[Gameday XII] PFS 2-19 Enter the Pallid Peak - author run (Inactive)

Game Master motteditor

Scenario map


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Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---
Jessa Stanton wrote:
"Ghost room seems to have the most open questions," Jessa suggests, drawing her sword again and pointing it that way.

Kosh nods and follows her.

Horizon Hunters

Forge Dwarf Fighter / 2nd
Stats:
| HP: 21/36 | AC: 19 | F: +9; R: +7; W: +5 | Initiative: +7; Perception: +7; Darkvision| Hero Pts: 1/3 | Spd: 20' ◆ | Stealth +5 | AoO ↺

Brundar heads into the "Red Dot" room where the ghosts were reported to be.

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As you cautiously head south, the heat in this room hits like a hammer, distorting the air into a shimmering haze and obscuring the faint engravings on the dark stone walls. Two undamaged spans of speckled granite stretch south over a river of lava. Between them, on an island in the molten rock, a warhammer juts from a rock cairn.

This area has dim light from the glow of the lava, which elevates the temperature here to extreme heat. Engravings on the walls advertise general goods — evidence of a market that stood here until Droskar’s Crag sent a wave of lava that killed untold numbers of fleeing dwarves.

DC 15 Crafting or Architecture Lore check:

As you explore, you realize the bridges were made well after the explosion, due to the different color stone and lack of evidence of the volcano's eruption.

As you get close to the bridge, you notice that while the bridge certainly looks sturdy, it doesn't look like it was built with safety in mind -- there are no barriers on the sides. Before you can determine anything else, however, the room suddenly shakes violently, as it must have during the Rending! Spirits of dozens of dwarves materialize, making a mad dash for safety, their terror palpable.

Everyone must attempt a DC 19 Will save: Critical Success The creature is unaffected; Success The creature is frightened 1; Failure The creature is frightened 2; Critical Failure The creature is frightened 2 and is fleeing for 1 round.

Initiative:

Brundar (Perception): 1d20 + 7 ⇒ (9) + 7 = 16
Hallow (Perception): 1d20 + 4 ⇒ (14) + 4 = 18
Jessa (Perception): 1d20 + 6 ⇒ (13) + 6 = 19
Kosh (Perception): 1d20 + 6 ⇒ (3) + 6 = 9
Qarawyn (Perception): 1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 9 ⇒ (2) + 9 = 11

Brundar, Hallow and Jessa are up. This is a haunt. You can attempt a DC 19 Diplomacy, Intimidation, or Religion check to calm the panicked spirits, or DC 20 Athletics check to wrestle them into a semblance of order. Remember, each attempt requires two actions. You can also leave the room to get out of the haunt.

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---

Will save: 1d20 + 6 ⇒ (6) + 6 = 12

Horizon Hunters

Forge Dwarf Fighter / 2nd
Stats:
| HP: 21/36 | AC: 19 | F: +9; R: +7; W: +5 | Initiative: +7; Perception: +7; Darkvision| Hero Pts: 1/3 | Spd: 20' ◆ | Stealth +5 | AoO ↺

Brundar comes into the room and sees the Engravings but has no clue to their meaning.
Crafting (T) vs DC:15: 1d20 + 5 ⇒ (4) + 5 = 9

He is startled and slightly frightened by the sudden appearance of the terrorized Spirits running about.
Will Save vs DC:19: 1d20 + 5 ⇒ (15) + 5 = 20

He tries to wrangle with them to calm them down for some sort of explanation.
Athletics (T) vs DC:19: 1d20 + 8 ⇒ (11) + 8 = 19

Verdant Wheel

Default exploration: Search | Focus Points: 1/1 | Hero Points: 2 | Conditions: . | Kobold Brd2 | HP: 19/22 | AC: 18 | Fort: +4, Refl: +7, Will: +7 | Perc (E): +7 (darkvision) | Speed 25 | Spell slots 1st 3/3 |

No Crafting or Architecture Lore trained here.

DC 19 Will: 1d20 + 7 ⇒ (4) + 7 = 11 Fail, frightened 2.

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Sorry, should be DC 21 Athletics check; I forgot to adjust that DC for Challenge Points!

Horizon Hunters

Female Human Fighter 2 | HP 15/34 | AC 20/22 | F+9 R+7 (+9 Bulwark) W+5 | Perc +7 | Shield Hardness 5 HP 19/20 | Speed 30 ft | Hero Points 0 | Exploration: Defend| Active Conditions: Weakness 5 Cold, Prone, unarmed, +2 to AC, Wounded 1

"Hm. Maybe the heat haze... given how nervous they were, they thought--"

Will: 1d20 + 4 ⇒ (10) + 4 = 14

"--oh!"

Jess tries to push the shades into an orderly line with her shield. "No pushing!" she says, oblivious to any irony, "I thought dwarves cities were supposed to be organized? This is embarrassing! No wonder nobody made it out that door, all cramming into each other like that..."

Athletics: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

Crafting: 1d20 + 7 ⇒ (7) + 7 = 14

Hallow feels as though the meaning of the carvings is just barely in the back of their mind, but can't quite seem to place it.

Will: 1d20 + 6 ⇒ (3) + 6 = 9, +1 more if I can use Leshy Superstition
I'm gonna wait to post actions until I know whether or not Leshy Superstition works, since I'm pretty sure that makes the difference between a critical and normal failure.

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I'd probably allow it if it were a home game, but for PFS I'm going to have to say no, since a haunt doesn't have the magical trait.

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Hallow, what do you want to do?

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

9 is a crit fail, right? So I think they're just fleeing.

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Round 1:

Jessa (Perception): 19
Hallow (Perception): 18
Brundar (Perception): 16
Haunt: 11
Kosh (Perception): 9
Qarawyn (Perception): 8

Brundar almost grabs the spirits, but they prove too elusive for Jessa. As Hallow flees out of the room, the spirits follow, trampling the remaining four of you in the former bazaar. Everyone takes 12 bludgeoning, with a DC 20 basic Reflex save; on a critical failure, you're also knocked prone. If you attempt to Stand after being knocked down in the haunt’s area, you must succeed at a DC 11 flat check or else get knocked back down by the trampling spirits.

1d10 + 5 ⇒ (7) + 5 = 12

Everyone is up! I will remind you that retreat is an option, though obviously not one you have to take!

Verdant Wheel

Default exploration: Search | Focus Points: 1/1 | Hero Points: 2 | Conditions: . | Kobold Brd2 | HP: 19/22 | AC: 18 | Fort: +4, Refl: +7, Will: +7 | Perc (E): +7 (darkvision) | Speed 25 | Spell slots 1st 3/3 |

DC 20(!) Refl save: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 I fully expected to crit fail that one, being Frightened 2.

Seeing Hallow race out the door, Qarawyn looks to the rest of the group, to see if they think that's a good idea too... Delay for a bit.

Horizon Hunters

Female Human Fighter 2 | HP 15/34 | AC 20/22 | F+9 R+7 (+9 Bulwark) W+5 | Perc +7 | Shield Hardness 5 HP 19/20 | Speed 30 ft | Hero Points 0 | Exploration: Defend| Active Conditions: Weakness 5 Cold, Prone, unarmed, +2 to AC, Wounded 1

Reflex: 1d20 + 6 ⇒ (2) + 6 = 8
Hero Point: 1d20 + 6 ⇒ (4) + 6 = 10

Jessa is knocked flat by the stampede.

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

I'm not affected by the damage, right? Since I had left the room? Also, would I be able to use shield block against the damage in the future?

Once Hallow shakes off most of the fear, they turn back around and go back into the room, trying to grapple some of the spirits to give their allies a chance to escape. Then, anticipating the stampede once more, they draw their shield and raise it.

◆ Stride back in
Athletics, Frightened 1: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9 Hero Point: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
◆ Raise Shield (shield was in gourd, so can draw as part of the action)

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---

Ref save: 1d20 + 4 ⇒ (3) + 4 = 7

”Bloody hell!”, Kosh shouts from the floor. He tries to get to his feet.

Flat check: 1d20 ⇒ 13

Horizon Hunters

Forge Dwarf Fighter / 2nd
Stats:
| HP: 21/36 | AC: 19 | F: +9; R: +7; W: +5 | Initiative: +7; Perception: +7; Darkvision| Hero Pts: 1/3 | Spd: 20' ◆ | Stealth +5 | AoO ↺

Ref Save vs DC:20: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13

Brundar tries to stand his ground and wrangle with them to calm them down for some sort of explanation.

Athletics vs DC:20: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---

”ROIGHT!”, Kosh barks. ”I DON’T GIVE A RAT’S ARSE WHO YOU LOT WERE WHEN YOU WAS ALIVE! YER DEAD NOW, SO PISS OFF! ON THE DOUBLE!”

Intimidation: 1d20 + 6 ⇒ (16) + 6 = 22

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Correct, Hallow, you are not affected because you are in the room. And, yes, looks like shield block would work on this damage.

Jessa falls, looking badly hurt dying 2, as the spirits continue to trample furiously away from the lava. Kosh scares some of them -- causing them to dissipate back into quiet death -- but Brundar and Hallow again struggle to grab any of the restless dwarven spirits.

Qarawyn is up still.

Verdant Wheel

Default exploration: Search | Focus Points: 1/1 | Hero Points: 2 | Conditions: . | Kobold Brd2 | HP: 19/22 | AC: 18 | Fort: +4, Refl: +7, Will: +7 | Perc (E): +7 (darkvision) | Speed 25 | Spell slots 1st 3/3 |

Trying something here, GM's call how it works.

Qarawyn casts kinetic ram to clear a path around Jessa, than tries to drag their unconscious body out of the room.

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Quick stats:

Hallow: 18
Brundar: 16
Jessa: 19, dying 2 needs a stabilization roll
Haunt: 11, 1 disable
Kosh: 9
Qarawyn: 8

Qarawyn grabs Jessa and pulls her limp form out of the room, to safety to the north. I'm going to say you don't need to cast a spell; the haunt's not impeding your movement, so you can get to Jessa, grab her, and drag her out of the room.

The spirits continue to trample those who remain in the room. Hallow, Kosh and Brundar takes 12 bludgeoning, with a DC 20 basic Reflex save; on a critical failure, you're also knocked prone. If you attempt to Stand after being knocked down in the haunt’s area, you must succeed at a DC 11 flat check or else get knocked back down by the trampling spirits.

1d10 + 5 ⇒ (6) + 5 = 11

Everyone is up! Jessa, I need a stabilization check for the end of the previous round. (If no one heals you this turn, I'll also need one for the end of the round.) Don't forget your frightened will tick down at the end of your turn.

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

Reflex: 1d20 + 3 ⇒ (9) + 3 = 12

Hallow braces his shield against the haunts, deflecting most of the damage into it. Shield Block

Not having anything else to do, they once again try to wrestle some of the haunts to the ground.

Athletics: 1d20 + 3 ⇒ (18) + 3 = 21

Horizon Hunters

Female Human Fighter 2 | HP 15/34 | AC 20/22 | F+9 R+7 (+9 Bulwark) W+5 | Perc +7 | Shield Hardness 5 HP 19/20 | Speed 30 ft | Hero Points 0 | Exploration: Defend| Active Conditions: Weakness 5 Cold, Prone, unarmed, +2 to AC, Wounded 1

Recover Flat Check: 1d20 ⇒ 14
Condition reduced to Dying 1.

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---

Ref save: 1d20 + 4 ⇒ (19) + 4 = 23

”GO ON, DEN! YA DON’T SCARE ME, YA MAGGOTS! NOW HIT DA BRICKS!”

Intimidation: 1d20 + 6 ⇒ (3) + 6 = 9

Horizon Hunters

Forge Dwarf Fighter / 2nd
Stats:
| HP: 21/36 | AC: 19 | F: +9; R: +7; W: +5 | Initiative: +7; Perception: +7; Darkvision| Hero Pts: 1/3 | Spd: 20' ◆ | Stealth +5 | AoO ↺

Question for GM motteditor, If Brundar leaves the room and pulls out a potion next to Qarawyn, can they take it out of his hand and feed it to Jessa?

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Yes, that's definitely doable.

Verdant Wheel

Default exploration: Search | Focus Points: 1/1 | Hero Points: 2 | Conditions: . | Kobold Brd2 | HP: 19/22 | AC: 18 | Fort: +4, Refl: +7, Will: +7 | Perc (E): +7 (darkvision) | Speed 25 | Spell slots 1st 3/3 |
Brundar Bloodblade wrote:
Question for GM motteditor, If Brundar leaves the room and pulls out a potion next to Qarawyn, can they take it out of his hand and feed it to Jessa?

Qarawyn will do so, if Brundar does.

Horizon Hunters

Forge Dwarf Fighter / 2nd
Stats:
| HP: 21/36 | AC: 19 | F: +9; R: +7; W: +5 | Initiative: +7; Perception: +7; Darkvision| Hero Pts: 1/3 | Spd: 20' ◆ | Stealth +5 | AoO ↺

Brundar attempts to run out of the room to hand Qarawyn a Minor Healing Potion to feed to Jessa.

Ref Save: 1d20 + 7 ⇒ (7) + 7 = 14

Hero Point
Ref Save: 1d20 + 7 ⇒ (13) + 7 = 20

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Brundar rushes back out of the room to help Jessa, he and Qarawyn combining to pour a healing potion down her throat, ensuring she survives.

Back in the room, Hallow wrestles some of the dwarven spirits down, leaving only a few more still trampling away from the lava. Kosh tries to scare them, but proves no match for the haunting terror of the explosion of Droskar's Crag. 14 hp to Kosh and Hallow; subject to a Reflex save; the haunt looks like it's mostly handled but is still going. Everyone's up!

1d10 + 5 ⇒ (9) + 5 = 14

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---

Ref save: 1d20 + 4 ⇒ (6) + 4 = 10

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

Reflex: 1d20 + 3 ⇒ (9) + 3 = 12

Verdant Wheel

Default exploration: Search | Focus Points: 1/1 | Hero Points: 2 | Conditions: . | Kobold Brd2 | HP: 19/22 | AC: 18 | Fort: +4, Refl: +7, Will: +7 | Perc (E): +7 (darkvision) | Speed 25 | Spell slots 1st 3/3 |

Qarawyn moves to the doorway and bellows, That's enough!

Intimidation (T): 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8 throws hero point at Paizo dicebot

Intimidation (T): 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19 w00t!

Frightened 1 falls off at end of turn.

Horizon Hunters

Forge Dwarf Fighter / 2nd
Stats:
| HP: 21/36 | AC: 19 | F: +9; R: +7; W: +5 | Initiative: +7; Perception: +7; Darkvision| Hero Pts: 1/3 | Spd: 20' ◆ | Stealth +5 | AoO ↺

Seeing Jessa is going to be alright, he rushes back in the room to help subdue the Haunt.
Athletics (T): 1d20 + 8 ⇒ (16) + 8 = 24

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Brundar and Qarawyn are finally able to subdue the last of the terrified dwarven spirits and the room falls still -- though Kosh and Hallow take the worst of it. I think both are likely knocked unconscious with that, though I don't know if you have ways to mitigate that. If so, we'll remain in initiative. Brundar, because Qarawyn actually technically defeated the haunt, you still have two actions if you want to use them to help Kosh and Hallow.

Verdant Wheel

Default exploration: Search | Focus Points: 1/1 | Hero Points: 2 | Conditions: . | Kobold Brd2 | HP: 19/22 | AC: 18 | Fort: +4, Refl: +7, Will: +7 | Perc (E): +7 (darkvision) | Speed 25 | Spell slots 1st 3/3 |

Qarawyn has a minor healing potion as his school item as well, which takes care of one for sure. He also has a soothe spell if no one else has a potion. Good enough to drop out of init?

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Sure, that works!

Horizon Hunters

Female Human Fighter 2 | HP 15/34 | AC 20/22 | F+9 R+7 (+9 Bulwark) W+5 | Perc +7 | Shield Hardness 5 HP 19/20 | Speed 30 ft | Hero Points 0 | Exploration: Defend| Active Conditions: Weakness 5 Cold, Prone, unarmed, +2 to AC, Wounded 1

"Oooh, well," says Jessa as she pushes herself upright again, "Well that was a bad idea."

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Actually, since you're under no strict time limits and you have at least one person with Medicine, let's assume you can take time to heal up to full. Obviously feel free to role-play reactions to the combat, of course, but you can also start to decide on your next course of action.

Verdant Wheel

Default exploration: Search | Focus Points: 1/1 | Hero Points: 2 | Conditions: . | Kobold Brd2 | HP: 19/22 | AC: 18 | Fort: +4, Refl: +7, Will: +7 | Perc (E): +7 (darkvision) | Speed 25 | Spell slots 1st 3/3 |

Took the liberty of adding the descriptions to the map for ease of use.

Jessa Stanton wrote:
"Oooh, well," says Jessa as she pushes herself upright again, "Well that was a bad idea."

You look better upright than not, Qarawyn says with a smile. But I had a bad headache after that statue, too. Hopefully we've both learned to be more careful. Let's start by not going back in there.

I propose chatting with Slayse and then Yandrada in their respective rooms, then heading to Yellow when done there.

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---

Kosh comes to, and looks around from the floor. ”Did we beat ‘em?”, he asks, slowly getting to his feet.

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None
motteditor wrote:
Brundar and Qarawyn are finally able to subdue the last of the terrified dwarven spirits and the room falls still -- though Kosh and Hallow take the worst of it. I think both are likely knocked unconscious with that, though I don't know if you have ways to mitigate that. If so, we'll remain in initiative. Brundar, because Qarawyn actually technically defeated the haunt, you still have two actions if you want to use them to help Kosh and Hallow.

Hallow should still be standing, they shield blocked the last one so they were at full.

Before their allies can start to heal them, the mechanisms in their armor whir to life as Hallow slowly picks themself up. "I am... alive, at least. I would not say ok, but alive." They inspect the damage to their shield. "Hm. A bit worse for wear, but nothing that can't be fixed." They stow it once again.

Horizon Hunters

Forge Dwarf Fighter / 2nd
Stats:
| HP: 21/36 | AC: 19 | F: +9; R: +7; W: +5 | Initiative: +7; Perception: +7; Darkvision| Hero Pts: 1/3 | Spd: 20' ◆ | Stealth +5 | AoO ↺

Discussing the encounter, "Tha' there were uh bit nasty, 'twas."

Brundar trods into the room where the haunt was and says, "Well, now 'er tha' room's cleared, we should 'a go 'n search it."

He looks around to see if he can discover anything.

Perception (E): 1d20 + 7 ⇒ (14) + 7 = 21

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---

Kosh gathers up his crossbow, and keeps watch while the others investigate.

Horizon Hunters

Female Human Fighter 2 | HP 15/34 | AC 20/22 | F+9 R+7 (+9 Bulwark) W+5 | Perc +7 | Shield Hardness 5 HP 19/20 | Speed 30 ft | Hero Points 0 | Exploration: Defend| Active Conditions: Weakness 5 Cold, Prone, unarmed, +2 to AC, Wounded 1

"Sure, sure. I'll just... keep an eye out."

Having been caught unexpectedly once already, Jessa lets Brundar search while she watches out for danger along with Kosh.

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After you recover, Brundar heads back into the room to look around. Fortunately, the haunt doesn't return, and he cautiously creeps over the bridge to the island in its center, where the cairn stands.

DC 15 Religion or DC 13 Dwarven Lore check to Recall Knowledge:

You recognize the cairn as a monument to Magrim, the dwarven god of death, fate, and the underworld, thanks to the presence of the warhammer, the deity's favored weapon.

DC 15 Perception to Seek:

You notice a statuette of a mole peeking out from the cairn.

Horizon Hunters

Forge Dwarf Fighter / 2nd
Stats:
| HP: 21/36 | AC: 19 | F: +9; R: +7; W: +5 | Initiative: +7; Perception: +7; Darkvision| Hero Pts: 1/3 | Spd: 20' ◆ | Stealth +5 | AoO ↺

Knowledge-Religion/Dwarf Lore: 1d20 + 1 ⇒ (10) + 1 = 11

Perception to Seek: 1d20 + 7 ⇒ (19) + 7 = 26

"Aye be uh Dwarf but don't knows wha' tha heck this 'ere is nor wha' it means. But there's ah statuette o' a mole stickin' outta there. Anyone wants ta investigate it? Maybe check aroun' fer traps an' such."

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---

”Guess I could”, says Kosh. Giving Jessa a nod, he heads over to the mole statue.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Verdant Wheel

Default exploration: Search | Focus Points: 1/1 | Hero Points: 2 | Conditions: . | Kobold Brd2 | HP: 19/22 | AC: 18 | Fort: +4, Refl: +7, Will: +7 | Perc (E): +7 (darkvision) | Speed 25 | Spell slots 1st 3/3 |

Qarawyn scurries up next to Kosh, his keen eyes looking about.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Uh...I really don't quite know what I'm looking for, to try and find here, he says to the half-orc. Do you?

Envoy's Alliance

N Male Half-Orc Bard 4 | HP 58 | AC 20/22 | F +8 R +9 W +9 | Perc +9 | Stealth +7 | speed 25 | focus 2 | spells 1: 3, 2: 3 | Active Conditions: ---
Qarawyn wrote:

Qarawyn scurries up next to Kosh, his keen eyes looking about.

[dice=Perception]1d20+7

Uh...I really don't quite know what I'm looking for, to try and find here, he says to the half-orc. Do you?

”Dunno”, Kosh replies with a shrug. He nods toward Brundar. ”’E said to check it, an’ nobody else was lookin’. Hope it’s werf it”

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