Among the Living #07: Table 2 (Inactive)

Game Master keith goudreau

Map link on Roll20


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A week ago, you were seated in the main hall of the Grand Lodge of Absalom, waiting for the arrival of Absalom’s newest venturecaptain, a tall, dark-haired and olive-skinned Varisian woman named Eliza Petulengro. Renowned for her composure under pressure and the author of more than two dozen Pathfinder Chronicles entries, she appeared in the hall suddenly, a stack of chronicles in her arms, and looked you over before speaking.
“My greatest pupil, Pathfinder Bodriggan Wuthers, has gone missing. He followed a cleric contact back to Wuthers’s home city of Oppara to work on a massive dig beneath the House of the Immortal Son, Oppara’s famed opera house and once temple to the dead god, Aroden. That was a year ago. He sent monthly reports, hoping to see their publication in a chronicle, before all contact dried up a few months back. I’m worried something has gone wrong, and the Society has a vested interest in the artifact he was researching and seeking. We want you to travel to Oppara and find Wuthers. We’d like to know exactly what he was seeking, too, since he neglected to inform us through his monthly correspondence. He hinted only that the cleric of Irori he was working with told him the object was the world’s greatest ‘living’ artifact—whatever that means.
“I have a few tidbits of information to pass to you before
you go: the House of the Immortal Son is nearly impossible to access. It took Wuthers months and countless bribes to get where he did. For you, I have a much simpler idea. Go to an opera, wait for an opportunity, and then exploit it to find Wuthers and his dig site. Be sure to wear something festive—the Taldan nobility are arrogant on their best days and if you arrive at the opera dressed like that,
she waves her hands at you, they’ll surely lose your tickets or regret to inform you that the opera house is oversold. Go and report back to me directly upon your return to Absalom.”

Irori, is the god of knowledge.

Knowledge Local Bodriggan Wuthers DC 15:
Bodriggan Wuthers was an orphan of unknown
ancestry, found 20 years ago on the doorstep of the
Pathfinder Lodge of Taldor’s capital, Oppara. He was
raised in an orphanage, but the Taldan Pathfinders made
it a point to look in on him from time to time, encouraging
the boy’s curiosity and pushing him toward the life of
the vagabond scholar. They got what they desired. When
Wuthers turned 16, he left the orphanage behind and
traveled to Absalom to join the Pathfinder Society. After
a few years of training and following Venture-Captain
Eliza Petulengro, Wuthers settled easily into his routine,
traveling Avistan and Garund seeking greater glory for
himself and the Society through treasure hunting. He
quickly made a name for himself, battling through a
host of demon-possessed apes in the Screaming Jungle
at age 18 to recover the Garls Harp, an Azlanti musical
instrument thought lost to time and memory. His tale
of that find saw his first of many reports appear in the
Pathfinder Chronicles and his fame as a Pathfinder was
sewn into the fabric of the Society.

I need to know how everyone plans to dress, and what you are bringing to the opera. You have a feeling great-swords, animals, and other things of that nature will not be allowed into the premise.

House of the Immortal Sun

Once a temple to Aroden, the House of the Immortal Son has, since his death, been Taldor’s most opulent
and expensive opera house. It is a large, windowless, cylindrical building made of polished marble and granite and surrounded by thick, finely carved pillars.
Built in the earliest traditional styles of Aroden temples, the opera house lacks windows (visitors are meant to look up, not out) and its roof is a complicated piece of stone statuary that replicates the holy symbol of Aroden, a steady winged eye gazing forever toward the heavens.

The interior of the House of the Immortal Son is full
of expensive carpets, excessive gilding, and ridiculously
large candelabras and chandeliers. Mirrors and expensive bright wallpaper cover the walls and have a breathtaking white and red veined marble boarder trim. Painstakingly cleaned and polished delicate woodwork and tapestries decorate and finish the room with an air of class and wealth. The noble men in attendance brandish expensive powdered wigs and faces, silken outfits that host shiny silver or gold buttons, lace hanker-chiefs stylishly hanging from the owners sleeves, jeweled ringed fingers, and many daintily carrying snuff pouches in white gloved hands. The women in attendance are dressed almost identically, their outfits exchanged for dresses and no snuff pouches.

There will be a map up eventually, here is some description of what can be easily noticed without investigation. The numbers will coincide with the rooms on the map.

1a. Opera House: Filled with classic church pews now
covered in the finest silks and cushions, the main room
of the opera house is what you’d expect from a templeturned-theater. An odd mixture of religious symbols (all of the deceased god Aroden) and modern theater tropes cover the walls, ceilings, and finely-carved pillars.

1b. Stage: This wooden stage is painted black and
currently decorated to look like a jungle underworld,
with fake plants, vines, and a backdrop of jungle scenery.
An orchestra pit separates the stage from the main opera
house and a thick, red velvet curtain conceals the main
doors to the back stage area.

3. Violet Entrance: A gaudy, marbled hallway with
finely carved pillars, the white floor here is split by a deep
violet carpet. This entrance is reserved for the king and
anyone he considers to be part of the royal court.

4. Bar: Known to regulars as the Immortal Drunk,
this bar serves theatergoers before the opera, during
intermission, and hosts after-parties for wealthy
merchants or socialites who are not part of the nobility.
The red carpet indicates that this room is also an entrance
for wealthy non-nobles.

5. Blue Entrance: A gaudy, marbled hallway with finely
carved pillars, the white floor here is split by a dark blue
carpet. This entrance is reserved for the nobility who are
not considered part of the royal court.

6. Banquet Hall: This vast, empty room is primarily
used to entertain the king and his court. It is currently set
to entertain the few royal court followers in attendance
for Among the Living. The red carpet indicates that this
room is also an entrance for wealthy non-nobles.

7. Green Entrance: This rather plain, marbled hallway
is filled with simple granite pillars. The floor is split by
a bright green carpet, indicating that this entrance is
reserved for commoners when they are allowed to attend.

10. White Entrance: Also known as the Actor’s Door, this
plain marbled hallway is filled with simple granite pillars.
The floor is split by a dirty white carpet, stained by a century’s worth of artistic foot traffic. The actors of the Immortal Son believe the carpet to be good luck, and replacing it or cleaning it would spell misfortune for the theater.

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

*nods and pets his Kitty on the head* *Kitty purrs happily with a fang-bearing smile*

While I do understand the rules of society, being apart from one's companion is quite difficult. We also have lack of funds for such an attire as we have lived among nature for quite some time. If you would be able to assist us in order to better help you find Mr. Wuthers, it would help a great deal.


Kivaras wrote:

*nods and pets his Kitty on the head* *Kitty purrs happily with a fang-bearing smile*

While I do understand the rules of society, being apart from one's companion is quite difficult. We also have lack of funds for such an attire as we have lived among nature for quite some time. If you would be able to assist us in order to better help you find Mr. Wuthers, it would help a great deal.

As much as that makes sense and is a smart request, unfortunately per PFS I cannot grant it. What the courtier outfit and jewelry will do is not give you a negative when interacting with nobility, this happens in several scenarios so it is one of those weird investments you may want to make.

Figures they would send me the backwater recruits for a delicate city mission. Try and clean up like city folk and act like they act. And for gods sakes do not urinate in public.

Her remake is cold and rude, it is clear she is worried about her pupil missing in Oppara.

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

I figured as much, but wanted to try anyways. Ya never know. XD

*shakes his head* Very well, we'll get it done. *sighs then heads off to the market to purchase appropriate attire with Kitty following behind him.*

*purchases an outfit with colors consisting of greens, browns, and whites for a more 'nature-y' feel as well as a few pieces of cheap jewelry to match the outfit.*

Thankfully, I don't care about weapons. XD As for Kitty, she will be staying at the entrance, keeping her ears perked incase she hears unusual distress and panic inside.

*heads to the entrance of the Immortal Sons* Unfortunately, Kitten, you to stay here for now. I hope this doesn't take too long. *scruffs up Kitty's neck as she lays down on her paws and waits patiently*

And just to be sure... *casts Detect Magic while outside, facing towards the building to check for any unusual possibilities before we head in.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram sighs audibly. Figures that we'd have to pander to the self-absorbed nobility...

He looks dissatisfied with the restrictions, but nods at the Venture-Captain. "We will do as you ask. That said, however, do you happen to know whether there is a secondary entrance into the theater? One that we might be able to use to pass equipment...or companions...in? For that matter, will we be provided access to one of these operas, or will we need to purchase or otherwise gain admission ourselves? Will we need to provide our own distraction, or do you expect one will be forthcoming?"

His stream of questions done, he waits expectantly for answers.


@Kiv, no unusual magics. This building was at one point a temple so there are some magical auras, but nothing you would not expect.

The venture captain looks into one of the various scrolls she was holding, satisfied with the contents she hands it to you. Your tickets are being held at the green entrance, like I said as long as you can look presentable you will have no problems getting inside. Be careful smuggling items into the opera, the door man may not let you enter.

The scroll just has information on your tickets, date of the opera, and the inn that your paid rooms will be located.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Wyran looks down at his meticulously clean armor, the angel symbol of Sarenrae clearly etched on the front. "It would be a disservice to Sarenrae to not proudly show my faith. The nobles of Taldor will surely recognize as such. I will remove my armor and scimitar only if absolutely necessary for entrance. Is there a location in or near the opera house where we may store the rest of our equipment?"

Wyran will be wearing his armor and scimitar to the opera. both are meticously cleaned and maintained. The scimitars handle is crafted to look like a angel with the guard fashioned as the wings, and hangs at Wyran's side. All other items can be stored; wont be brought in.


@Wyran, you would find out at the entrance of the opera house if the doorman has lost your tickets or not, if your dress and accessories are acceptable.

Lodging is being provided nearby, anything you do not wish to bring with you can be stored there.

Grand Lodge

Male Halfling
Stats:
HP 19/19, NL 0 | AC 18, T 14, FF 15 | CMB +0, CMD 13 | F +3, R +4, W +4 | Init +3 | Perc +2, SM +0 | Melee: Morningstar +1/1d6-1/19-20/x2; Ranged: Crossbow +5/1d6/x3
Summoner 2
Eidolon:
HP 13/13, NL 0 | AC 16, T 12, FF 14 | CMB +4, CMD 16 | F +4, R +5, W +0 | Init +2 | Perc +4, SM +4 | Melee: Bite +4/1d6+2/x2/reach 10 ft., Claw (x2) +4/1d4+2/x2

Do we know if we need both the courtier's outfit and jewelry (of X value)? If just one, he will pick up the outfit and store his armor.

Barham listens to Petulengro's brief with increasing concern.

"Oh dear," he mutters, resting a hand on the caniform eidolon at his side.

"The Taldans, the Opparan folk may not take well to you, Scrump," he admits with some reluctance. "You may have to wait outside."


Barham Topperbush wrote:
Do we know if we need both the courtier's outfit and jewelry (of X value)? If just one, he will pick up the outfit and store his armor.

It is both, outfit +50 gp jewelry. That is also the standard for all PFS scenarios that require it, so again weird investment for the future.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

definitely one of those quirky ones, which I did on my witch but hoped to get through one scneraio without it on this guy. oh well. I have no way of affording it currently. so going to do as I mentioned above and trust Sarenrae to get me through the door hopefully.

Grand Lodge

M Oni-Spawn Tiefling Fighter 1

"While there's no guarantee I can get in to the House of the Immortal son, I guess theres no harm in trying..."
*a puzzled look comes over his face as he tries considering his options, and lack of appropriate attire*
"when in doubt, try the obvious approach I suppose... I'll have to leave all the rough stuff here though.. hm."

*disarms and stows his weapons away at the lodge*.

Grand Lodge

Male Halfling
Stats:
HP 19/19, NL 0 | AC 18, T 14, FF 15 | CMB +0, CMD 13 | F +3, R +4, W +4 | Init +3 | Perc +2, SM +0 | Melee: Morningstar +1/1d6-1/19-20/x2; Ranged: Crossbow +5/1d6/x3
Summoner 2
Eidolon:
HP 13/13, NL 0 | AC 16, T 12, FF 14 | CMB +4, CMD 16 | F +4, R +5, W +0 | Init +2 | Perc +4, SM +4 | Melee: Bite +4/1d6+2/x2/reach 10 ft., Claw (x2) +4/1d4+2/x2

Eh, alright. Barham will drop the 80g for the appropriate track suit + gold chain combo.

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

and after buying my outfit, Baird can't afford his which is why he took the subtle route. And I think Wyran has tried to bluff his way in.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram has purchased a courtier's outfit and the 50gp worth of accoutrements.

Is it possible to wear a bandolier under an outfit, perhaps with some amount of padding to hide the extra bulk, or put some number of flasks and vials in pockets somehow?


Going to get things moving, if I make an assumption that is incorrect please just adjust it in your next post. Also any shopping you wish to add.

The visual description is stated as above,

The doorman looks Barham and Kivaras over and satisfied that you are presentable and will not embarrass the opera house he lets you all pass into the foyer. He eyes Wyran seeing his sword and armor, he seems uncomfortable letting someone as armed as you in, but seeing your holy symbols he does not stop your entrance. Mostly because right before he was to say something the tiefling follows up behind him. The doorman gives the tiefling a nervous look but seeing he is unarmed following and obviously talking with the holy warrior he bites his tongue. Boram goes unnoticed with the two distracting party members leading before him. You claim your tickets for the show at role call. There are a few people in the green carpet entrance way with you.

There are also people mingling in the main room, bar, and banquet hall. By the looks of it you have a few minutes if you wanted to talk with people or you could take your seats.

Wyran and Baird get a felling they are being watched by security.

@Boram, that would be sufficient to sneak your vials in undetected.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

A bandolier can hold 8 items. Boram will take 5 bombs, a dex mutagen, a cure light wounds extract, and a dagger. If a second bandolier is viable, he'd take a reduce person extract, a shield extract, 4 vials of alchemist's fire, and 2 vials of ghast retch powder. Of course, if that's pushing my luck, that's fine - I'll deal without.


Boram Sandyfoot wrote:
A bandolier can hold 8 items. Boram will take 5 bombs, a dex mutagen, a cure light wounds extract, and a dagger. If a second bandolier is viable, he'd take a reduce person extract, a shield extract, 4 vials of alchemist's fire, and 2 vials of ghast retch powder. Of course, if that's pushing my luck, that's fine - I'll deal without.

You can non-discriptly hide them on your person since they are small sized. The problem would be with the med-large items. You may have your entire collection of vials if you wish. That goes for everyone tiny/small items can be concealed without much hassle, sorry if that became confusing.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Wyran looks around seeing if there appears to be anyone that could be of use in finding Wuthers.
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
I'm going to assume I don't see anything.

Seeing nothing Wyran will head to his seat.

The doorman didn't look to kindly at me when I entered, best to play it friendly at this point and just watch the show. I'm sure Sarenrae will help me find my opportunity once the security isn't quite so interested in my doings.

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

*glances around as he walks through the entrance, keeping his distance from the random strangers as much as possible*
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

I figure I have a 50/50 shot of seeing something, but if I don't see anything important....

*in a low voice so only the group can hear* I will make my way to the bar for a drink as it seems I should not have any trouble getting through this place. Perhaps I could luck out and overhear some chattering locals of something important. And maybe bring some drinks for this social event.

Is there any point to continously cast Detect Magic through-out this building, or will I more or less receive the same response as above?

Grand Lodge

Male Halfling
Stats:
HP 19/19, NL 0 | AC 18, T 14, FF 15 | CMB +0, CMD 13 | F +3, R +4, W +4 | Init +3 | Perc +2, SM +0 | Melee: Morningstar +1/1d6-1/19-20/x2; Ranged: Crossbow +5/1d6/x3
Summoner 2
Eidolon:
HP 13/13, NL 0 | AC 16, T 12, FF 14 | CMB +4, CMD 16 | F +4, R +5, W +0 | Init +2 | Perc +4, SM +4 | Melee: Bite +4/1d6+2/x2/reach 10 ft., Claw (x2) +4/1d4+2/x2

Advantages of small races. Barham will sneak in his normal gear minus his armor (quick stat block adjusted).

The summoner flexes his fingers, mentally rehearsing the gestures that comprise his ritual of eidolon summoning. He had, as predicted, senthis companion to wait on the perimeter before approaching the opera house. The perimeter, in this case, was not the around the building, but the border of the Material Plane itself.

Barham now engages another arcane invocation, and feels the pricking up his spine associated with momentarily heightened faculties. Guidance. He meanders around the entryway, mingling and gladhanding the other patrons in an attempt to detect the latest gossip.

Diplomacy, Gather Info: 1d20 + 5 ⇒ (5) + 5 = 10


@Kiv, you make your way to the bar without any problems, people give you a wide birth. At the bar the barkeep does not seem so phased by your appearance. You do notice that the barkeep is struggling with basic orders and seems to not know his way around the bar.

@Barham, you seem to fit right in with the posh noble socialites. Some nobles buy you drinks, and you joke and mingle and it is a very fun event. You do not gather any useful info but you have a hell of a time!

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

*takes a sit at the bar, ..If there is one. watching the barkeep in hopes of finding a moment of his time. While waiting, he keeps his ears open for chatter from the crowded room*
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

M Oni-Spawn Tiefling Fighter 1

Let's see how long I can go without being thrown out by the wanna-be Beards
*He briskly makes his way through the crowd to join Kivaras at the bar, finding a somewhat shaded spot to obscure himself from the crowd*
There has to be a way backstage, just a matter of how.
*He spied the barkeep, and how odd it was that someone like that would be tending at a large, rather posh event like this, and decides to keep an eye on him.*
Sense Motive: 1d20 + 0 ⇒ (14) + 0 = 14


Both the Tieflings sit at the bar and get a feeling the bar keep knows how to run a tavern, but upscale place like this, not so much.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram moves to a seat - gently, so as not to break any of the vials wrapped around his torso - near the front of the room, so that if there is an opportunity to move, he can take it quickly...or as quickly, anyway, as his little feet can move.


An attendant politely rings a brass bell to announce the play is about to begin. Everyone, including you, are ushered into their seats. Your seats are in the far back by the banquette hall (area 6).

Boram, are you trying to sneak to another seat, or take your seat with the group?

Among the Living, the title of the opera you attend, it debuts tonight at the House of the Immortal Son. It’s an epic tale of a lone Ulfen warrior named Victory who sails to the ends of Golarion, crashes off the edge of the world, and finds himself in a gothic paradise where he falls in love with the undead queen of a jungle kingdom. It’s melodramatic, over-acted, gaudy, and tasteless—just the sort of affair Taldor’s wealthy screams to attend.

As yet another twirling dancer in a brown costume festooned with bright pink, flowing silk scarves spins across the jungle set at the front of the stage, the orchestra reaches a screeching crescendo that crashes the entire opera to a halt. The dancers stand quietly for a moment, breathing heavily and listening to the scattered applause across the obviously bored Taldan audience.

Suddenly, a sound like a thousand gongs shakes the entire building to its very foundation and the audience murmurs in a mixture of delight and fear. The actors and orchestra, however, flee the stage, disappearing behind the curtains.

Does anyone have ranks with preform? If so please roll.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

I'll sit with the group, I just didn't know if there was assigned seating or not.

Perform (Untrained): 1d20 - 1 ⇒ (14) - 1 = 13

Boram looks around at the rest of the crowd, trying to find the source of the sound and to gauge their reactions to the events at hand while he prepares to adjust his bandoliers.

Sense Motive: 1d20 ⇒ 20
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Is this part of the show?
Perception: 1d20 + 1 ⇒ (6) + 1 = 7

Wyran doesn't make any movement yet, but is clearly on edge; prepared to react if anything unexpected happens.

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

*looks around with a bit of concern and casts Detect Magic trying to find a source*
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge(Geography): 1d20 + 4 ⇒ (18) + 4 = 22 Not sure if that'll work, but trying to determine if it feels natural, being a wildlife expert and what not. <.<;

*..meanwhile, Kitty perks up from the sound, staring at the entrance to the opera house, prepared to charge in*


Moments after the gong has rung crazy people drunkardly crash through all the doors leading to the main auditorium! They begin attacking the nobles, biting and thrashing with their teeth. People scream, many are cornered, some yell the doors to the outside are barred! Chaos ensues. There is a noble woman wearing a dainty pink dress that her husband hides behind using her as a shield; two of these drunkards jump upon her and tear her to pieces within seconds. Her throat is ripped from her and the screams turn into a gurgled froth from what is left of her neck. The scene repeats all throughout the room, drunkards attacking and killing nobles that cannot fight back, when a victim stops moving the drunkards move on to find more prey. Body parts and discarded flesh begin to litter large pools of gathering blood like islands in an ocean of red.

Anyone with knowledge religion may roll it now.

Knowledge Religion DC 10::

Zombies!
You would know they are undead, and have DR 5/slashing, meaning slashing weapons do full damage; blunt and piercing damage will loose the first 5 points of damage dealt.

Two things. I enjoy zombies and will have super gory descriptions, please let me know if it is too much, happy to tone it down. Next the is a funny scenario in that the entire opera house is being eaten alive by many many zombies at the moment, and that you are only responsible for a small amount of them in the scenario. I am saying this now, please just focus on the 4 zombies inside the yellow square, you can kill more zombies soon I swear!

init:
Wyran 1d20 + 2 ⇒ (2) + 2 = 4
Kivaras 1d20 + 4 ⇒ (6) + 4 = 10
Boram 1d20 + 4 ⇒ (1) + 4 = 5
Barham 1d20 + 3 ⇒ (9) + 3 = 12
Baird 1d20 + 4 ⇒ (2) + 4 = 6
Drunkards 1d20 ⇒ 9

Init Order
Barham
Kivaras
Drunkards
Baird
Boram
Wyran

Barham & Kivaras you are up

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

What the world is going on here!?
*heads over to try and stop the Drunkard* Move me N-NE to get to the corner of the Drunkard
*tries to stab the Drunkard in the face* Claw Attack: 1d20 + 4 ⇒ (17) + 4 = 21 and damage if I hit Slashing Damage: 1d4 + 4 ⇒ (1) + 4 = 5

*hearing the panic inside, Kitty tries to claw through the door* I'm assuming all doors are barred? So, trying a strength check to bust through
Die Door Die: 1d20 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Male Halfling
Stats:
HP 19/19, NL 0 | AC 18, T 14, FF 15 | CMB +0, CMD 13 | F +3, R +4, W +4 | Init +3 | Perc +2, SM +0 | Melee: Morningstar +1/1d6-1/19-20/x2; Ranged: Crossbow +5/1d6/x3
Summoner 2
Eidolon:
HP 13/13, NL 0 | AC 16, T 12, FF 14 | CMB +4, CMD 16 | F +4, R +5, W +0 | Init +2 | Perc +4, SM +4 | Melee: Bite +4/1d6+2/x2/reach 10 ft., Claw (x2) +4/1d4+2/x2

Know (religion): 1d20 + 4 ⇒ (4) + 4 = 8

Blergh. "Whatever are these curious creatures?"

"Oh, Calamity!" Barham gasps as the "drunkards" invade the audience and begin tearing their victims to pieces. "What, I cannot imagine what has gotten into these people."

Quickly realizing that he has no time to recall his eidolon, the halfling turns his focus to summoning a simpler companion from across the planes.

Move a few steps, then SLA (standard action) Summon Monster I: Celestial Eagle, just north of the northeastern-most enemy, such that Baird can get a flank on the closest drunkard by moving two squares east. Eagle uses Smite Evil (if valid) and makes a full attack on northwestern enemy.

Bite: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 ⇒ 4

Talon 1: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 ⇒ 2

Talon 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 ⇒ 4

+1 to damage for each attack if enemy is evil.

Eagle stats:

N Small celestial animal
Init +2; Senses darkvision 60 ft., low-light vision Perception +9

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3 [+5], Ref +4, Will +2
SR 5
Celestial - Resist cold 5, acid 5, electricity 5

OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4), bite +3 (1d4)
Special Attacks smite evil/good

STATISTICS
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

Someone should try and get those doors open! We don't want to be locked in here and letting my companion in would help quite a bit as a couple of us are ill-equipped for combat. *looks at Baird, pointing towards the entrance we came in.*

to be fair, even with flanking, he doesn't have a true weapon on him to really do anything lol

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

If you don't have a weapon (natural or otherwise) and don't have Improved Unarmed Strike, you can't threaten, thus can't flank.

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

right, but technically all he has is gauntlet from the armor he is wearing. So, while he can flank, he just won't do any damage from it less he rolls a 5 or 6.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Ah, I misunderstood. You have a weapon, just not one that's likely to defeat DR. In that case, flank and aid another are both viable options.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Don't forget in game he would have no idea they have DR, as no one has beat the knowledge check to gain that info. Depends how his dude would react, with 19 strength, not sure he wouldn't take a swing at em anyways.

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

this is sad but true. Stupid brutes lol always the chance he would listen to me? >.>

Grand Lodge

Male Halfling
Stats:
HP 19/19, NL 0 | AC 18, T 14, FF 15 | CMB +0, CMD 13 | F +3, R +4, W +4 | Init +3 | Perc +2, SM +0 | Melee: Morningstar +1/1d6-1/19-20/x2; Ranged: Crossbow +5/1d6/x3
Summoner 2
Eidolon:
HP 13/13, NL 0 | AC 16, T 12, FF 14 | CMB +4, CMD 16 | F +4, R +5, W +0 | Init +2 | Perc +4, SM +4 | Melee: Bite +4/1d6+2/x2/reach 10 ft., Claw (x2) +4/1d4+2/x2

Barham cheers on his summoned eagle, as the rest of the party exchange a series of meaning-laden glances.


Barham's eagle attacks with great effect, the drunkard does not look like it has much life left in it (pun). Kivaras's claw slashes at the drunkard man's face dislodging his jaw, fetid bile now drips from the torn flesh. The drunkard with the broken face trys to retaliate against Kivaras, but his slam lands just short. The other two drunkards stumble into the room but they are slow and unable to attack after their move.

attack Kivaras: 1d20 + 4 ⇒ (12) + 4 = 16

Baird, Boram, Wyran you guys are up.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

It doesn't look like these fellows are particularly interested in talking... Boram reaches into his shirt and draws out one of his bombs. He fiddles with it a moment, adjust the blast radius to protect nearby comrades, then lobs it at the nearest drunkard (the one northwest of him), hoping to bring him and the adjacent one down quickly.

Attack (Bomb vs. Touch AC, PBS): 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage (Bomb, PBS): 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Critical Confirm (Bomb vs. Touch AC, PBS): 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Critical Damage (Bomb, PBS): 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

I don't think splash damage crits, so just 5 damage to the adjacent zombie. Using precise bombs to keep any (up to 3) allies from being affected.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

Wyran moves to close on the nearest standing drunkard, drawing his Scimitar and attacking. "What you have done is not natural, and the unnatural deserve no place in this world!" Wyran yells.

Atttack: 1d20 + 5 ⇒ (1) + 5 = 6 and...auto fails.
damage: 1d6 + 6 ⇒ (6) + 6 = 12 and...now I die a little bit inside.

Grand Lodge

M Oni-Spawn Tiefling Fighter 1

*seeing the crowd move en masse, decided to scramble towards the Green entrance*
No weapons. No Chance. Going to meet the nice large cat thats sitting outside, maybe they'll help.
I'm just double moving instead of acting.


attack Kivaras: 1d20 + 4 ⇒ (16) + 4 = 20damage: 1d6 + 4 ⇒ (4) + 4 = 8

Boram's bomb lands in the drunkard's mouth exploding through the back of his head creating shrapnel from the drunkard's skull which is rocketed into the drunkard next to him. Both fall into biletastic heaps. Wyran swings very widely and is happy when he does completely loose his grip and accidentally release his weapon into flight. Baird runs for the doors and finds them magically sealed. The drunkard on Kivaras connects with a slam that seems like it could of broken one of his ribs.

One "zombie' left! Top of the order, Top of the order Baham

Barham
Kivaras
Drunkards
Baird
Boram
Wyran

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

"Ow! What the hell is your problem? That hurt!"

and in case Barham misses...

*retaliates with both claws* Attack 1: 1d20 + 4 ⇒ (17) + 4 = 21 - Damage 1: 1d4 + 4 ⇒ (2) + 4 = 6 - Claw 2: 1d20 + 4 ⇒ (2) + 4 = 6 - Damage 2: 1d4 + 4 ⇒ (4) + 4 = 8

*Poor Kitty still trying to break in the door* strength check ahoy: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

Male Halfling
Stats:
HP 19/19, NL 0 | AC 18, T 14, FF 15 | CMB +0, CMD 13 | F +3, R +4, W +4 | Init +3 | Perc +2, SM +0 | Melee: Morningstar +1/1d6-1/19-20/x2; Ranged: Crossbow +5/1d6/x3
Summoner 2
Eidolon:
HP 13/13, NL 0 | AC 16, T 12, FF 14 | CMB +4, CMD 16 | F +4, R +5, W +0 | Init +2 | Perc +4, SM +4 | Melee: Bite +4/1d6+2/x2/reach 10 ft., Claw (x2) +4/1d4+2/x2

Sort of forgot where the eagle is, but I'm pretty sure it's adhacent to the square north of the last baddie. I don't presume to have complete control over summons without being able to speak their language, but a 5-foot-step into a flanking full attack doesn't seem like a complicated tactic.

Bite: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage: 1d4 ⇒ 3

Talon 1: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Damage: 1d4 ⇒ 4

Talon 2: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d4 ⇒ 1

While his summoned bird-friend rips and tears at the remaining attacker, Barham draws his crossbow from inside his puffy velvet doublet and cranks in a quarrel.


Kivaras and Barham's eagle make short work of the last drunkard.

Combat over.

The group easily puts down the group of four drunkards (zombies if you made the check) and has left a large scene of gore on the immediate floor and walls about them. A quick survey of the theater reveals the previous mentioned expensive glory has been destroyed. The expensive carpets are smeered with blood and bile, candelabras bent when used as defensive weapons, chandeliers on the ground, some have fallen on unsuspecting victims. Mirrors smashed, decorative splatters now brighten the wallpaper, visible chips have cracked the highly prized marble trim. The woodworks lay smashed, the tapestries polluted with brain matter. Powdered wigs and snuff pouches litter the ground where you walk. The bodies of nobles tile the floor all about you.

From nearby a voice cries out, “For Father Grim, for Fel Bustrani, consume them and multiply!”

Across the room you see a group of theater goers trapped tightly in a corner surrounded by violent drunkards and a women with a heavy pick shouting orders at them.

Silver Crusade

Male Aasimar (Angel-Blooded) Warpriest 2 | HP 3/17 | AC 18 | T 12 | FF 15 | CMD 16 | Fort +4 | Ref +2 | Will +4 | Init +2 | Perc +2

"We must hurry! That woman and her foul minions must be stopped before any more innocent lives are lost." Wyran proclaims.

He picks up his Scimitar and starts running towards the group of cowering theater goers. Aiming to try and protect them from the drukards.

"Stop this before anyone else is hurt!" Wyran yells at the drunkards and the women.

Grand Lodge

M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1

"Looks like we have people that need saving..."

*charges towards the weird lady, casting Create Water to summon a downpour ontop of her once he is within range*

Is there any possible way for my cat to get inside?

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