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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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 don't think we have a spare sword. But maybe one of the other chosen does...Is my hat magic? I doubt it but ya never know." Jean asks as they head out to find the girl.


M Human Hedgewitch 1 | HP 8/8 | AC: 12 T: 12 Fl: 10 | CMB: -1 CMD: 11 | F +0 R +2 W +3 | Init +2 | Perc: +3 | Spell Points 6/6 | Third Eye Divination: Detect Magic | Current Effects:
Jean de Montes wrote:
Jean cackles with glee and crows out "I am getting a Dragon's Horde...woohoo!". He shuffles all the coins, gold and jewels into his bag and then offers the new guy the glowing morningstar. "Hey, you should probably hold onto this for now unless you would rather not carry a weapon? And Locke, would you like to use the glowing bow?" He asks as he thinks Locke is the only one with arrows.

Ah, missed this because I posted at almost the same time.

"What's this?" Daniel asks, an expression of mock surprise on his face. "A dragon giving away treasure? Now I know for sure you're actually human!"

He grins and chuckles. "I'll take it after I finish checking the enchantment, but... to be honest I hope I don't have to use it. Not only have I not even started to come to terms with the idea of whacking someone with intent to kill, I'm also much more of a support caster than anything else based on the knowledge I suddenly have as of a minute ago," he explains, the mirth disappearing from his face as he speaks.

"I can check if your hat is magic pretty quickly, though." He gives it a quick look.

He eyes Zaidel's tankard as the cleric speaks. "I'll save you the trouble and tell you I'll never want any," he states.


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
Daniel Newell. wrote:
He eyes Zaidel's tankard as the cleric speaks. "I'll save you the trouble and tell you I'll never want any," he states.

Zaidel just frowns and shrugs at the three-eyed newcomer.

Sense Motive 20:
The cleric thinks Daniel means that now, but thinks he'll change his mind at a later date.


At the yell for the fletcher's daughter you hear a muffled sound coming from the North.

As Daniel tells the group what he sees upon the weapons, a +1 morningstar and a +1 Adaptive Composite longbow. Also he sees a third magical gem attached to the morningstar which does additional acid damage, 1d6, to whatever magical item it is attached to.

Jean's hat is not magical. XP


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

"H3LL YES!" he replies with excitement and comes over to claim the bow from the dragon. He takes his time to go around and find what arrows he can find.

Daniel wrote:
"There's something different about you," he comments, then winces. "Sorry, still... mentally catching up. Uh, I can use a sword if someone who knows how to use it spends a minute showing me how. I'm guessing you all got to ask for a cheat skill?"

Locke quickly retorts, "Yes." after each sentence. He offers to show Daniel how to hold the sword and swing it. Or doing it with the morning star if you accept that instead.

He realizes that his wolf head is still out and shakes it. Within a few moments the muzzle and snout retreat back into his face reforming into his normal face.

"Black wolf clan... oh the quest. I assume it is black wolves." He offers then asks Zaidel, "Could you splash me with some water a few times, please. Too much blood and it would be nice to get the taste out of my mouth."

"Oh so you will hang out with Davin. Leave the melee fighting to me and Jon. I have years of experience doing it in this world." He states in neutral tones.

He doesn't have a scabard for any of the blades and will leave them behind if needed. Only the skinning knife from the fletcher, securing it in its scabbard before he pulls on the magical composite bow with a greedy grin. "Ohhhh this will do nicely!" With the bow and now an arrow in hand he moves North. "Jean did you want to take point?" If not he would.


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
Matthew_Locke wrote:
"Black wolf clan... oh the quest. I assume it is black wolves." He offers then asks Zaidel, "Could you splash me with some water a few times, please. Too much blood and it would be nice to get the taste out of my mouth."

"Of course". Zaidel begins to casts several create water spells over Matt's head in an attempt to wash the warder clean.


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

After he scrubs his face and fur with the water from Zaidel he sighs and says, "Thank you!"

---
stealth: 1d20 + 4 ⇒ (14) + 4 = 18
He gets to the cage and whispers, "It's alright we are here to help." He nods to Jean pointing his chin towards the continuing tunnel. He puts the bow and arrow away then pulls the knife. He then starts to cut the bindings on the wooden cage.


The group slowly moves to the North, maybe with Stealth checks, following the path it opens up more than 5 feet after a 40 foot tunnel. The tunnel continues but in this open space you see a wooden cage and someone bound inside of it. No goblins in sight.


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

Stealth: 1d20 + 4 ⇒ (5) + 4 = 9
Zaidel casts dancing lights around the cage.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11


With the added light, I have troubles keeping track of active spells, you can see the form of a young woman bound with rope and a muffle of rags in her mouth. She begins to lean forward but you can see another rope attached to her arms and the back of the room.

If you continue down the tunnel:
Perception DC 15 and you see a goblin hiding against the wall mostly behind a rock.

You travel another 30 feet to a 30 by 30 cave that looks to have been dug out. There is the goblin with a colored cape and a skull on its head with red glowing flasks in its hands.

There are goblins on either side of the doorway and more smaller ones behind the colored cape.


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

"M'lady. Please don't worry. We are here to rescue you."
Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18
Zaidel looks around the cage, looking for a latch or lock mechanism, then to the nearby wall for a key.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18 two '18's


Zaidel's words calm the girl down and she relaxes a bit. She is still crying.

The cage looks like it lifts, there is a rope attached to the top four corners and over to a winch. Str DC 17 to lift it a foot. DC 22 to lift over your head. Locke has begun to cut the bindings holding the bars together.


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 tries to lift the gate but just can't.
Strength check: 1d20 + 0 ⇒ (15) + 0 = 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

Still groggy, Jon moved to help Zaidel lift the gate. "I wonder how the Goblins do this?"

Strength Check: 1d20 + 7 ⇒ (8) + 7 = 15


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

Grunting next to him, Zaidel adds, "I have no fu<king clue. Just like how eating goblins whole brought you back from the dead.
Nothing makes sense anymore. Thank Cayden I got alcohol!!"

"Still, unbelievably happy you're still with us, Jon", the satyr ended with a genuine smile.


If you use the winch the DC goes down by 10.


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

"Or. I don't know. We can use that winch." Zaidel comments as he stops trying to pull up on the bars.
Strength Check: 1d20 + 0 ⇒ (13) + 0 = 13
Zaidel gets it up a foot high, which for a satyr is quite impressive. And the gate rises 12 inches as well.
"I think I'm the slimmest of us. Maybe if someone else works the wrench, I can crawl underneath and use a dagger and cut the bonds holding the lovely lady."
Diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19

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 position himself forward in case the goblins come to attack while the others free the girl.

He replies to Daniel, "I should outlive you all by like...thousands of years. So I will get it back in time."


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

Locke stops and goes to the back to cut the rope holding her in place.


With a snap the rope is cut by Locke, she is able to roll under the open cage but would need some help to fully get away from the cage, let alone the ropes binding her.

With the dragon waiting near the winch for any goblin to show up, none do show up.

The group easily free the girl from her bindings. She coughs and takes the offered cup from Zaidel, though if not she meekly would ask for water.

As you free the girl a blue screen pops up:
Quest - Completed
---
Find the Fetcher's Daughter
---
Reward: Ranger's backup bow or one made for you (Can be collected from the Fletcher.)
2nd Reward: quiver of arrows (Can be collected from the Fletcher.)
3rd Reward: 23 sp (Each of you gain this!)

Then a new screen pops up:
Quest
---
Return the Fetcher's Daughter Safely
---
Reward: Random reward/loot box (Each of you gain this!)
2nd Reward: 20 arrows a month


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 throws the old contents out of the tankard and replace it with fresh, cold water.
"Ok, gentlemen. I'm not interested in genocide, just bringing this lady home to her father.
Let's get the hell outta here"
, the satyr suggested.


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

"Go right ahead, I am going to make sure these goblins don't come back." You see a red glint in his eye similar to Goblinslayer

With the skinning dagger in one hand he moves to the North continuing down the tunnel on his own or with support.

perception: 1d20 ⇒ 2

He gets to the next cave.:

Round 1

He steps into the room and goes to cut down the goblin on his right first. Cutting the throat of the goblin dropping it.
+1 goblin pain skinning knife: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d4 + 4 ⇒ (1) + 4 = 5 +5 damage to goblins
crit: 1d20 + 6 ⇒ (18) + 6 = 24 damage: 1d4 + 4 ⇒ (2) + 4 = 6

Round 2

+1 goblin pain skinning knife: 1d20 + 6 ⇒ (6) + 6 = 12 damage: 1d4 + 4 ⇒ (2) + 4 = 6 +5 ​damage to goblins

Round 3

+1 goblin pain skinning knife: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 1d4 + 4 ⇒ (2) + 4 = 6 +5 ​damage to goblins

Round 4

+1 goblin pain skinning knife: 1d20 + 6 ⇒ (11) + 6 = 17 damage: 1d4 + 4 ⇒ (3) + 4 = 7 +5 ​damage to goblins

He is finally able to hit the goblin on his left killing it too.

Round 5

Furious at being burned and blasted he charges the skull wearing goblin. Hurting it but not killing it.

+1 goblin pain skinning knife: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 damage: 1d4 + 4 ⇒ (3) + 4 = 7 +6 ​damage to goblins

Round 6
+1 goblin pain skinning knife: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d4 + 4 ⇒ (2) + 4 = 6 +6 ​damage to goblins
AoO: 1d20 + 6 ⇒ (6) + 6 = 12 damage: 1d4 + 4 ⇒ (3) + 4 = 7 +6 ​damage to goblins

Round 7
+1 goblin pain skinning knife: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d4 + 4 ⇒ (1) + 4 = 5 +6 ​damage to goblins
AoO: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d4 + 4 ⇒ (4) + 4 = 8 +6 ​damage to goblins

crit: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d4 + 4 ⇒ (4) + 4 = 8
He finishes off the skull wearing goblin with a critical strike cutting its throat like so many of its kin.

Now the grisly work is ahead of him and be begins the slaughter of the young goblins all eight of them.


Battle at the cave with Locke, goblins, and anyone following Locke:

The battle goes as follows unless someone aid's Locke!
Round 1

The goblin on Lockes left tries to cut him as the skull wearing goblin throws one of the flasks.

1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 damage: 1d4 + 1 ⇒ (4) + 1 = 5
flask: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Round 2

1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 damage: 1d4 + 1 ⇒ (4) + 1 = 5
flask: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Locke takes 9 damage and then heals 3. 6

Round 3

1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 damage: 1d4 + 1 ⇒ (3) + 1 = 4
flask: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
crit: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Locke takes 6 damage from the bomb and 4 from the slash and then heals 3. 7

Round 4

1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 damage: 1d4 + 1 ⇒ (1) + 1 = 2
flask: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Locke takes 7 damage from the bomb and then heals 3. 4

Round 5

As Locke charges one more bomb is thrown.
flask: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
It misses as Locke likely comes in for the kill.

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 sees Locke heading down the tunnel and says, "I think we need to support each other as much as possible. And I always was a completionist in games. Besides, if the Goblins attacked once and attacked us without hesitation, they are likely to do it again."

Jean then heads down the tunnel.

Cave:

Round 1

Jean sees Locke stop at the door and tries to fly past!

Acrobatics to avoid Attacks: 1d20 + 1 ⇒ (2) + 1 = 3

Then he sends a bolt of lightning from his fanged maw at the fancy looking goblin.

Hit the boss and any others I can in a line.

DC 14 Reflex for Half: 2d6 ⇒ (3, 3) = 6

Cooldown: 1d4 ⇒ 2

Round 2
Jean charges at the creature that seems to be the leader.

Charge the leader. Unless I get surrounded. Then I would do a full attack to clear them off me.

Charge Bite w/PA: 1d20 + 8 - 2 + 2 ⇒ (15) + 8 - 2 + 2 = 23

Bite Damage w/PA: 1d6 + 1 + 4 ⇒ (4) + 1 + 4 = 9


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

"It's interesting to be back," Jon said, his brain slowly sliding into gear and trying out the winch.

Strength: 1d20 + 7 ⇒ (3) + 7 = 10


Cave battle continued:
As Jean flies through in Round 1, the two goblins swing...

2d20 ⇒ (13, 18) = 31 One of them hit: damage: 1d6 + 1 ⇒ (4) + 1 = 5

Round 2

Jean charges and bites the boss. But it is not enough. Though the boss still tosses its bomb at Jean. It burns and does 9 damage, though you get an AoO on him.

Round 3

The goblin doesn't care about burning himself hitting Jean for another 6 damage. Though if you haven't downed him by now, problems would arise.

As Matthew and Jean head down the tunnel Jon feels a bit of pain in his leg. A goblin is trying to stab you! small short sword: 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d4 + 1 ⇒ (3) + 1 = 4


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

Hearing the bombs being thrown around, the satyr sighs heavily.
Turning to the traumatized prisoner, the cleric explains, "Hello. My name is Zaidel. There is nothing more I'd like to do that escort you out of these caves. but my friends sound like they need some help. Please. Find some place to hide until I come get you."
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23


M Human Hedgewitch 1 | HP 8/8 | AC: 12 T: 12 Fl: 10 | CMB: -1 CMD: 11 | F +0 R +2 W +3 | Init +2 | Perc: +3 | Spell Points 6/6 | Third Eye Divination: Detect Magic | Current Effects:

Daniel reports what he is able to tell about the magic items. "To be honest... I shouldn't take the morningstar. These little noodle-arms of mine," he indicates his thin arms, "Don't have much strength to them."

He accepts the Black Wolf quest (figuring he doesn't have to complete it if it turns out it's something else) then notices everyone starting to head out. He hurries to keep up with them, though he does frown a bit when Matthew mentions years of experience.

If this were a novel, that would mean he's either the mentor figure who's doomed to die or he's secretly evil, he thinks to himself. Of course, this isn't a novel, so... he *might* not be one of those...

Jean de Montes wrote:
He replies to Daniel, "I should outlive you all by like...thousands of years. So I will get it back in time."

Daniel grins. "Let's hope we all survive long enough that matters."

He slows as the group reaches the room with the cage. The set-up just seems too suspicious to him. An obvious cage with a captive in it? "Doesn't this scream 'trap' to anyone else?" he asks as several other members of the group rush forward.

Daniel hangs back and keeps an eye out for trouble.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

He frowns as Matthew and Jean go on ahead. "This isn't a game," he states, "Unless you know something we don't?"

He looks at Zaidel. "I'm with you. If this world is anything like Pathfinder, goblins are just as sapient and capable of moral reasoning as we are. Did you guys try talking with them?"

Does he notice the goblin attacking Jon?

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

Cave:

Jean snaps at the goblin as he throws the vial.

Bite Attack w/PA: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19

Bite Damage 1/PA: 1d6 + 1 + 4 ⇒ (2) + 1 + 4 = 7

Round 3

Jean sends a flurry of blows at the lead goblin.

If he dies, any remaining attacks go to the other goblin who attacked me.

Bite Attack w/PA: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26

Bite Damage 1/PA: 1d6 + 1 + 4 ⇒ (5) + 1 + 4 = 10

Claw Attack w/PA: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13

Claw Damage 1/PA: 1d4 + 1 + 4 ⇒ (4) + 1 + 4 = 9

Claw Attack w/PA: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11

Claw Damage 1/PA: 1d4 + 1 + 4 ⇒ (4) + 1 + 4 = 9

Critical Confirmation for the Bite Attack w/PA: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19

Critical Confirmation Bite Damage 1/PA: 1d6 + 1 + 4 ⇒ (6) + 1 + 4 = 11


Daniel and Zaidel both would see the goblin attack Jon, maybe just after Jon's audible start.

She grabs onto Zaidel's arm crying and shaking, "No! Don't leave me, wait there is one now!"

As Daniel did not take the magical Morningstar it should go to Jon, it scales to large in your hands.

Cave:
Round 3
Jean finishes off the boss with a snapping bite. He can take a five foot step in and attack the young goblins. Or move back to the last goblin. Options!

Round 4
Locke finishes off the goblin next to him and then looks up at the young ones with menace in his eyes, "Jean they have to die!"

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

Cave:

Round 3
Jean steps forward to finish off the last warrior. I would step and use my two claw attacks. I am not sure either hit though.

Round 4
Jean gives him a quizzical look and says, "Or we could just take them with us and show them a different way. They are no threat to the people here. You have to resist becoming a Dark Soul! That path will not take you where you want to be!"

Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

If the Goblin is still alive I still try and talk to Locke instead of finishing him off.


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
GM Wolf wrote:
She grabs onto Zaidel's arm crying and shaking, "No! Don't leave me, wait there is one now!"

Zaidel nods, putting himself inbetween the girl and danger.

The satyr goes full-defensive.


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

Cave:
With Jean's calming words Locke stands down, he states, "They are your responsibility then." With that in mind he steps away from the only obvious exit. He murmers to himself as he puts his free hand to his face, "Dark Soul, I am far from that. Though he has a point."


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

I hope the Fletcher's Daughter is wearing enough to cover her modesty. What does she look like?


1 person marked this as a favorite.

]The fletcher's daughter, though she is covered in grime and dirt. Her clothes still give her plenty of modesty but it is tattered. They were not so kind while they dragged her here.

---

Niversal you look around as your construct emits a high pitched ping, you see an orc or large goblin with an axe in hand walking up the stream towards you, it is about 120 feet off and has at least four goblins with it.

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 quickly looks over the lead goblin to see if he had anything interesting and then takes whatever it is. He then takes some time to get the goblin kids together and then comes ushering them out as best he can while trying to find ways to communicate.

Perception to search the boss: 1d20 + 12 ⇒ (16) + 12 = 28

How many little ones are there? I am guessing they do not speak common. I am planning on taking 10 for a 17 on Diplomacy to use non-verbal communication to get them to follow me. I am not planning on forcing then. I know nothing for goblins. They may be able to take care of themselves for all Jean knows, but he tries to bring them along.

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 jumps into the construct and says accept new quest and pulls out the rifle at this range aiming at the furthest goblin to the right and shooting him and then rapid reloading!

rifle blast ranged attack: 1d20 + 4 ⇒ (10) + 4 = 14

damage: 1d10 ⇒ 10

will save: 1d20 + 4 ⇒ (9) + 4 = 13

-1 Cha ability damage


Round 1 with Niversal

One goblin down and they all freeze. One of the goblins cry and point towards you.

4d20 ⇒ (15, 9, 7, 20) = 51

Round 2 with Niversal

The three goblins double move 20 feet forward. The larger one moves 60 feet. The three goblins shoot their bows and they all miss their mark.

3d20 ⇒ (10, 15, 2) = 27 +3

Niversal:
Please loot over your vital stats. You are missing a lot of things!

---
Jean finds many vials filled with different substances. Also the dirty colored cape has a hidden richness that you can Sense.

The goblin youth take to the herding.
---
Between Jon, Daniel, and Davin the goblin is quickly dealt with. About a minute passes before some tiny goblins come walking forward with Jean the dragon at their backs.

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

"So we have some orphans to deal with. Seems like a worthy quest. There must be other goblins around who have not attacked others. I also have some more vials and a cloak that I think look interesting." Jean says as he continues herding the little goblins towards the exit.


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
GM Wolf wrote:
]The fletcher's daughter, though she is covered in grime and dirt. Her clothes still give her plenty of modesty but it is tattered. They were not so kind while they dragged her here.

Zaidel has a moment to really look at The Fletcher's Daughter.

Well. I worked before. Two times the charm, the satyr thought to himself.
"Once we get out of here, I'd like to check your overall health. Here. This should help in the meantime."
The caydenite casts his daily prestidigitation on The Fletcher's Daughter, cleaning her clothes, skin, and any wounds she might have.
Diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29


"Zaidel thank you! How is my father, is he..." She nearly sobs out barely keeping her composure and not wanting to finish that sentence.


A new blue screen appears in front of each of the Chosen:
Quest - Take Care of Young Goblins
---
A. Raise the goblins under your tutelage.
B. Find an orphanage or foster parents.
C. Find another tribe to take them.
D. Kill the young goblins.
E. Find another solution.
---
Reward: Depends on actions taken in quest.
2nd Reward: Tool kit of your choice (You each get one)

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 accepts as he continues herding through. "I wonder if there is an orphanage back in town..hmm..."


The procession moves slowly back to the tunnel entrance, unless someone wants to speed it up? With Jon in front likely weilding a large Morningstar and a large dagger. Next Davin and Daniel follow. Zaidel and the fletcher's daughter come next followed by the six tiny goblins and Jean the dragon. Locke must have stayed behind, likely to consume more goblins and search for any loot left behind. Then you hear the echo of a gunshot... who is running to the entrance now?

If you run you can get out in Round 5 with Niversal's combat.

Niversal's shooting range:
***Round 3*** with Niversal

rifle blast ranged attack: 1d20 + 4 ⇒ (20) + 4 = 24
crit: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 2d10 ⇒ (3, 3) = 6

The two goblins left move 20 feet forward and shoot their bows again. The larger one moves 40 feet finding some extra deep water and slipping some, it will be upon you next round. The two goblins shoot their bows and they all miss their mark.

2d20 ⇒ (14, 2) = 16

***Round 4*** with Niversal
Who will you shoot this and next round?

The two goblins left move 20 feet forward and shoot their bows again. The larger one moves 40 feet finding some extra deep water and slipping some, it will be upon you next round. The two goblins shoot their bows and they all miss their mark.

2d20 ⇒ (7, 7) = 14


The round before the runners exit the tunnel to see Niversal, another blue screen appears in front of all of the Chosen:
Extermination Quest - Kill all veteran members of the Bloody Red Goblin Gang
---
19/25 red goblin veteran deaths.
6 threats still in range.
---
1st Reward: Status Recovery
2nd Reward: Random loot box
3rd Reward for whoever kills the most goblins: minor magical item, choose type, and roll.


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
GM Wolf wrote:
"Zaidel thank you! How is my father, is he..." She nearly sobs out barely keeping her composure and not wanting to finish that sentence.

"You're father was extremely fortunate", Zaidel begins. "He had minor lacerations, but we healed those. Your father was more concerned for you than his injuries. We left two members of the party to watch over him, while we went to find you."

Diplomacy: 1d20 + 12 ⇒ (20) + 12 = 32 Finally! I was wondering when Zaidel would get his first 'Nat 20' in Diplomacy.
GM Wolf wrote:

A new blue screen appears in front of each of the Chosen:

Quest - Take Care of Young Goblins
---
A. Raise the goblins under your tutelage.
B. Find an orphanage or foster parents.
C. Find another tribe to take them.
D. Kill the young goblins.
E. Find another solution.
---
Reward: Depends on actions taken in quest.
2nd Reward: Tool kit of your choice (You each get one)

Zaidel moaned. "Argh. 'The hits start coming and they don't stop coming'."

Looking to the new 'den mother' of these goblin babies, Zaidel says, "Jean. I'll follow your lead on this one."
GM Wolf wrote:

The round before the runners exit the tunnel to see Niversal, another blue screen appears in front of all of the Chosen:

Extermination Quest - Kill all veteran members of the Bloody Red Goblin Gang
---
19/25 red goblin veteran deaths.
6 threats still in range.
---
1st Reward: Status Recovery
2nd Reward: Random loot box
3rd Reward for whoever kills the most goblins: minor magical item, choose type, and roll.

"Status Recovery? Is that what I think it is?" Zaidel waits until other party members hit the 'accept' function before he does.

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 reloads again and shoots at another goblin who has been going at him with a bow(wounded first to kill then next one)

rifle: 1d20 + 4 ⇒ (7) + 4 = 11

damage: 1d10 ⇒ 9

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 accepts the new quest and continues his herding towards the entrance.


M Human Hedgewitch 1 | HP 8/8 | AC: 12 T: 12 Fl: 10 | CMB: -1 CMD: 11 | F +0 R +2 W +3 | Init +2 | Perc: +3 | Spell Points 6/6 | Third Eye Divination: Detect Magic | Current Effects:

Daniel's first combat in this new world goes about how he thought it would--he was terrified, he froze up for a bit, he just barely avoided panicking, and mostly just ended up speeding up the others with his magic while they killed the goblin. He takes a deep breath and tries to settle his nerves as the adrenaline in his system runs its course.

It's only now that he notices that his wallet pocket feels heavier, and reaches in to discover some coins in it. So is this whole quest thing what she meant by a 'system to make us stronger'? he thinks to himself suspiciously.

Then the dragon comes in, herding a bunch of young goblins, and Daniel sighs. "Great, we have the goblin baby problem."

He pauses, then adds, "At least this means this isn't one of those worlds where monsters appear fully-formed with hard-coded hostility."

Then the quest screen pops up. Frowning thoughtfully he says, "If we can *find* a non-hostile tribe that seems the best solution... I kind of doubt there's an orphanage around here that will take goblins, though given I know *nothing* about this world..." he shrugs.

Then *another* quest window pops up. "Procedural generation? Or is there a directing intelligence behind it? And if it's an artificial intelligence is there a difference?" he muses to himself. After a moment's hesitation he accepts the quest--given the kidnapping and the fact that they're named Bloody Red Goblin Gang it seems like they're not safe to leave alone.

"Speaking of healing, I think he needs some help," Daniel points to Jon.

He pauses a moment, then asks, "Was that a gunshot? Did you leave a rearguard?"

He ticks with the group, only rushing if they start running.

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 was thinking we could check for an orphanage in the town. Then they would know people and be less likely to probably want to raid the town. Both Jon and I are hurt. Hopefully, we can see the last six goblins coming." Jean says.

Perception with Dragon Senses: 1d20 + 12 ⇒ (15) + 12 = 27 Do I hear gunshots?


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

"Okay, Buckaroos!" Zaidel chapped his hands together. "Now's the time for me to Channel Energy for the first time. So everyone gather around, and hold on to your balls, if you have 'em."
The caydenite held his precious holy symbol in his hand.
"I'm going for 3 bursts. Here we go!"
A soft audible 'boom' of energy radiates from the cleric.
"One."
Channel Energy: 1d6 ⇒ 1
"Two."
Channel Energy: 1d6 ⇒ 5
"Three.
Channel Energy: 1d6 ⇒ 3
I'd like three Fort DC 12 save or let out a large belch.
The satyr's bandy legs began to buckle on the last channel.

Sense Motive 20:
Zaidel may have enjoyed channeling energy a little 'too' much.

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