DM B's PFS PbP Game Day 3 - Glories of the Past (Inactive)

Game Master Beckett

Init:

[dice=Celie]1d20+2[/dice]
[dice=Dhastrach]1d20+1[/dice]
[dice=Guilford]1d20+7[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Ramen]1d20+5[/dice]
[dice=*Theo*]1d20+2[/dice]
---------------------------
[dice=Bug Aberration 1-3]1d20+3[/dice]
[dice=Bug Aberration Alpha]1d20+2[/dice]

DM Notes:

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12
SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition, a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. can attempt a DC 15 Reflex save to negate this effect.
------------------------------------------------------------------------
N Large aberration (Pathfinder RPG Bestiary 238)
Init +2; Senses darkvision 60 ft., scent metals; Perception +17
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +5, Will +8
OFFENSE
Speed 40 ft., climb 10 ft.
Melee antennae +10 (rust), bite +9 (1d4+6)
Space 10 ft.; Reach 5 ft. (10 ft. with antennae)
STATISTICS
Str 18, Dex 15, Con 17, Int 2, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Ability Focus (rust), Blind-Fight, Improved Natural Armor,
Skill Focus (Perception), Weapon Focus (antennae)
Skills Climb +12, Perception +17
SPECIAL ABILITIES
Rust (Su): DC 19

MAP LINK


551 to 600 of 752 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford carries his latest purchase in place of a cane, and holds it a bit foppishly. He is not nearly as nervous around these orcs as the others before. Still, he holds his tongue for now, content with the way the group is handling things.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

"Of courrse, gaining passage theirr way would eventually mean them to gatherr forrcess and attack frrom behind," Dhastrach notes, "so I'm open to Theo's prroposition."

In case it's a one-on-one match, I sure hope GM just fast forwards it in an automated manner.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

seeing the body language of his allies, and having disappeared by this point. I surmise that Kogan is the masked one? and the one with the big tusks is the one with scent? i'll activate my sihedron medallion's false life blessing as a free action temp hp for 5 hr: 1d10 + 5 ⇒ (4) + 5 = 9, move a little into the corner, drawing my wand of longstrider and whispering softly its command word stealth: 1d20 + 29 ⇒ (17) + 29 = 46 umd: 1d20 + 14 ⇒ (6) + 14 = 20

i like the 3rd option

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Dhastrach is not actually keen on playing the orcs' game, and would much rather just show the clan of misfits what dwarves and pathfinders are made. And in a twisted way, maybe the orcs would learn to respect the pathfinders more if they just perform genocide on orcs.


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

To be honest; I am not too keen on the champion option either. I would favor either a buy off at the 600 gp or full melee

The Exchange

N Dwarf Ranger 9

Heh, they made an offer... we make a counter-offer!

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

ooh, i was going to instigate a full melee with my next attacks.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie wants to try out her new toy.... so stand back.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As Celie begins to try to buff their champion, all sneaky like, the Orc woman seems to notice, and calls out treachery. You know, I'm okay with a option 3 here. :)

Init Rolls:

Celie: 1d20 + 2 ⇒ (9) + 2 = 11
Dhastrach: 1d20 + 1 ⇒ (15) + 1 = 16
Guilford: 1d20 + 7 ⇒ (20) + 7 = 27
Oloch: 1d20 + 3 ⇒ (2) + 3 = 5
Ramen: 1d20 + 5 ⇒ (20) + 5 = 25
*Theo*: 1d20 + 2 ⇒ (12) + 2 = 14
-------------------------------------
Kogan, the Champion: 1d20 + 2 ⇒ (7) + 2 = 9
Magra the Mad (female orc): 1d20 + 1 ⇒ (17) + 1 = 18
Broken Spine Orcs: 1d20 + 0 ⇒ (18) + 0 = 18

ROUND 1
Guilford () & Ramen ()
----------------------------------------------------------
Magra (), Orc 1 (), Orc 2 (), Orc 3 (), & Orc 4 ()
----------------------------------------------------------
Theo/Pet (/), Dhastrach (), & Celie ()
----------------------------------------------------------
Kogan the Champion ()
----------------------------------------------------------
Oloch (), and on to Round 2

The Exchange

N Dwarf Ranger 9

As mentioned, Theo's init modifier will be +4 through all of this scenario (as he's back in his favored underground terrain)

doesn't make a difference here, just noticed you didn't adjust the number yet

"Option three." Theo growls in satisfaction. "We kick all your asses, and since you're the ones in need of protection... we take all your money to pay for it."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Actually it DID make a difference. I accounted for it and it placed you before Dhast in the Init. :)

The Exchange

N Dwarf Ranger 9

You already had me listed before Dhast! Hmm... are you some sort of future-psychic?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No, but if you look at the actual rolls, you got a 14 and he got a 16. Your extra +2 puts you just ahead of him.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

to slay a peon... or go solo after a hefty... hrm. best stay out of people's charge lanes...

ramen sneaks over across the battlefield to set up for a full attack

stealth: 1d20 + 29 ⇒ (1) + 29 = 30

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Ramen, did you give us any hint or warning that you would move into the middle of the battlefield?

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

not really. since we don't have a message spell and they seem to have good senses, having sprung an ambush on us. so he kept quiet. do your worst, i'll survive or get the pathfinders to dig my body out and raise me heheheh

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

I am going to bed for the night and might not be able to post tomorrow, so i am declaring my actions.

not seeing anyone in their group:

Celie casts Fireball centering it in the middle of their group, leaving Theo about 5 feet away from the front of the blaze. Fireball: 6d6 ⇒ (3, 6, 3, 3, 3, 5) = 23 Reflex 17 save for half

seeing a team member in their group:

she will glare at #2 with an Evil Eye DC 17

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

reflex save: 1d20 + 11 ⇒ (10) + 11 = 21 takes 11 damage from fire. 2 actual hp damage, and 9 , clearing my temp hp from the amulet. still invisible i hope =D

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

All the orcs can move into melee before Celie gets to cast her spell. Might make things different, just saying.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

thats why I put two options down.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Apologies for the delay. Just had a lot going on.

Gil readies a spell. He will cast Haste at the first sign of hostilities.

Weapons drawn in anger, attack made, etc

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Guilford quickens the party as Ramen vanishes into the darkness. Immediately, Magra (the female orc) begins to chant a small prayer of destruction, placing a hand on her larger barbarian champion.

Spellcraft DC 16:
Enlarge Person

The four orcs, wielding their falchions proudly and happy to be able to fight, while the last one hangs back with a javelin.

Falchion vs Theo (AC 21): 1d20 + 5 ⇒ (9) + 5 = 14 <miss>
Falchion vs Oloch (AC 22): 1d20 + 5 ⇒ (20) + 5 = 25 <Threat>
Falchion vs Oloch (AC 22): 1d20 + 5 ⇒ (18) + 5 = 23 <CRIT>
Damage: 4d4 + 8 ⇒ (1, 2, 2, 2) + 8 = 15
Celie 1, Theo 2, Guilford 3, Oloch 4, Dhast 5, & Pet 6
Random: 1d6 ⇒ 3
Javelin vs Guilford (AC 16): 1d20 - 3 ⇒ (1) - 3 = -2 <miss>

Ramen can take an AoO on both Orc 1 and also Orc 3. However, if Ramen is visible by the time Orc 3 acts, he would instead draw his Falchio and attack Ramen.

ROUND 1
Guilford () & Ramen ()
----------------------------------------------------------
Magra (casting), Orc 1 (), Orc 2 (), Orc 3 (), & Orc 4 ()
----------------------------------------------------------
Theo/Pet (/), Dhastrach (), & Celie ()
----------------------------------------------------------
Kogan the Champion (will go full def unless someone makes that change)
----------------------------------------------------------
Oloch (-15), and on to Round 2

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

can Celie take a 2 in the spellcraft.. she has +16 already...
spellcraft: 1d20 + 16 ⇒ (20) + 16 = 36.........."enlargement... not fun... well... sometimes."

Celie will continue her action as before, but move the center of the fireball backwards.

The Exchange

N Dwarf Ranger 9

Did Guilford's Haste spell happen?

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)
Theo Rosevale wrote:
Did Guilford's Haste spell happen?
DM Beckett wrote:
Guilford quickens the party

He did! Haste for everyone yay!


Stats:
  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Round 1 Fortune; Haste AC22; HP 45/60
Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10

Oloch attacks the orc #2 ... if he is still standing (otherwise #4)
Greatsword: 1d20 + 13 ⇒ (7) + 13 = 20 for Slashing: 2d6 + 11 ⇒ (1, 4) + 11 = 16 Fortune - Keep
Greatsword: 1d20 + 13 ⇒ (5) + 13 = 18 for Slashing: 2d6 + 11 ⇒ (1, 3) + 11 = 15 Fortune - Discard
... and if orc #2 is still up, Oloch hits him again; otherwise, he will try to take down orc #4 with his second attack granted by the haste spell.
Greatsword: 1d20 + 13 ⇒ (7) + 13 = 20 for Slashing: 2d6 + 11 ⇒ (3, 6) + 11 = 20 Haste

The Exchange

N Dwarf Ranger 9

Damn, I read that 4 times, including twice after Dhastrach's reply with the actual quote, and still didn't see that line.

Wouldn't you know it was the first 4 words in it. Egads

Going to assume that the haste hit the axebeak for now, since Ramen's out of sight for targeting

Little Foot snarls as the orcs close, hemming them in to the back of the cave so they can't reach the leaders. Hefting his club, he takes a mighty swing at the one directly in front of him, cleaving around to his right to also swing at the one that struck Oloch.

Melee attack on Orc1, PA, Haste, Hatred: 1d20 + 9 - 2 + 1 + 1 ⇒ (11) + 9 - 2 + 1 + 1 = 20, for 1d10 + 11 ⇒ (8) + 11 = 19 damage.

If it hits:
Cleave to Orc2: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d10 + 11 ⇒ (8) + 11 = 19 damage.

AC currently 20 until next turn

If a space opens up:

Dunno how tough the mooks are here, but if by chance a space gets cleared, then will take his move action and command Fairbeaks to do something as well. Fairbeaks has the Narrow Frame feat, so can operate in 5' of space without the penalty. If not space opens up yet, then the bird will delay til one does, and do the same thing.

The dwarf yells a command in Tien at Fairbeaks, pointing towards the female orc up ahead as he moves forward.

Theo's move action will be to move forward to be adjacent to the female orc (he can reach her with haste) in hopes of getting a chance to interrupt her casting.

Its a full round casting time, not sure if she still provokes for casting at this point or not.
If so: AOO: 1d20 + 9 ⇒ (2) + 9 = 11, for 1d10 + 11 ⇒ (8) + 11 = 19 damage.

As a free action, he calls a command to Fairbeaks to join him in attacking said female orc

The axebeak suddenly rushes forward after him, with an angry squawk, trying to avoid the third orc as it goes.

Move forward, acrobaticsing to avoid the AOO from Orc3, to attack the caster orc as well, with reach

Acrobatics vs Orc CMD: 1d20 + 7 ⇒ (18) + 7 = 25

Melee Attack vs female orc, PA, Haste: 1d20 + 7 - 1 + 1 ⇒ (19) + 7 - 1 + 1 = 26, for 2d6 + 10 ⇒ (3, 2) + 10 = 15 damage.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

I never stated Dhastrach would draw his warhammer, so he has not.

Following suit, Dhastrach draws his warhammer and bangs the orc (#4) in front of him.

Attack (+hatred +haste): 1d20 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13 for Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Such lousy rolls

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm trying very hard to end one of my other games, so that I can devote more attention to this one and one other. But work is just being a pain in the ___. I didn't get home until about 3 hours late today, and I have a lot I still need to do for tomorrow. I'm sorry for the delay, but I may not be able to post tonight, just because there is a lot I need to put in. But, I will make it a priority tomorrow to do so. Lightening my PbP "workload" will also help a lot, ha ha ha.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

I know what you mean Beckett... in 7 days, i am starting a kickstarter and i still need to make another video and upload it... I feel like there is so much that i still need to do that i won't be ready. I am also running two games myself, one high tier (10) and one low (1)...

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Refl DC 17: 1d20 + 5 ⇒ (8) + 5 = 13

Refl DC 17: 1d20 + 3 ⇒ (7) + 3 = 10
Concentration: 1d20 + 9 ⇒ (7) + 9 = 16

Between flame and weapon, the lesser orcs are obliterated, and the two left standing looked scorched. Seeing that his blessing is not coming, the larger orc champion begins to advance.

AoO from Ramen if desired.

ROUND 2
Oloch (-15), Guilford () & Ramen ()
----------------------------------------------------------
Magra (-23)
----------------------------------------------------------
Theo/Pet (/), Dhastrach (), & Celie ()
----------------------------------------------------------
Kogan the Champion (-23)

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie stops and stares at the flames as they engulf the orcs. Fox pokes her head out of the bag

Witch talk:

Fox: "I smell bacon."

The Exchange

N Dwarf Ranger 9

I moved Theo and Fairbeaks to where they'd be if the orcs had dropped (which they appear to have)

This might have allowed the orc champion fellow to choose a closer target.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

Invisible Ramen un-cringes, and looks up after nearly getting roasted. He then moves around the lady to set up a flank with theo, and attacks her once.

+1 wakizashi: 1d20 + 11 + 2 + 2 + 1 ⇒ (8) + 11 + 2 + 2 + 1 = 241d6 + 1 + 4d6 ⇒ (2) + 1 + (2, 5, 4, 1) = 15

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

For simplicity, I'm just going to move along. They really don't stand much of a chance so outnumbered. :)

It doesn't take long for you to finish off the rest, but as a matter of personal honor, they fight to the death, knowing that if they managed to crawl out of here, the rest of their clan would have killed them as either cowards or weak.

From their bodies you find an assortment of coins, but also a Potion of Cure Serious Wounds, 2 Potions of Cure Mod Wounds, a magical Breastplate armor, a Masterwork Breastplate armor, a Masterwork Falchion, 2 javelins, a Greataxe, and a Magical Belt.

Detect Magic + Spellcraft (Armor) DC 18:
+1 Breastplate

Detect Magic + Spellcraft (Belt) DC 23:
Mighty Constitution +2

The tunnel system soon opens into an obvious ruin site. Once a gate into the Sky Citadel of Koldukar, this area greatly contrasts with the rough passages encountered previously. Expertly worked walls, vaulted ceilings that stretch to a height of 20 feet, and stone-tiled floors suggest the work of master builders. It's also from this point on all Underground terrain. Thick stone walls damp with mildew make the entire area reek of wet earth. Any metal sconces and implements have long since rusted away, leaving behind only reddish stains.

Twin doors etched with scenes of dwarven glory stand atop a raised marbled dais. Flanking this remarkable entrance, two mammoth statues of dwarven warriors hold out their hands in a silent welcome. Deep lines carved into the statues might have once been inlaid with various metals, though they are now empty. Ochre graffiti covers much of the fine architecture.

Perception (no aid/pets) DC 25:
You spot a very well concealed hidden door off to the right.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Ceile casts Detect magic and takes 10 on the spell craft, then explains what's each item.
"That is a +1 breastplate, and that is a +2 belt of constitution."

perception: 1d20 + 10 ⇒ (14) + 10 = 24... one.... off by 1....

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Gil nods at Celie's observations as he looks around himself.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

-Posted with Wayfinder

The Exchange

N Dwarf Ranger 9

As a reminder, Theo will get a free perception check to notice any sort of secret doors or traps or the like set in stone if he passes within 10' of them... in case there's other things we come across =)

Little Foot scowls as the fight ends.

"Third option." He confirms.

He will co-opt one of the potions of cure moderate wounds, once they are identified as such.

Could use the belt too for a few extra hp's... unless someone else has a need. Not invested either way.

. . .

As their journey continues, he takes the lead, moving ahead quietly. He takes only a token interest in the dwarven architecture briefly, seemingly intent on his task.

Will attempt to be stealthy whenever possible whilst on point

"Been a long time since any dwarf has laid eyes on this." He says quietly as the halt to view the majesty of the dwarven gate into Koldukar

"Not sure why the orcs would have left this standing if they had a choice." He shrugs slightly "Perhaps those guardians Dhastrach mentioned are nearby?"

He takes a moment to examine the cavern more carefully.

Perception, Favored Terrain, Stonecunning: 1d20 + 9 + 2 + 2 ⇒ (14) + 9 + 2 + 2 = 27

As the others look on, he suddenly turns his attention to the side of the passage, before stepping forward to brush at some of the mildew on a nearby wall.

"Got a door here." He mutters, tilting his head slightly. "Been some effort to conceal it."

Glancing back at Ramen, he asks, "Can you make out how to open it?"

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Can't reach DC 25 Perception, won't roll. :)

Dhastrach snorts at the defeated orcs, looking at them mockingly. "Maybe next time they rrealize theirr mistakess beforre it iss too late forr them."

Knowing he isn't part of the front line, he suggests either Theo or Oloch take the belt. The armor, on the other hand, seems neglectable.

As soon as the team sees the twin statues, Dhastrach pulls out his journal and starts to make notes at a furious pace. "Thiss iss what I've been waiting to see," he mutters as he look around, "and yes, Theo, these could be the guarrdianss. But they shouldn't attack dwarrvess. If we can use an alterrnative passage, we could leave them intact."

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

Glad everyone went with the third option =)

perception: 1d20 + 10 ⇒ (19) + 10 = 29
( any traps on it? )

disable device: 1d20 + 13 ⇒ (12) + 13 = 25

If that doesn't do it, I can probably get it open, worst case give me 5 minutes...
so i didn't get hit with a fireball? and still have my few temp hp buffer up for 5 hours? cool.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

You're lucky.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Opening the secret path, Raman immediately spots a pit trap just inside, but is able to circumvent it, making the way safe.

Know Dungeoneering or Craft Alchemy DC 25:
You notice inside, an utter lack of anything metal, though there are areas along the door and walls with holes and gaps indicating that there had once been something there. On closer inspection, you see the signs of what could have done this. Patterns as being indicative of only one creature. . . Rust monsters.

The desiccated corpse of a dwarf clutching a beautifully carved stone hammer lies at the northeastern corner of this drier, sealed corridor. The Dwarven word for “Oath-keeper” is carved into the hammer’s haft. (it's not magic, but does seem important somehow. )

Further in, a solid mass of black rock shaped into an anvil overlooks a colossal chamber from atop a balcony. Resting next to the anvil, an elaborate weapon rack that resembles a row of dwarven maidens. The maiden nearest the anvil holds a stone warhammer snuggly within her grasp. The other two maidens’ hands are empty but appear designed to hold hafted objects. Flanking the anvil, two promenades lead to stairways that descend into the immense chamber below.

Just a head's up, I just found out that I'm going out to the field for a week, starting on Monday. I can't say for sure, but I may or may not have internet, or even power. I should, but I can't say until I get out there. Just found out today.

The Exchange

N Dwarf Ranger 9

Those DC's are way outside my ability to make!

Is the hammer masterwork? or just pretty?

"Guess the back way didn't do this bastard much good." Little Foot observes, as he kneels down to look at the hammer, and translate the inscription for the others.

He'll hand it to Dhastrach to check out, as the cleric is far more knowledgeable about such things.

Further in, he takes in the grandeur of the place with a low whistle. "Certainly liked to build big." He mutters, dryly.

Is the hammer on the maiden statue similar to the one we found on the dead fellow in the secret passage?

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

before we left the previous room, Celie took out her knife and gathered two fingers. one from the female orc and one for one of the roasted orcs.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Knowledge (dungeoneering): 1d20 + 8 ⇒ (3) + 8 = 11

"I have a feeling the oath-keeperr belongss herre," Dhastrach says, judging the warhammer in his grasp, "and if that iss trrue, one otherr iss missing ass well. Orr..."

Dhastrach then proceeds to insert the Oath-keeper into one of the maiden's hands, and takes his own non-magical cold iron warhammer, and inserts it to the last maiden's hands.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The hammer slides into both of the statue's hands easily, and it seems to fit both quite well, but nothing happens.

You do not have all the info yet, but on the right track, sort of.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, I just want to point out that there will be a lot of Know checks coming, but just to avoid confusion, I want to hold off on them until they kind of come up. For example, I could do a Know check on "Oath Keeper", and some of you might already know, but I think it might be better to wait until you have more information a bit later on, especially because with PbP taking place over days, it could be easily forgotten (on the player's side). Likewise, I'd rather wait until you actually encounter a monster, for ID checks just so no one has to worry about scrolling back to find the information when/if it actually happens.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

That's fine and dandy. Dhastrach can roll ALL the knowledges anyway.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Trying to pass the time since our GM might not be able to continue for a week... you're all welcome to join.

While admiring the grandeur hall, Dhastrach turns to his colleagues. "You didn't see any orrcss coming thiss way, did you?" he asks, "I find it odd they werre guarrding the passage, but nothing else. Furrtherrmorre, the statuess werre intact. With a prroperr mason, we could have deterrmined whetherr the statuess have witnessed combat orr not."

[b]"And what about the dead dwarrf? I may be a clerric, but I am no prroperr healerr. What fate befell on him (or her?)?

Heal: 1d20 + 7 ⇒ (6) + 7 = 13

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

Ramen hides, uses a disguise self to appear as one of the orcs who confronted us before

disguise self: 1d20 + 20 - 2 ⇒ (12) + 20 - 2 = 30

he then steps out and says, In Common
Did somebody say Orcs!?

huzzah!

he'll stay in disguise, looking like an orc escorting a group of pathfinders for the next hour or so.

551 to 600 of 752 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM B's PFS PbP Game Day 3 - Glories of the Past GAME All Messageboards

Want to post a reply? Sign in.