ (3) + 4 = 7


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

Miss Canella strides confidently 25" to get a better view of the
jello. Pulling out another spear, she attempts to hit the big blob.

range, inspired: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 111d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Male Archives of Nethys Human Loot List Roll20

Cube Cavern

Round 2

The inspiring song from Pen reverberates pleasantly across the ruins, rocks, and radio stations everywhere!

Pen tosses a rock. Watanabe tosses a rock. Miss Canella tosses a spear.
Hit! Hit! Hit!

The Green Jelly doesn't seem to slow down as it continues its approach!

It slowly attempts to Engulf Pen and Father Emmett!
Engulf Ref DC 19: 2d6 ⇒ (5, 1) = 6
acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis. Actions 2

Paralysis incapacitation A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns.

It then attempts to Ooze slap Watanabe!
Melee Single Action cube face: 1d20 + 11 ⇒ (17) + 11 = 281d6 ⇒ 6 acid plus paralysis see above
CRIT! 12 acid damage to your bathrobes!

Everyone is up for Round 3!


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett attempts to jump out of the way.

Reflex: 1d20 + 5 ⇒ (1) + 5 = 6

Spend Hero Point

Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

He breathes a sigh of relief as he avoids being engulfed.


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett drops the Bless and listens to the inspiring song. He attacks three times with his Greataxe.

Greataxe: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 131d12 + 1 ⇒ (9) + 1 = 10

Greataxe: 1d20 - 1 + 1 ⇒ (7) - 1 + 1 = 71d12 + 1 ⇒ (3) + 1 = 4

Greataxe: 1d20 - 6 + 1 ⇒ (10) - 6 + 1 = 51d12 + 1 ⇒ (5) + 1 = 6

DIE BLOB!


Male Archives of Nethys Human Loot List Roll20

Cube Cavern

Round 3

Father Emmett swings wildly at the Gelatinous Cube! Even feeling Blessed and Inspired, the non-pants wearing priest only connects once!
Hit!

Bless does not need to be Sustained; only if you desire to increase radius.

Everyone else is up!


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Feeling inspired, Ono continues to fire arrows at the slime creature.

Composite Shortbow #1: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Dmg #1: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 piercing

Composite Shortbow #2: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Dmg #2: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 piercing

Composite Shortbow #3: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Dmg #3: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8 piercing


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

Miss Canella strides 15" and tries to strike the green blob with her rapier then moves back 15".

melee rapier: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 4 ⇒ (1) + 4 = 5


Male Archives of Nethys Human Loot List Roll20

Cube Cavern

Round 3

Ono bravely fires at the Blob from New Jersey!
Hit! Hit!

Miss Canella--just as bravely--darts in and darts back out; delivering a quick stab at the Blob.
Hit! Pen's Inspiring grants +1 attack and +1 damage. I added it for you.

The quivering, shivering, delivering Cube still juggles, bubbles, and wants to cuddles!

Pen and Watanabe are still up for Round 3...


Telekinetic projectile: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Piercing: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Watanabe tosses a siver coin at it with high velocity.


Male Archives of Nethys Human Loot List Roll20

Cube Cavern

Round 3

Watanabe zen coins the Cube into a melting, puddling pile of slippery and slightly sticky goo!

Combat Over!

Treasure:
Inside the gelatinous cube is a set of full plate armor, a tower shield, and a +1 mace, each emblazoned with a large holy symbol of Asmodeus. Tucked in the rubble to the west is an old but salvageable torch.

Peering into the Northern area....

Bridge and Barricade
A long crevasse cuts through the center of this sprawling cavern, spanned by a crude stone bridge. At the western end of the chamber, an even cruder barricade made from wooden crates blocks an exit. To the north, a narrow tunnel burrows into the wall several feet off the ground, the earth and stone scattered around its maw suggesting recent excavation. The ruined remains of a sunken building, its crumbling doors still somehow attached to their hinges, stand east of here, and in the southwestern corner is a similar architectural relic of old Absalom.

Perception DC 16:
There seems to be scratching sounds coming from the West; across the bridge...

Please state Exploration Mode and Move Tokens 3 Actions worth...


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett is in Search mode.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Be careful, comrades. I'm hearing scratching noises coming from the West across the bridge

Father Emmett holds his loaded hand crossbow in anticipation of a threat on the other side of the bridge.


Male Archives of Nethys Human Loot List Roll20

Bridge and Barricade

The brave Agents begins moving cautiously further toward the make-shift bridge.

Across the way, there seems to be 3 figures scratching at another roughly made barricade!

Recall Knowledge -(Religion): DC 15:

Initiative!:

Pen Perception: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Father Emmett Perception: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Watanabe Ren Perception: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Miss Canella Perception: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Ono Perception: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Nasty fella #1: 1d20 + 7 ⇒ (14) + 7 = 21
Nasty fella #2: 1d20 + 7 ⇒ (20) + 7 = 27
Nasty fella #3: 1d20 + 7 ⇒ (8) + 7 = 15

Nasty fella #2 and Watanabe are up for Round 1!

Round 1

All 3 of these Nasty Fellas quickly turn to look behind them, as the Agents get to the bridge.
Nasty Fellas #2 snarls and screams in delight, as it strides over across the bridge to attempt to bite Miss Canella!
Bite: 1d20 + 9 ⇒ (9) + 9 = 181d6 + 1 ⇒ (1) + 1 = 2

Ghoul Fever (disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
Paralysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Miss!

The greedy guoooo...err...Nasty Fella attempts to rake a claw across her pretty face!
claw: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 1 ⇒ (1) + 1 = 2
Paralysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Unfortunately, both attacks only graze her armor! Lucky Cat!

Watanabe is up for Round 1!


Recall knowledge: 1d20 + 6 ⇒ (13) + 6 = 19

Watanabe reflects on the nature of life. Dredging up some facts, "Aaaah ghouls!"

Telekinetic projectile: 1d20 + 8 ⇒ (20) + 8 = 28
Piercing: 1d6 + 4 ⇒ (5) + 4 = 9

Watanabe tosses a loose nail into the closest one's eye.


Male Archives of Nethys Human Loot List Roll20

Bridge and Barricade

Round 1

Watanabe done f#~~ed that nasty Ghoul up!
CRIT!

The Ghoul screams as the rusty nail flies into his eye!
Technis shots!

Ghoul #! laughs. It looks at the robe-wearing Wizard; and it strides, then Jumps over the long crevasse next to Watanabe!

Swift Leap:
Single Action (move) The ghoul jumps up to half its Speed. This movement doesn’t trigger reactions.

It then attempts to take a bite out of the Law!
Bite: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 1 ⇒ (1) + 1 = 2

Ghoul Fever (disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
Paralysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Hit! Please make your Saves...

Father Emmett is up to save the day!

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