In Search of Power, Fame, and Knowledge (Inactive)

Game Master Gilthanis

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Grand Lodge

(Core) M Elf Wizard 1 - HP 11/11 - AC 13/T: 13/FF 10 - Perception: +9; Low-light vision - Fort: +3, Ref: +3, Will: +2 (+2 to enchantment spells/effects, Immune to magical sleep) - CMB: +0, CMD 13 - Speed: 30' - Init. +3

Looking thoroughly relieved that the worst appears to be over for now, Landrel attempts to identify the magical items. Afterwards, he shares his findings with the group.

Spellcraft arrows: 1d20 + 10 ⇒ (5) + 10 = 15
Spellcraft Amulet: 1d20 + 10 ⇒ (14) + 10 = 24


20 +1 arrows and an amulet of natural armor +1

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

"That hurt a lot. " says Phred as he looks down at his rent armor and flesh. "They didn't fight back quite as much in my former occupation. "

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling snickers after reading the Dhamphir's letter, "Guess that plan of taking over the world didn't work that well. I guess it is important evidence though, so we should keep this letter and present it back once we finish our confirmation."

Grand Lodge

Male Human (5.0A) Oracle (Time) | HP 38/38; AC 22;TCH 12; FF 20; F +4; R +4; W+3; CMB +4; CMD 16; INIT +8 (x2);
Consumables:
Spells lvl 1 7/7; lvl 2 5/5 | Aging Touch 2/2; Erase from Time 1/1; Time Flicker 5/5 | Wands: CLW 42/50

Well done Phred.

Looking at the arrows Rangor says. These shall be of great use. That is a good find Landrel.


There are no other exits from this room. The only way is back to the main room then other tunnel.

Grand Lodge

(Core) M Elf Wizard 1 - HP 11/11 - AC 13/T: 13/FF 10 - Perception: +9; Low-light vision - Fort: +3, Ref: +3, Will: +2 (+2 to enchantment spells/effects, Immune to magical sleep) - CMB: +0, CMD 13 - Speed: 30' - Init. +3

Landrel nods in recognition of Rangor's praise, "Thank you. I guess we should go back and check that other tunnel the gillman mentioned? Oh let me see that necromancer's letter again, I want to write down verbatim what it says in my notes..."

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

"Could you use that wand a few more times? I'm still bleeding here. A lot. "

Silver Crusade

Usable:
Channel Energy 3/6, Agile Feet 6/6, Bit of Luck 6/6
HP 10/10 | AC 18 | T 12 | FF 17 | CMD 10 | Fort +5 | Ref +1 | Will +6 | Init +1 | Perc +9
Active Effects:
Longstrider(1h)

"Of course!" Fiddle says as he taps Phred with the wand..

1d8 + 3 ⇒ (5) + 3 = 8

I cant tell your hps with them not being in your header sir.. Perhaps you should add them.. Hmm?


He is now at full HP. you put him at 5, then the 8 brings hi to 12/12


You head back towards the other tunnel. On your way there you pass by Uori, looking at your group. He stops you, Thank you, you are honorable people. Please, take this with you, it may prove useful.

He hands you a wand. It is neatly labeled Shield of Faith

caster level 6th, 4 charges I think. Will verify when near my computer

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"We were glad to help you Uori. You seem to know a lot. Do you have any other information that might help us around here?
Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20


Wand of shield of faith, CL 6th, 10 charges

Grand Lodge

Male Human (5.0A) Oracle (Time) | HP 38/38; AC 22;TCH 12; FF 20; F +4; R +4; W+3; CMB +4; CMD 16; INIT +8 (x2);
Consumables:
Spells lvl 1 7/7; lvl 2 5/5 | Aging Touch 2/2; Erase from Time 1/1; Time Flicker 5/5 | Wands: CLW 42/50

Thank you Uori. Rangor says with a small bow as he continues down the opposite corridor that Uori gestured towards.

Silver Crusade

Usable:
Channel Energy 3/6, Agile Feet 6/6, Bit of Luck 6/6
HP 10/10 | AC 18 | T 12 | FF 17 | CMD 10 | Fort +5 | Ref +1 | Will +6 | Init +1 | Perc +9
Active Effects:
Longstrider(1h)

Fiddle will take the wand.. "Very kind of you! Let's get a move on chaps.."

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling shrugs as Uori remains silent and seems to return to his business, then follows Rangor and Fiddlesticks down the corridor.

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

Phred takes point as usual and leads on.


1d6 ⇒ 2

The persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline.

On the other side on the shallow river, are two scaly reptiles, who chirp in a foreign tongue.

Initiative:
Fiddle: 1d20 ⇒ 1
Starling: 1d20 + 4 ⇒ (20) + 4 = 24
Rangor: 1d20 + 6 ⇒ (11) + 6 = 17
Landrel: 1d20 + 3 ⇒ (7) + 3 = 10
Phred: 1d20 ⇒ 13
me: 1d20 + 1 ⇒ (3) + 1 = 4

Init tracker:

round 1

Starling: go
Rangor: go
Landrel: go
Phred: go
Me:
Fiddle:

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

"Do I need to kill them?"

Phred will hold his position and ready an action to hit anything which attacks him in melee.

to hit: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d6 + 6 ⇒ (4) + 6 = 10

or rather I ready to miss

Grand Lodge

Male Human (5.0A) Oracle (Time) | HP 38/38; AC 22;TCH 12; FF 20; F +4; R +4; W+3; CMB +4; CMD 16; INIT +8 (x2);
Consumables:
Spells lvl 1 7/7; lvl 2 5/5 | Aging Touch 2/2; Erase from Time 1/1; Time Flicker 5/5 | Wands: CLW 42/50

Rangor moves into the caves opening. He quickly draws his longbow as he readies an arrow for the northern reptile.

Longbow: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
damage: 1d8 + 1 ⇒ (6) + 1 = 7

Point blank shot- +1 att/dam
precise shot

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"Let's see if they are hostile, we shouldn't fight otherwise. Phred, you should move ahead a bit and give us more space if things come to a fight though."
Starling will ready her action, load her crossbow and fire a bolt if the creatures move too close to the group.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 ⇒ 3


Init tracker:

round 1-2

Starling: go
Rangor: go (1 damage)
Landrel: go
Phred: go
Me:
Fiddle: go

The scaly reptilian, moves and slings a stone at Rangor, in retaliation for Rangor taking its brethren out with a single shot to the chest.

sling: 1d20 + 3 ⇒ (16) + 3 = 191d3 - 1 ⇒ (1) - 1 = 0

Starling, with her arrow at the ready, sees the reptile fire a sling bullet at Rangor. She lets her arrow fly, and it connects with the enemies' shoulder. It staggers around, but stays up.

Grand Lodge

(Core) M Elf Wizard 1 - HP 11/11 - AC 13/T: 13/FF 10 - Perception: +9; Low-light vision - Fort: +3, Ref: +3, Will: +2 (+2 to enchantment spells/effects, Immune to magical sleep) - CMB: +0, CMD 13 - Speed: 30' - Init. +3

Landrel moves southeast past Phred and draws his longbow in preparation for shot at his next opportunity.

I hope I don't regret this!

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

Phred moves up to the waiter and looks in to see how deep it is before he crosses.


Phred the charmer wrote:
Phred moves up to the waiter and looks in to see how deep it is before he crosses.

going through water will cost double movement, it is considered difficult terrain. Acrobatics checks increase by +2

As Phred moves to engage the enemy, he steps right into their trap. He hears a click, as a dart goes racing towards him. Lucky for him, the shoddy craftsmanship of the trap leaves a lot to be desired and the dart stick in the ground next to his feet.

dart trap: 1d20 + 10 ⇒ (1) + 10 = 11

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

It was a single move to get there, he'll just ready another action there since he wouldn't be able to cross anyway.

in case the critter comes close
to hit: 1d20 + 4 ⇒ (13) + 4 = 17 damage: 1d6 + 6 ⇒ (3) + 6 = 9

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling loads her crossbow and takes another shot at the remaining reptilian creature, but misses this time.
Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d8 ⇒ 8

Silver Crusade

Usable:
Channel Energy 3/6, Agile Feet 6/6, Bit of Luck 6/6
HP 10/10 | AC 18 | T 12 | FF 17 | CMD 10 | Fort +5 | Ref +1 | Will +6 | Init +1 | Perc +9
Active Effects:
Longstrider(1h)

Fiddle moves and touches Phred with his newly aquired wand.. +3 Ac for 6 mins..


Init tracker:

round 2

Starling: go round 2
Rangor: go round 2 (1 damage)
Landrel: go round 1
Phred: readied attack round 2
Me:
Fiddle: increased Phred's ac, round 1

Fiddlestick moved up, and helped Phred's physical defense against these annoying threats. While Starling took a shot and missed slightly to the right.

Grand Lodge

(Core) M Elf Wizard 1 - HP 11/11 - AC 13/T: 13/FF 10 - Perception: +9; Low-light vision - Fort: +3, Ref: +3, Will: +2 (+2 to enchantment spells/effects, Immune to magical sleep) - CMB: +0, CMD 13 - Speed: 30' - Init. +3

The elven wizard fires an arrow at the remaining creature.

Longbow: 1d20 + 3 ⇒ (10) + 3 = 13
Damage on the off chance that hits: 1d8 ⇒ 1

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

This is actually Starling's round 3:
The bard reloads her crossbow, then fires it again, hoping for better luck, but her bolt flies far away from the creature.

Attack: 1d20 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Male Human (5.0A) Oracle (Time) | HP 38/38; AC 22;TCH 12; FF 20; F +4; R +4; W+3; CMB +4; CMD 16; INIT +8 (x2);
Consumables:
Spells lvl 1 7/7; lvl 2 5/5 | Aging Touch 2/2; Erase from Time 1/1; Time Flicker 5/5 | Wands: CLW 42/50

Rangor lets loose another arrow at the southern reptile.

Longbow: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
damage: 1d8 + 1 ⇒ (2) + 1 = 3

[ooc[Point blank shot- +1 att/dam
precise shot[/ooc]

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

Phred will cross the water, but it is difficult terrain, so he takes a double move just to get adjacent and cannot attack.


With a well placed shot to the rib, the final enemy falls.

COMBAT OVER

Grand Lodge

(Core) M Elf Wizard 1 - HP 11/11 - AC 13/T: 13/FF 10 - Perception: +9; Low-light vision - Fort: +3, Ref: +3, Will: +2 (+2 to enchantment spells/effects, Immune to magical sleep) - CMB: +0, CMD 13 - Speed: 30' - Init. +3

Becoming more confident after being through two additional combats without any injury, Landrel takes the lead in search the bodies and area for any valuables or intel.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"Be careful, the river might have other traps," Starling says as she moves on to help Landrel look around.

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

"Now you tell me. I'm in the river!" and he will gingerly step onto the far bank.


Everyone makes it across the river with no other trouble or traps. There is a tunnel on the eastern side of the stream. There is either back the way you came or up through the tunnel.

There is a par of small slings, with a handful of small sling bullets, but no other valuable are found on the deceased.

Grand Lodge

Male Human (5.0A) Oracle (Time) | HP 38/38; AC 22;TCH 12; FF 20; F +4; R +4; W+3; CMB +4; CMD 16; INIT +8 (x2);
Consumables:
Spells lvl 1 7/7; lvl 2 5/5 | Aging Touch 2/2; Erase from Time 1/1; Time Flicker 5/5 | Wands: CLW 42/50

Shall we head back and let Uori know that we have cleared the chambers for him?

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"Let's move ahead and clear that tunnel before getting back to him."


1d6 ⇒ 2

The route to the surface leads through a maze of tight passages that include steep ascents and short climbs as they wind from west to east. As you travel, you can hear the sounds of a distant battle echoing through the caves, intermixed with inspirational tales of famous Pathfinders and the heroic deeds—the raging fight between Janira and the minotaur.

Init tracker:
Fiddle: go
Starling: go
Rangor: go
Landrel: go
Phred: go
Me:

The group can hear Janira, battling against the minotaur. But as you traverse the slick tunnel, Fiddlestick, Starling and Rangor notice something peculiar about the tunnel. You three notice a creature ahead of the group

Acrobatics checks +2 due to slick tunnels. K dungeon to identify creature.

Grand Lodge

(Core) M Elf Wizard 1 - HP 11/11 - AC 13/T: 13/FF 10 - Perception: +9; Low-light vision - Fort: +3, Ref: +3, Will: +2 (+2 to enchantment spells/effects, Immune to magical sleep) - CMB: +0, CMD 13 - Speed: 30' - Init. +3

"I agree with Starling, that strange gillman seemed to be done with us after our last visit."

* * *

Upon hearing Janira off in the distance, Landrel perks up, "It's amazing that she's survived! Although it's no doubt dangerous, we really should help her."

Once the others point out the creature, Landrel wastes no time drawing his bow and firing an arrow at it.

Longbow - Cover: 1d20 - 1 ⇒ (10) - 1 = 9

Grand Lodge

Male Human (5.0A) Oracle (Time) | HP 38/38; AC 22;TCH 12; FF 20; F +4; R +4; W+3; CMB +4; CMD 16; INIT +8 (x2);
Consumables:
Spells lvl 1 7/7; lvl 2 5/5 | Aging Touch 2/2; Erase from Time 1/1; Time Flicker 5/5 | Wands: CLW 42/50

Rangor draws his bow as he takes careful aim past Phred. Don't move Phred.... He releases the string with a twang as the arrow rockets past the half-orc.

Longbow: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
damage: 1d8 + 1 ⇒ (6) + 1 = 7

Point blank shot- +1 att/dam
precise shot

Grand Lodge

HP 20/20 AC 21, FF 18, T 13, Fort +5, Ref +3, Will +1, CMD 19, Init +2

"Huh? Whu? " but he stands still as ordered.

Then he will move to strike the critter.

power attack
to hit: 1d20 + 4 ⇒ (20) + 4 = 24 damage: 1d6 + 6 ⇒ (3) + 6 = 9
confirm: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d6 + 6 ⇒ (5) + 6 = 11 nope

Silver Crusade

Usable:
Channel Energy 3/6, Agile Feet 6/6, Bit of Luck 6/6
HP 10/10 | AC 18 | T 12 | FF 17 | CMD 10 | Fort +5 | Ref +1 | Will +6 | Init +1 | Perc +9
Active Effects:
Longstrider(1h)

We have to make acro to move?

Before Phred moves to attack Fiddle will touch his leg and provide A Bit of Luck, causing him to roll twice on all d20s for the round..

Not sur ehow you handle Init GM, cause while Fiddle goes before Phred he has already posted an action.. If you wanna play it post oreder thats fine Fiddle will move and do the same thing providing double rolls for next round.


No, if you wanted to make an acrobatics check to tumble past, through an enemy the DC would increase by +2. You can normal move just fine though

Initiative is run on teh basic premise, do you go before or after the monster. This monster, has a craptacular modifier and goes dead last. Therefore, the group as a whole goes before, so whoever pots first I typically view as acting first in the round. If a players specifically states they are delaying, then I will take that into account, and have it reflect the actions. Does that make sense?


Init tracker: Round 1 (+1 atk/dam from Janira)

Fiddle: GO
Starling: GO
Rangor: shoot and HIT
Landrel: shoot and HIT
Phred: moved and HIT
Me: (16 damage)

Landrel, please roll damage, a 9 hits. Fiddle, feel free to post your action as well, we can still act no worries. Phred are you charging for you were 30' away and your speed is only 20'

Rangor and Landrel, both let shots go, and both arrows connect. Landrel, grazes the creature, while Rangor easily pierces the creatures jiggly mass.

Grand Lodge

(Core) M Elf Wizard 1 - HP 11/11 - AC 13/T: 13/FF 10 - Perception: +9; Low-light vision - Fort: +3, Ref: +3, Will: +2 (+2 to enchantment spells/effects, Immune to magical sleep) - CMB: +0, CMD 13 - Speed: 30' - Init. +3

I thought that it might, but I guess I'm too used to missing all the time!

Damage: 1d8 ⇒ 7

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling loads her crossbow and fires it at the minotaur, but she manages to miss despite the easy shot.
Attack: 1d20 + 2 ⇒ (3) + 2 = 5

Grand Lodge

(Core) M Elf Wizard 1 - HP 11/11 - AC 13/T: 13/FF 10 - Perception: +9; Low-light vision - Fort: +3, Ref: +3, Will: +2 (+2 to enchantment spells/effects, Immune to magical sleep) - CMB: +0, CMD 13 - Speed: 30' - Init. +3

Are we waiting on Fiddle?

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