GM Valen's PFS 1e 0-20 The Devil We Know Part I: Shipyard Rats (CORE)(Tier 3-4) (Inactive)

Game Master Lysle

Start Date: Part 2 has begun!

Slides & Maps


451 to 500 of 683 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit is also staying readied until a flanking buddy shows up or one attacks.

Scarab Sages

Destiny of the Sands - Part 1-2 Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft

Merida moves closer to the cultists, bow in hand.

(double move)

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Double move.


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

Displaying an unusual amount of confidence, or perhaps simply impatience, one of the cultists (blue) rushes toward Nightkit.
Move

Nightkit readied action goes off

Cultist (blue), Melee attack (quarterstaff) w/enfeeblement: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Damage (B): 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Miss chance<21%: 1d100 ⇒ 18

SEWER SMACKDOWN! - Round Three Begins!

PCs in bold may act

Ashtoret
Cultist (red) (readied action)
Nightkit (readied attack only)
Merida
Theron
Menudo
Seebonick
Cultist (blue) (-3 Str)

Position of cultist now updated on Map.

Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

If it wasn't for the concealment, that would have hit. She swings around and stabs at Blue with her rapier.
to hit: 1d20 + 6 ⇒ (11) + 6 = 17 piercing: 1d6 ⇒ 3

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 2, Ghoul Touch 1, Mirror Image 0 | Fireball 2, Halt Undead 1 || A-Bond +

Ashtoreth shoots at the blue enemy with a crossbow and retreats.

+1 Light Crossbow: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 2 ⇒ (8) + 2 = 10


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

Both Nightkit's blade and Ashtoret's bolt wound the cultist (blue). His ally (red) twirls a quarterstaff and moves to protect the trapdoor.
Move; ready

SEWER SMACKDOWN! - Round Three Cont'd!

PCs in bold may act

Ashtoret
Cultist (red) (readied action)
Merida
Theron
Menudo
Seebonick
Nightkit

Cultist (blue) -13 HP (-3 Str)

Position of cultist now updated on Map.

Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Menudo moves forward, as fast as his Longstrider-boosted legs will carry him. With no regard for his own safety, he moves around the cultist Blue, provoking and into a flank.

AC 24 with Shield

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

I have light on my sword too

Seebonickk moves closer to the light.

double move

"Really I AM coming!"

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Well ... hurry up about it Nightkit snaps back.

She then takes advantage of the provided flank to stab Blue again.
to hit: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13piercing: 1d6 ⇒ 3 sneak: 2d6 ⇒ (4, 4) = 8


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Menudo wrote:
Menudo moves forward, as fast as his Longstrider-boosted legs will carry him. With no regard for his own safety, he moves around the cultist Blue, provoking and into a flank.

Cultist (blue), Melee attack (quarterstaff) w/enfeeblement AoO: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11

Damage (B): 1d6 + 2 - 1 ⇒ (5) + 2 - 1 = 6

Nightkit wrote:
She then takes advantage of the provided flank to stab Blue again.

The cultist avoids the strike.

SEWER SMACKDOWN! - Round Three Cont'd!

PCs in bold may act

Ashtoret
Cultist (red) (readied action)
Merida
Theron

Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)

Position of cultist now updated on Map.

Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Hey scumbag...catch! Theron says as he rounds the corner and flings a javelin at the farthest cultist.

toss: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 4 ⇒ (5) + 4 = 9

Scarab Sages

Destiny of the Sands - Part 1-2 Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft

Merida just makes it into Point-Blank range with enough time to shoot one arrow at Red.

+1 Longbow Point-Blank Deadly Aim: 1d20 + 8 + 1 - 1 ⇒ (11) + 8 + 1 - 1 = 19
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10

"And now try to catch this!"


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Theron wrote:
Hey scumbag...catch! Theron says as he rounds the corner and flings a javelin at the farthest cultist.

The cultist easily ducks, avoiding the javelin.

Merida wrote:
Merida just makes it into Point-Blank range with enough time to shoot one arrow at Red.

The arrow pierces deeply, but fails to fell the foe.

The flanked cultist (blue) cautiously steps back to reposition himself. (5 ft. step.) He then strikes at Menudo.

Cultist (blue), Melee attack (quarterstaff) w/enfeeblement: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Damage (B): 1d6 + 2 - 1 ⇒ (1) + 2 - 1 = 2

SEWER SMACKDOWN! - Round Four Begins!

PCs in bold may act

Ashtoret
Cultist (red) -10 HP (readied action)
Merida
Theron
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)

Position of cultist now updated on Map.

Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. All along the waterway, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below.

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 2, Ghoul Touch 1, Mirror Image 0 | Fireball 2, Halt Undead 1 || A-Bond +

Ashtoret, having let her comrades go ahead, follows and reloads the crossbow.


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

One of the cultists (red) approaches to strike at Menudo.

Cultist (red), Melee attack (quarterstaff): 1d20 + 5 ⇒ (2) + 5 = 7
Damage (B): 1d6 + 2 ⇒ (6) + 2 = 8

SEWER SMACKDOWN! - Round Four Cont'd!

PCs in bold may act

Ashtoret
Cultist (red) -10 HP
Merida
Theron
Menudo
Seebonick
Nightkit

Cultist (blue) -13 HP (-3 Str)

Position of cultist now updated on Map.

Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways.

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Theron thunders towards the cultists, blade held high. He brings it down in a wide slash, trying to fell both men with a single blow.

attack red, cleave: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 4 ⇒ (6) + 4 = 10
attack blue, cleave: 1d20 + 10 ⇒ (2) + 10 = 121d8 + 4 ⇒ (6) + 4 = 10

epic lol....

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit nearly collapses while laughing at Theron's swings in the process of moving into some sort of flank.

She stabs at Blue
to hit: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 piercing: 1d6 ⇒ 2 sneak: 2d6 ⇒ (3, 5) = 8

Scarab Sages

Destiny of the Sands - Part 1-2 Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft

Merida steps to the side to let Ashtoret get a line of sight to the battle.
She rapidly shoots two arrows at Red. (please redirect the second if Red falls after the first arrow)

+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (13) + 8 + 1 - 2 - 1 = 19
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (17) + 8 + 1 - 2 - 1 = 23
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14

Unfortunately, both cultists have soft cover, so the first arrow may miss.

"Will you fall already?!"

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Sorry, posted yesterday and it went missing.

Menudo swings on blue.

Curve Blade: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d10 + 4 ⇒ (3) + 4 = 7

Then he steps 5' to the south to cut off avenues of escape.

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

The gnome carefully moves across the board and tries to hit the cultist with his crossbow. But the bolt flies into the air.

blue

attack: 1d20 + 7 ⇒ (6) + 7 = 13

damage: 1d6 ⇒ 2


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Theron Randallas wrote:
Theron thunders towards the cultists, blade held high.

As Theron approaches, an arrow of acid appears to spring from the trapdoor and speeds toward Theron.

Ranged (acid arrow) v touch: 1d20 + 2 ⇒ (12) + 2 = 14
Damage (acid): 2d4 ⇒ (3, 3) = 6

Theron Randallas wrote:
He brings it down in a wide slash, trying to fell both men with a single blow.

Perhaps caught by surprise due to the acidic bolt, Theron misses.

So does Nightkit and Menudo.

Merida, however, finds purchase with her second arrow, felling one of the cultists (red)

SEWER SMACKDOWN! - Round Four Cont'd!

PCs in bold may act

Ashtoret
Cultist (red) -24 HP
Merida
Theron -6 HP
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)

Position of cultist now updated on Map.

Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways.

Scarab Sages

Destiny of the Sands - Part 1-2 Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft

@GM Valen: Seebonickk already acted - I think it's the turn of the Cultist (blue).


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

The remaining cultist (blue) cautiously steps back to reposition himself. (5 ft. step.) He then strikes at Theron.

Cultist (blue), Melee attack (quarterstaff) w/enfeeblement: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Damage (B): 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4

SEWER SMACKDOWN! - Round Five Begins!

PCs in bold may act

Ashtoret
Merida
Theron
-6 HP
Menudo
Seebonick
Nightkit
Cultist (blue) -13 HP (-3 Str)

Position of cultist now updated on Map.

Terrain Notes: The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways.

Scarab Sages

Destiny of the Sands - Part 1-2 Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft

Huh... where did that acid arrow come from? But let's deal with the wounded cultist first...

"One down, still another one to shoot!"

The young archer steps forward and fires another two arrows at the remaining cultist.

+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (18) + 8 + 1 - 2 - 1 = 24
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7
+1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (20) + 8 + 1 - 2 - 1 = 26
Magic Piercing: 1d8 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9

crit? +1 Longbow Point-Blank Rapid Shot Deadly Aim: 1d20 + 8 + 1 - 2 - 1 ⇒ (10) + 8 + 1 - 2 - 1 = 16
additional Magic Piercing: 2d8 + 6 + 2 + 4 ⇒ (4, 4) + 6 + 2 + 4 = 20

If the first arrow drops blue, the second arrow is targeted at the square where the acid arrow came from - the trapdoor.

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Son of a motherless goat! Who did that? Show yourself, you coward! I'll gut you like a fish and cast yer carcass to the bottom feeders! Theron rages as he looks for who/whatever hit him. He moves over to the trapdoor and slams his sword through it with both hands.

attack, power attack, 2h: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11

I'm assuming blue is down...if not i'll retcon my action.

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Wow. Sorry Theron.

She too goes to investigate the trapdoor.

Maybe I'd better check for traps

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 2, Ghoul Touch 1, Mirror Image 0 | Fireball 2, Halt Undead 1 || A-Bond +

+1 Light Crossbow: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 2 ⇒ (6) + 2 = 8

Ashtoret passes to the north, finds a good position and sends another bolt to another cultist. I'm so good at this, maybe I should have become an archer? She looks at the crossbow with surprise, absolutely not interested in the grimace of pain on the face of the enemy, who grabs the shot leg.

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

If combat is over, Menudo retrieves his dropped wand.


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

The final cultist quickly falls under the combined firepower of the Pathfinders.

COMBAT OVER

The room is lit by a single torch in the west wall.

The party is free to explore their remains and the door.

If you explore the remains:
Each cultists had a quarterstaff, a set of studded leather armor, and a small trinket.

If you succeed at an Appraise check (DC 12), you may open the spoiler below:

Spoiler:
The trinkets are made of 50 gp worth of gems and gold.

If you cast detect magic, you may open the spoiler below:

Spoiler:
The trinkets are magical.
You may attempt a Knowledge (arcana) and/or Spellcraft check to learn more.

If you search for traps:

You may attempt a Perception check with a +2 circumstance bonus.

If you cast detect magic, you may open the spoiler below:

Spoiler:
The area around the trap door is magical.
You also may attempt a Knowledge (arcana) and/or Spellcraft check to learn more.

If you succeed at an Perception check (DC 27), you may open the spoiler below:

Spoiler:
The trapdoor was protected by a magical acid arrow trap, which was triggered by proximity (alarm) and has no reset.

You may sufficiently document and diagram the trap with a successful DC 20 Knowledge (dungeoneering), Use Magic Device, or Disable Device check or a DC 25 Perception check.

A DC 27 Disable Device check is required to "disable" the trap.

What is next, Pathfinders? Continue exploring the sewers? Or venture through the trap door?

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 2, Ghoul Touch 1, Mirror Image 0 | Fireball 2, Halt Undead 1 || A-Bond +

Appraise: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft: 1d20 + 12 ⇒ (11) + 12 = 23

Ashtoreth examines the remains. Hey, there are some trinkets here, I can't figure out if they're valuable or not. And a magic staff! So...

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Good riddance, mutts! Theron says as he tries to control his anger.

Could one of you magic slingers mind using my wand on me? That acid stung. I've had worse, just a new type of pain...an itchy burning. Don't recommend it... he says with a wry grin.

Anything else there? Studded leather is more Kit's style...

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Katrina is busy searching for traps. She smiles at Theron's comment but say's nothing.

perception: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Grand Lodge

Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 0/2, LoH 0/4, Base Speed 20

Menudo puts his wand away. He instinctively moves to wipe the blood from his blade, before he realizes he never hit anyone.

Scarab Sages

Destiny of the Sands - Part 1-2 Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft

@Ashtoret: I think the trinkets are magical, not the staff...

"Let my try, Theron!"

Merida doesn't wait for an answer and grabs the fighter's wand of CLW, trying to get it to work.

UMD: 1d20 + 7 ⇒ (6) + 7 = 13
UMD: 1d20 + 7 ⇒ (19) + 7 = 26

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

UMD: 1d20 + 7 ⇒ (18) + 7 = 25

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Three tries later:

"There, as good as new! No remaining scars, too."

Merida hands the wand back to the fighter and goes to check on Nightkit.

"Found anything, Kit?"

Liberty's Edge

Male Gnome Rog 5| HP 36 | AC 20; Touch 14; FF 17 | F +5; R +8; W +3 | CMB+3; CMD 16 | Speed 20 ft | Init +3 | Perc +10 | Stealth: +12 Rogue 5

Seebonickk looks around the area for traps.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

"Anyone see anything?"

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Not yet Merida. Theron ... did I ever tell you I did an entire adventure just wearing a two piece swimsuit and a Mage Armour? That's more my style. And if you don't believe me .. ask Merida She grins at the memory. Oh .. there was a waterbreathing involved too

((waiting on the GM))

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Ha! That must have been interesting. Thanks Merida...are you sure you're not a wizard that's good with a bow? he says with a chuckle.

Scarab Sages

Destiny of the Sands - Part 1-2 Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft
Theron Randallas wrote:
Ha! That must have been interesting. Thanks Merida...are you sure you're not a wizard that's good with a bow? he says with a chuckle.

Funny you mention this - because actually, I am considering to take the Prestige Class Arcane Archer at level 8... :-)

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Oh it was. I guess I have a 'thing' about being underwater. Most of my escape acts involve water

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 2, Ghoul Touch 1, Mirror Image 0 | Fireball 2, Halt Undead 1 || A-Bond +
Merida Bowie wrote:
@Ashtoret: I think the trinkets are magical, not the staff...

Absolutely right, my perception yesterday was the same as that of Ashtoret herself ))


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Ashtoret wrote:
Ashtoreth examines the remains. Hey, there are some trinkets here, I can't figure out if they're valuable or not. And a magic staff! So...

Ashtort determines that the magical trinkets are trap trinkets, protective items that keep the nearby acid arrow trap from targeting anyone using a trinket and that the trap trinkets are worthless as magic items once the trap has been disabled.

The others look for the traps, but do not spot any. There is a magical aura around the trap door, but no markings indicating a "trigger" or a conjuration source are found.

What is next, Pathfinders? Continue exploring the sewers? Or venture through the trap door?

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Well, stand back...I'm opening this thing... Theron says as he grabs his crowbar and tries to pry open the trapdoor.

he's pissed and wants to smash something..lol

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 2, Ghoul Touch 1, Mirror Image 0 | Fireball 2, Halt Undead 1 || A-Bond +

Ashtoret obediently retreats .)


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

Theron easily opens the trapdoor, nearly ripping it off its hinges. Beneath it stands a ladder descending into the darkness below.

A shaft of dimlight shines down upon the ladder, illuminating the cavern below. The chamber appears to separate into a series of tunnels, the walls are strangely uniform, seemingly shaped or cut to right angles. The cave floor, completely covered in stone, is surprisingly smooth.

All are covered with thick layers of dust and dirt.

A closer look reveals that the cavern is clearly unnatural. The arrangement of the stones on the "cave floor" is intentional; the cobbled stones serving as pavement. The "walls" are actually the ground floors of building whose "roofs" are the foundations of the sewers and buildings above. The high "tunnels" separating them, standing 20 to 30 feet tall in places, once served as streets and alleyways.

Map of area visible beneath the trap door now on Slides.

Knowledge (local) (DC 15):
This "cavern" must be part of what many refer to as "Cassomir Below", which was once a small neighborhood near the shore of Cassomir’s harbor. Built entirely of wooden buildings, the district burned to the ground twice before the authorities decided to make two changes to the sea level district: they ordered that all new buildings be made of stone, brick, or rock, and decided to raise the “street level” two stories higher than it was before, building giant rock walls topped by scaffolding and sheets of granite in order to do so. This sea level district used to flood twice a year, and by pushing the street level up, the flooding problem was averted as well. Businesses that rebuilt after the last fire soon found their main floors two stories below ground and so built their buildings skyward to be once again above ground. Soon streets were laid down that covered the old streets below. This process repeated two more times during Cassomir’s history until, eventually, the original levels were completely forgotten, new sewers for the current level were constructed atop "Cassomir Below", and the memory of this original neighborhood fell out of Cassomir’s collective conscience.

Where to, Pathfinders? Do you descend next into "Cassomir Below"? Or do you continue exploring the sewers?

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 2, Ghoul Touch 1, Mirror Image 0 | Fireball 2, Halt Undead 1 || A-Bond +

Knowledge (local): 1d20 + 12 ⇒ (20) + 12 = 32 this 20 could be a better use

Ashtoret consistently tells a rather entertaining story of "Cassomir Below" (see spoiler please).

An interesting place. Going down? She clearly lets the warriors go ahead.

Grand Lodge

male human fighter 5, HP 50, AC 21; T 13; FF 18; F +6, R +5, W +4, Init. +8, Perc. +7

Let's finish up here..I definitely don't want to et surprised by anyone we left up here. We can always come back. Sound good?

Scarab Sages

Destiny of the Sands - Part 1-2 Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft

Finally, Merida looks at the cultists' possessions.

Appraise: 1d20 + 2 ⇒ (8) + 2 = 10

I need just one aid, please. Appraise can be used untrained...

---

"Very interesting indeed, Ashtoret!"

Merida then turns towards Theron and nods in agreement.

"Yes, let's finish up here before going down. We have not explored the northwestern tunnel yet..."

Grand Lodge

Female Human Rogue-5 | F:2, R:9, W:2 | hp: 32/32 | AC:19(MA) 16(BoA+1) 17(Leather)| Per:10, SM:6 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

I guess so .. there's no evidence they came from down there

She starts heading back to the nearest bit they hadn't seen down yet.

Sovereign Court

f N human Wizard 5 | HP 32/32 | AC 16 T 12 FF 14 | CMD 14 | F+3 R+3 W+4 | Init +2
Magic:
Color Spray 3, Feather Fall 1, Ray of Enfeeblement 1, Shield 1 | Blindness/Deafness 2, Ghoul Touch 1, Mirror Image 0 | Fireball 2, Halt Undead 1 || A-Bond +

Appraise Aid: 1d20 + 5 ⇒ (13) + 5 = 18

451 to 500 of 683 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Valen's PFS 1e 0-20 The Devil We Know Part I: Shipyard Rats (CORE) All Messageboards

Want to post a reply? Sign in.