Arcanium

Game Master BloodWolven

Fight Map, updating up on the top too!

Quest list

Arcanium Quests - New Beginnings

- Black Spire Boss room

Fight Map!

Elrich manor
level 2 Elricht Manor
level 3 Elricht Manor

Basement/Double Dungeon Elricht Manor

Arcanium Info. Random, Cursed, and Blessed Loot boxes. Green screen info. And so much more!


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Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day
Jean de Montes wrote:
Wow...trusting in Jean's intelligence, wisdom or charismatic nature is very trusting.

You do know how much Zaidel likes and appreciates bronze dragons. They are the caydenite's favorite dragon!

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Seeing no good reason to kill helpless creatures, Jean motions that they should head back the way they came and try the other passage.


Bard 2 | HP: 21/24 | AC: 16, T: 10, FF: 11 | Fort: +4, Ref: +1, Will +3 | BAB: +1, CMB: +7, CMD: 16 | Init: +0 | Perception: +5 | Archeologist’s Luck: 8/8

Jon sighed, and having attempted to warn the little creatures off their course of action, moved up to fight the worst off.

To Hit (Dagger): 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Crit Confirm (Dagger): 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 7 ⇒ (4) + 7 = 11


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

With reservation, Zaidel follows Jean's lead and leaves this tunnel.


Male Human L. Sorcerer 2

"Guys, I'm gonna do something a bit crazy. Try not to freak out, and please don't attack me." Davin warns his friends, before shifting his form into that of a massive wolf the size of a horse. Using my Greater Polymorph ability to become a Dire Wolf.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Do Zaidel and Jean hear the battle raging elsewhere in the tunnels?


I will allow it but in the future you need something of the creature that you are transforming into.

Zaidel and Jean continue down their tunnel unaware of the goblins being slaughtered. Continuing down the tunnel with stealth you come to a cave room blocked by rags for a door. It is a 30 feet by 30 feet room. There is a bubbling cauldron in the corner to the left. The corner to the right has a bed with furs upon it. The other two corners have what appears to be piles of debris. There are shelves with what appears as potions upon them.

---
Round 1
Meanwhile, Jon reaches over Locke and takes out one of the goblins. Davin shifts quickly into a dire wolf, though now there is no way to reach any of the goblins for Davin.

Round 2

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Jean will enter and go sniff around the two piles of furs to see if the girl is in one of them. As he does he whispers to Zaidal, "Those potions might be useful!"


Bard 2 | HP: 21/24 | AC: 16, T: 10, FF: 11 | Fort: +4, Ref: +1, Will +3 | BAB: +1, CMB: +7, CMD: 16 | Init: +0 | Perception: +5 | Archeologist’s Luck: 8/8

Well, shapeshifting was certain a new trick. Jon took another swing, then backed off so Davin had access to any amount of Goblin remaining if he could.

To Hit: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 + 7 ⇒ (4) + 7 = 11


End of combat
Jonathan finishes off the other goblin as well.

In case the dire wolf wants to charge down the tunnel:
You run another 75 feet and find the tunnel opens even more and then into a large cavern. You can see at least a dozen goblins milling about putting on armor, brandishing weapons and such.

---
Jean finds pungent smells from the pile and several furry creatures come out of each pile, a total of five of them. They come forward and sniff you.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

The satyr walks closer to the potion shelves.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Zaidel flinches when he see the furry creatures around Jean, hoping he's casting enough light to identify them.
Knowledge (arcana): 1d20 + 3 ⇒ (10) + 3 = 13

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Jean looks at the small creatures and tries to figure out what they are.

Do they look like dogs of some sort?


Bard 2 | HP: 21/24 | AC: 16, T: 10, FF: 11 | Fort: +4, Ref: +1, Will +3 | BAB: +1, CMB: +7, CMD: 16 | Init: +0 | Perception: +5 | Archeologist’s Luck: 8/8

With the goblins down, Jon felt more than a little ill. Killing things had never been something he'd shied away from when needed, but he wasn't certain this was needed. Still, he paused and then listened to see if their yelling had drawn any attention.

Perception: 1d20 + 4 ⇒ (14) + 4 = 18


They look like extremely fluffy dogs. You can't see their eyes, nose, or mouth. They look like chunks of fur with legs and a fluffy tail.

Ziadel:
You know these are not magical beasts. They kinda look like beasts but without eyes, nose, or mouth.... not a beast.

K Dungeoneering:
They are called Scruffins. They are completely peaceful creatures until attacked. Then their mouths open revealing rows of sharpened teeth that circulate like chain saw blades. They are known as land piranhas.


Male Human L. Sorcerer 2

Ah, sorry! For some reason, I had thought I could shapeshift into animals without needing some piece of them. That's a pretty restrictive super power. :(

Davin indeed lopes down the rest of the tunnel, though when he reaches the cavern, he pauses and waits for the others.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

Knowledge (dungeoneering, untrained): 1d20 + 3 ⇒ (16) + 3 = 19
"Oh, my Cayden! I think I know what these are. They're called Scruffins. Peaceful, unless attacked."
Diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17
"They are so peaceful. Yes, they are!" Zaidel speaks in a cutsie baby talk to the Scruffins. The caydenite take out his tankard, and fills it with water via create water, then alters it to cold milk using his enhance water ability. The satyr then leans the tankard toward the fluffy beasts so they can smell or drink the milk. "Would you like some milk? I got some nice cold milk for you. yes, I do!"


HP: 95/199_ FH:13_AC: 37 _T: 26_FF: 30_ Perception +9_Init: +6_Fort: +14_Ref: +10_Will: +17_CMB: +15_CMD: 29_Speed: 60
Skills:
Acro+14_Ap+6_Bluf+21_Climb+13_Dip+27_EscA+14_HA +17_Heal+1_Intimidate+21_K +7_K his +14 (rel, Nob) +10_Ling+12_Ride+10_SM+8_ Ste+15_Sur+4_Swim+14_UMD+21

He follows after the dire wolf quickly, letting the light from Jon's light give him enough sense of where to step. Moving forward with knife in one hand and wishing he had a buckler, shield, or even a torch. Let alone armor!

Finding the wolf stopped he pats the tail to let Davin know they were behind him without making much noise.


I am up for you to pick one type of creature that you can shift into without the physical component. If you want to pick animals, that is fine, you could also pick something else.

-----
Meanwhile Jon did not notice any noises coming from down the tunnel.
-----
Somehow the scruffins have tongues that come out of their fur and begin to lap at the milk. Though only three can get to it at a time and begin to growl at each other...

General Spellcraft DC 15:
Only two of the glowing vials are magical, cure light potions.

Alchemy DC 15:
You think that most of the vials are filled with venom or poison.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

Seeing the scruffins starting to become a problem, Zaidel casts sleep on the fluffy bois. Will DC 17 to negate
Spellcraft DC 15: 1d20 + 3 ⇒ (18) + 3 = 21
As the cleric takes the two cure light potions, Zaidel wonders aloud, "What do you think those other potions are?"

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

"I know nothing of potions. But I think we should grab them all if we can. They might come in handy." Jean moves back from the creatures are growling at each other and says, "They seem like they are getting a bit agitated over the milk."


Four of the five little fluff balls lay down and soon begin to snore loudly. The fifth one stops growling and happily begins to lap up the milk.

perception DC 15:
As you have gone around the room you find another cleverly covered tunnel that leads west.

-----
Meanwhile, a giant furry tail and behind of a dire wolf stops the others from seeing the cavern. You do notice the tunnel begins to widen.

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

Jean will put the rest of the potions in his backpack and then motions to the hidden door. "There is a way to continue through here." Jean says as he uncovers the tunnel and will head down it as soon as Zaidal is ready.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

"My Goodness, Jean!" Zaidel remarks, following the dragon. "Your draconic senses are amazing!"


Bard 2 | HP: 21/24 | AC: 16, T: 10, FF: 11 | Fort: +4, Ref: +1, Will +3 | BAB: +1, CMB: +7, CMD: 16 | Init: +0 | Perception: +5 | Archeologist’s Luck: 8/8

Well, Davin running ahead wasn't ideal, but Jon followed behind the dire wolf to help keep them safe.


Jean and Zaidel follow the small tight tunnel. You see it comes to another rag or something made of cloth. There are two little holes in the cloth. Looking through you see a large cavern with goblins milling about. They seem agitated, putting on armor, brandishing weapons and such. Gearing up for a fight.

A goblin in a colorful cloak and a skull covering its face is walking towards Jean. Several armored and armed goblins follow.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

"Oh sh|t!" Zaidel whispered. "We're awesome , but we can't take all these guys ourselves. Let's find Jon and the others!"

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Jean nods and will follow Zaidel back up the tunnel.


Male Human L. Sorcerer 2

Once Jon and Locke are close enough to him, Davin gestures with his paw at the cavern. He sits on his haunches to hopefully allow them to see past him.

My bad frendos! For some reason I thought the tunnel and cavern were much bigger, despite being home to goblins.


HP: 95/199_ FH:13_AC: 37 _T: 26_FF: 30_ Perception +9_Init: +6_Fort: +14_Ref: +10_Will: +17_CMB: +15_CMD: 29_Speed: 60
Skills:
Acro+14_Ap+6_Bluf+21_Climb+13_Dip+27_EscA+14_HA +17_Heal+1_Intimidate+21_K +7_K his +14 (rel, Nob) +10_Ling+12_Ride+10_SM+8_ Ste+15_Sur+4_Swim+14_UMD+21

He whispers to Jon and Davin, "So... we ready to rumble?! We have surprise on our side for now."


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

Zaidel and Jean attempt to retrace their steps getting back to the others.


goblin perceptions: 12d20 ⇒ (11, 14, 11, 5, 13, 15, 7, 20, 10, 16, 12, 15) = 149
goblin perceptions: 5d20 ⇒ (12, 17, 1, 15, 19) = 64

A good portion of the goblins stop what they were doing and make sure they have a weapon as the others are alerted to your presence as well.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

The satyr and the dragon rush back to the others.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Stealth: 1d20 + 4 ⇒ (11) + 4 = 15


Bard 2 | HP: 21/24 | AC: 16, T: 10, FF: 11 | Fort: +4, Ref: +1, Will +3 | BAB: +1, CMB: +7, CMD: 16 | Init: +0 | Perception: +5 | Archeologist’s Luck: 8/8

"There goes surprise," Jon mutters to Matthew, holding his knife up and really wishing he had a bigger sword. And a shield. And a tank. "I'm not sure these are the kinda numbers new heroes win against. I hate to mention, but I watched this show called Goblin Slayer, and things can go real bad, real fast in that. We might wanna retreat until we find the others."


HP: 95/199_ FH:13_AC: 37 _T: 26_FF: 30_ Perception +9_Init: +6_Fort: +14_Ref: +10_Will: +17_CMB: +15_CMD: 29_Speed: 60
Skills:
Acro+14_Ap+6_Bluf+21_Climb+13_Dip+27_EscA+14_HA +17_Heal+1_Intimidate+21_K +7_K his +14 (rel, Nob) +10_Ling+12_Ride+10_SM+8_ Ste+15_Sur+4_Swim+14_UMD+21

Round 1

"I agree lets back out and have them come to us. We don't want them swarming us and they have ranged attacks." He states as he moves back moving a total of 60 feet back.


Round 1 and initiative:

1d20 ⇒ 13 Davin
1d20 + 2 ⇒ (5) + 2 = 7 Locke
1d20 ⇒ 13 Jon
1d20 ⇒ 20 Zaidel
1d20 ⇒ 20 Jean

1d20 + 6 ⇒ (5) + 6 = 11 average goblins

1d20 + 6 ⇒ (15) + 6 = 21 goblin witch and guards


Zaidel and likely Jean hear the commotion coming from the cavern. Though they had begun to sneak back the way they had come.
---
None of the goblins charged. Just brandishing weapons. Though those with bows and slings let them fly.

Vs. Davin as a Dire Wolf
short bow: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d4 ⇒ 2
short bow: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d4 ⇒ 3
sling: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d3 ⇒ 3
sling: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d3 ⇒ 1
sling: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d3 ⇒ 2
confirm: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d3 ⇒ 1

One of the arrows hits Davin, and he might be able to get away before being hit by the slings.

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Perception: 1d20 + 11 ⇒ (10) + 11 = 21

Do I hear our allies or just the goblins?

Grand Lodge

Male Human Inquistor 2, hp max 19 AC 22 F+5 R +4 W +7, init +8, perc +9 Construct: 38 hp DR 10/Magic

Niversal opens the construct and asks for him to follow along and starts jogging to work off the loadstone as he works his way to where the group is.


Male Human L. Sorcerer 2

Davin lets out a yelp of pain as an arrow pierces his hide, and slowly backs away from the entrance of the cavern. Withdrawal action, able to move double my speed. Wolf's base speed is 50ft, so 100ft total. Unsure how long the tunnel is, but will move as far away as I can without fully leaving the others behind.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

Zaidel and Jean eventually find their way back to the others, hearing the commotion of battle. The satyr and dragon see their half-giant, sorcerer and his warden fighting alongside a dire wolf(?).

With rapier in hand, Zaidel speaks to the bronze dragon. "Come on, the guys need help! CAYDEN!"

The satyr gallops forward to use his god-gifted rapier for it's original purpose.
Rapier: 1d20 + 0 ⇒ (14) + 0 = 14
Dmg.: 1d8 + 0 ⇒ (3) + 0 = 3

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Assuming we do get there.

Jean zips in and stops to hover before launching a bolt of lightning from his fanged maw targeting the goblins.

Lightning Breath Weapon 40 ft line Reflex DC 13: 2d6 ⇒ (4, 2) = 6

I am for a line that hits at least 2 goblins and no allies.


Bard 2 | HP: 21/24 | AC: 16, T: 10, FF: 11 | Fort: +4, Ref: +1, Will +3 | BAB: +1, CMB: +7, CMD: 16 | Init: +0 | Perception: +5 | Archeologist’s Luck: 8/8

"Hi guys, we found the Goblins," Jon called as Jean and Zaidel joined the battle with ferocity. "Don't suppose you folks found the girl?"


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

"Sadly no", Zaidel comments as he dodges a small dagger swipe. "BUT I think Jean and I found the leader of this group. A goblin wearing a skull mask! Screams of 'Mini Boss'!"


Jean hears the voices of his allies...

If Zaidel and Jean choose to go all the way back:
You will possibly reconnect with your group in Round 12 or sooner if they continue to back up.


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

Zaidel is the Healer, and doesn't want to leave his boys hangin'. So the satyr will try to get back to his teammates. Unless FATE has other plans.
[DUH DUH DUHH!]

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

If I hear the sounds of combat coming from that room we just saw I would fly back and do my breath weapon there.


Jean and Zaidel don't hear the sounds of combat as you stealthily return the way you come. After your two move actions, next round you begin to hear goblin voices and the twang of bows. Do you return to the cloth entrance?

Round 1

Locke moves 60 feet back up the tunnel with the dire wolf on his heels. Jon... begins to mumble to himself or what? You can hear the goblins start to give chase as they jeer and taunt. Their shrilling goblin voices enter into a war cry as they follow their prey.
Will DC 15 to not be shaken, if you fail with 9 or less you are frightened for 1d6 minutes.

Round 2

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Yes. I would go back to see who they are fighting.


Round 1

Jean returns with curiosity and interest. The most that you can do would be a perception check through the holes.

Perception DC 15:
You see the squad of goblins that was coming your way has stopped and are focusing on something on the other side of the cavern. You can also see other goblins slinging stones and those with melee weapons begin to chase.

You also hear the shrilling goblin voices enter into a war cry as they follow their prey.
Will DC 15 to not be shaken, if you fail with 9 or less you are frightened for 1d6 minutes.

Round 2

What do you do?

Grand Lodge

Skills:
Diplomacy +21, Fly +13, K (Arcana, Dungeon, Nature, Planes, Religion) +17, Perception +18, SM +13, Spellcraft +17, Stealth +170, Swim +21, UMD +18
Abilities:
A.R.: 6/8; Arc Spells: 5/6, 6/6, 1/3
Vital 1:
HP 174/174 | AC 25, T 16, FF 21 | Perception +18 (LL, DV 120 ft, BS 60 ft) | Sense Motive +13, Initiative +4 |Fort +19, Ref +14, Will +12 (+2 vs Fear) | CMB +10; CMD 24 (28 vs. trip) |
Vital 2:
Speed 40 ft., fly 150 ft. (average); Swim 60 ft. |Immune electricity, Magic Aging, Disease, Positive Energy Damage, Sleep and Paralysis, Fast Healing 10; Resist Negative Energy 10, Cold 10

Perception: 1d20 + 12 ⇒ (7) + 12 = 19

Seeing the goblins fighting something and figuring that there is not much else to fight down here other then his fellow Chosen, Jean breathes a line of lightning to strike at the goblins from behind.

Breath Weapon DC 14 Reflex for Half: 2d6 ⇒ (1, 5) = 6

Cooldown: 1d4 ⇒ 1


Skills:
Inspiration Pool 14/14|Diplo +32 (+34 Charming)|Percep +30|Heal +24|Bluff +30|Handle +24|Intim +30|Kn. Arcana +19☆|Kn. Nature +21☆|Kn. Rel. +21☆|Perform (wind, sing, string) +33|SM +26|Spell +18☆|Stealth +23|UMD +24
Vitals:
HP 199/199|F: +17, R: +17, W: +26|Init + 9|AC 29 (18 T, 22 FF)|DR 6/cold iron|Fast Healing 19|BAB +4 CMB +16 CMD 35
Channel Energy (Su) 4d6 12/12x/day|Agile Feet (Su) 12/12x/day each|Touch of Good (Sp), Strength Surge (Sp)|Liberation (Sp) 5/5rds./day|Bardic Performance 25/25 rds/day

Round 1
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Will DC 15: 1d20 + 6 ⇒ (9) + 6 = 15
The caydenite keeps his cool as the goblin shriek in battle.
Round 2
The satyr was just about to offer some stealth, but the bronze dragon rushes forward and attacks.
Laughing, despite himself, Zaidel chuckles, "Yeah! Fu<k subtlety! CAYDEN!"
The cleric gallops forward to join Jean's flanking attack.
Rapier: 1d20 + 0 ⇒ (13) + 0 = 13
Dmg.: 1d8 + 0 ⇒ (3) + 0 = 3

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