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DM Aron Marczylo's Curse of the Crimson Throne Part 3 (Inactive)
Game Master overfiend_87

Vencarlo is found and the party now know where the Senachal is, but something still lurks in the shadows of the labyrinth, hunting them down relentlessly.



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Master of Procrastination and Grognardia

As Curnach calls out one of the assassins hurls the Vial, splashing it into the fireplace that explodes out, setting alight on the ground instantly. Now you notice in the light of the flams that the entire room is covered in somekind of flammable substance.

The one who flew the Alchemist's fire draws a second blade before jumping down with the other two following. All three of them appear to be unafraid of the fire and focused on killing the group with their savage looking weapons. A faint red mist seems to surround them too.

Round 1

Iniative:

Group Initiative:

Curnach Daveck: 1d20 + 8 ⇒ (19) + 8 = 27
Jerinthian Kos: 1d20 + 5 ⇒ (18) + 5 = 23
Krenn Whetstone: 1d20 + 3 ⇒ (1) + 3 = 4
Llyra Bjorgan: 1d20 + 3 ⇒ (17) + 3 = 20

Red Mantis Assassins: 1d20 + 4 ⇒ (18) + 4 = 22

Order:

Curnach Daveck
Jerinthian Kos
Red Mantis Assassins
Llyra Bjorgan
Krenn Whetstone

MAP

House is on fire and from what you can see reflected by the fire it is going to spread further with ease.


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

Round 1
Since they are next to me now.
Move action - use copycat ability - see post 100 above.
Attack to disarm T15 assassin:
Attack-Disarm:1d20 + 8 + 4 + 1 + 1 ⇒ (9) + 8 + 4 + 1 + 1 = 23 --> +8CMB, +4 Whip-disarm, +1 Masterwork, +1 Weapon Focus

If first attack hits - Use Serpent's Lash Feat to disarm the assassin at R14.

Attack-Disarm:1d20 + 8 + 4 + 1 + 1 ⇒ (18) + 8 + 4 + 1 + 1 = 32 --> +8CMB, +4 Whip-disarm, +1 Masterwork, +1 Weapon Focus


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach laughs scornfully.

Fire? You should have done your homework, assassins... Now, I can assume you have some kind of protection to fire, but I have plenty of other options...

Seeing as I won initiative they should be flat-footed and I won't provoke AOO...

Swiftly drawing a rod, Curnach decides to first deal with the flames for his companions (not to mention save Vencarlo's house). He moves to P13, and casts a quick spell (Hydraulic Torrent)- creating a massive torrent of water that streams from his outstretched hands in a straight line with the force of a lightning bolt, extinguishing the flames and hitting the south wall at U13 with such force that the torrent threatens to break through the wall itself...

1d20 + 15 ⇒ (12) + 15 = 27 VS Break DC of Wall to smash through it.


Male Human Wizard (FC) 10 - Enchanter

Is the door beside me open? If not I will open it 5' step then cast charm monster on the thing in R14

lvl 4 DC 22 Willpower Save

If he fails, Krenn, attack the one by Curnach! Don't attack my friend by you


Master of Procrastination and Grognardia

The corrent of water washes out all the distilled chemicals and puts out the flames before crashing through a wall where a shout could be heard in street of surprise.

Of course in real life you use foam for chemical fires, but this is magic ;)

save: 1d20 + 4 ⇒ (4) + 4 = 8

The assassn remains still, not sure what to do as he has his blades out but doesn't seem to have any interest in attacking you or anyone else.

Red Mantis Assassins

One of the assassins moves to flank against Llyra and launch an attack. The silent and deadly assassins strike out with their savage looking blades which the first doesn't manage to land an attack, however the other manages to hit her twice with his blades.

Main-hand attack: 1d20 + 13 ⇒ (9) + 13 = 22

Main-hand attack: 1d20 + 13 ⇒ (6) + 13 = 19 & 1d20 + 8 ⇒ (17) + 8 = 25

damage: 1d8 + 3 + 3d6 ⇒ (2) + 3 + (4, 4, 1) = 14

Off-hand attack: 1d20 + 13 ⇒ (16) + 13 = 29 & 1d20 + 8 ⇒ (5) + 8 = 13

damage: 1d8 + 3 + 3d6 ⇒ (6) + 3 + (1, 6, 6) = 22

MAP


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

Does Krenn get an AoO for the assassin moving past him?
--> Since all the assassins have moved, and I am getting whacked, my actions have changed from above.

Round 1

HP: 29/65, AC 23

5-foot move to T14 to stop flanking (I assume they cannot stand on the statue in the corner).

Move Action Copycat ability - creates 1 Mirror Image.

Attack(trip) assassin at R15(I think this is the one not charmed, if not switch to R14):
Attach-Trip: 1d20 + 12 ⇒ (20) + 12 = 32


Master of Procrastination and Grognardia
Llyra Bjorgan wrote:

Does Krenn get an AoO for the assassin moving past him?

--> Since all the assassins have moved, and I am getting whacked, my actions have changed from above.

Round 1

HP: 29/65, AC 23

5-foot move to T14 to stop flanking (I assume they cannot stand on the statue in the corner).

Move Action Copycat ability - creates 1 Mirror Image.

Attack(trip) assassin at R15(I think this is the one not charmed, if not switch to R14):
Attach-Trip: 1d20+12

no, because he's considered flatfooted until his turn for now.

Llyra manages to trip up the assassin, with him falling back and hitting the ground prone.


Master of Procrastination and Grognardia

Krenn not replied so I'll take his turn.

Krenn nods as he takes a 5ft step and then swings his axe, keeping his shield up as he attempts to cut into the assassin.

Attack: 1d20 + 15 ⇒ (20) + 15 = 35

Confirm Crit: 1d20 + 15 ⇒ (19) + 15 = 34

Critical Damage: 3d10 + 33 ⇒ (5, 8, 3) + 33 = 49

Krenn's brutle attacks cuts deep into the assassin, forcing him to bleed all over the place as Krenn cuts deep into the neck of the assassin, but he remains standing.

Round 2

Order:

Curnach Daveck
Jerinthian Kos
Red Mantis Assassins
Llyra Bjorgan
Krenn Whetstone

MAP


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Feeling safely secure tucked behind Krenn and wincing at the damage done to Llyra, Curnach casts with a powerful metamagic rod in his left hand, his right creating two balls of crackling electricity from the still air within the room. He directs them at the two assassins in R14 and R15, the power of the Persistent rod in his hand making them particularily hard to avoid...

Works like flaming sphere.

R15-

3d6 ⇒ (6, 1, 6) = 13 Electricity damage

R14-

3d6 ⇒ (3, 1, 2) = 6 Electricity damage

DC22 reflex save negates. If they make the save, they have to re-roll due to using my Persistent Spell metamagic rod. If they pass BOTH, damage is negated, otherwise full damage unless they have improved evasion.


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

I should be at T14 so that I cannot be flanked - see my previous post. Will hold on my next move awaiting the assassins turn.


Master of Procrastination and Grognardia

You should all recognise them as red mantis assassins. They aren't rare and are well known through out Golarian, even owning their own island many miles away. If anything, they're apparence here is quite the coincidence.

save 1: 1d20 + 11 ⇒ (6) + 11 = 17

Save 2: 1d20 + 11 ⇒ (11) + 11 = 22

Save 3: 1d20 + 11 ⇒ (8) + 11 = 19

I did move but missed the T, don't worry I've ammended on the map.

The Mantis that had taken a hit from Krenn is shocked and almost falls to the groun from the electricity, but doesn't quite bring him down whilst the other is hit by the electricity which seems to have barely hurt it.


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Urgh sorry, I thought Jerin had dominated the other one. Can I retcon that? Its been a few days since the game was updated and I got mixed up...


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

Actually, the assassin at R15 which Krenn is quickly decapitating is the one which was tripped. Krenn should get an AoO when it stands up.
.
To the best of my knowledge:
R14 - charmed-unless broken
R15-tripped
T15 - beating the crap out of me


Male Human Wizard (FC) 10 - Enchanter

Also, I don't think Krenn got his second attack since he only 5' stepped, I think I only see his critted attack?


Dwarf Fighter 9/Ranger (Urban) 1 HPs 100/100 AC 30 FF 26 T 17 CMD 30 Fort +17 Ref +12 Will +5 Init +4 Per +13

Thanks for running Krenn to keep things moving.

Second swing on the assassin.
To hit 1d20 + 15 ⇒ (10) + 15 = 25
Damage 1d10 + 11 ⇒ (9) + 11 = 20


Master of Procrastination and Grognardia

Forgot about the second attack, didn't see one on his sheet. I assume th swing he did above was that second swing, in which case that assassin is now down and out.


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

So, for full clarity on Jerin's turn we have a charmed Mantis and a wounded Mantis (from Curnach's electricity) and a dying or dead Mantis.


Master of Procrastination and Grognardia
Curnach Daveck wrote:
So, for full clarity on Jerin's turn we have a charmed Mantis and a wounded Mantis (from Curnach's electricity) and a dying or dead Mantis.

Err...yes as you ammended your action so you didn't harm the one that was charmed, but harmed the other one.


Male Human Wizard (FC) 10 - Enchanter

Jerin steps out and then cast Hideous laughter on the one in T15, turning to his new friend,
Watch my back, we will get this confusion all sorted out in a moment. The people I am travelling with are also on our side.

lvl 2 enchantment spell DC 21 Willpower Save


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

Seeing one of the assassins staring at Jerin like he is god, Llyra turns to the assassin next to her and seeks to trim him. I assume that tripping him will not effect the Hideous Laughter spell.

Attack-Trip T15: 1d20 + 12 ⇒ (20) + 12 = 32


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Heh, well hes most certainly prone...


Master of Procrastination and Grognardia

save: 1d20 + 4 ⇒ (14) + 4 = 18

The assassin falls to the floor laughing Under jerin's Masterful spell.

sorry about the wait, forgot Curnach did his move earlier, lol.


Male Human Wizard (FC) 10 - Enchanter
Llyra Bjorgan wrote:

Seeing one of the assassins staring at Jerin like he is god, Llyra turns to the assassin next to her and seeks to trim him. I assume that tripping him will not effect the Hideous Laughter spell.

Attack-Trip T15: 1d20+12

You might want to re-do your action since I already have him prone...


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

Ok - retcon - I drop my whip and draw my rapier and attack the laughing assassin.

I assume I get the above roll still - except the total is 29 with my +9 for the rapier instead of 32?

Crit confirm: 1d20 + 10 ⇒ (6) + 10 = 16 --> extra +1 from crit trait

Damage: 1d6 + 1 + 2d6 + 1d6 + 1 ⇒ (2) + 1 + (3, 6) + (5) + 1 = 18Damage+sneak+crit -- 12 damage if the crit missed


Dwarf Fighter 9/Ranger (Urban) 1 HPs 100/100 AC 30 FF 26 T 17 CMD 30 Fort +17 Ref +12 Will +5 Init +4 Per +13

If the assassin at T15 survives the rapier strike, Krenn will move to S15 and strike at him.

To hit 1d20 + 19 ⇒ (16) + 19 = 35
Damage 1d10 + 11 ⇒ (2) + 11 = 13


Master of Procrastination and Grognardia
Llyra Bjorgan wrote:

Ok - retcon - I drop my whip and draw my rapier and attack the laughing assassin.

I assume I get the above roll still - except the total is 29 with my +9 for the rapier instead of 32?

Crit confirm: 1d20+10 --> extra +1 from crit trait

Damage: 1d6+1+2d6+1d6+1Damage+sneak+crit -- 12 damage if the crit missed

Yeah that's fine, though let me roll for the last standing assassin first :p...wait one of them is mutilated anyway, lol. he's prone so the crit hit.

The charmed Red Mantis Assassin moves around and blocks the way between the dead assassin and the other that is in a giggling fit. Llyra stabs hard into the red mantis, but does not kill it as the Red Mantis on the floor is still laughing uncontrollably. Krenn then slams his axe down, which cuts deep but he remains laughing unable to control himself.

Round 3

Order:

Curnach Daveck
Jerinthian Kos
Red Mantis Assassins
Llyra Bjorgan
Krenn Whetstone

MAP


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

Looking at Jerin: Any way you could disarm your friend so that we can ask him some questions?

Attack T15: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 1 + 2d6 ⇒ (1) + 1 + (3, 2) = 7 --> I assume I get sneak attack damage as the giggling prone assassin most likely has no dex bonus


Male Human Wizard (FC) 10 - Enchanter

Jerin considers llyra's request but is concerned about trying to force an action from the assassin he wouldn't normally do, What is your name? We need your help. We seek Vencarlo for the same goals, perhaps if we tell each other what we know, we will more easily succeed in those goals?


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach directs one of the balls of lightning over the prone Assassin, then casts Detect Magic and begins to concentrate.

3d6 ⇒ (6, 4, 4) = 14 Electricity damage

As before, two saves needed to negate.


Master of Procrastination and Grognardia

The mask appears to glow magically as does his leather armour and cloak. Even though he's laughing he attempts to move out of the way of the electric balls, however they all slam into him.

save: 1d20 + 11 ⇒ (10) + 11 = 21

Jerin, you going to use a action or just stand there talking?

The assassin shakes it's head.
"We don't have names, names are a privaledge. We have a contract on Vencarlo's head from a very benevolent benefactor. We tried to take him out in his school, but he escaped and killed a few of my brothers and sisters. We were waiting here for him, but he hasn't shown up."


Male Human Wizard (FC) 10 - Enchanter
DM Aron Marczylo wrote:

The mask appears to glow magically as does his leather armour and cloak. Even though he's laughing he attempts to move out of the way of the electric balls, however they all slam into him.

save: 1d20+11

Jerin, you going to use a action or just stand there talking?

The assassin shakes it's head.
"We don't have names, names are a privaledge. We have a contract on Vencarlo's head from a very benevolent benefactor. We tried to take him out in his school, but he escaped and killed a few of my brothers and sisters. We were waiting here for him, but he hasn't shown up."

Jerin believes the others have the situation well in hand, he continues talking with the Assassin, So when did you last see him? The queen has paid us to "find" Vencarlo, I am sure your benefactor isn't as important?

as Jerin tries to play to the mans ego.
If needed, bluff
bluff 1d20 + 10 ⇒ (10) + 10 = 20


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

I poke the giggling assassin once more.

Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 1 + 2d6 ⇒ (4) + 1 + (3, 2) = 10 --> assuming still get sneak attack vs. helpless defendant


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

I assumed Aron would pick up on it but Hideous Laughter makes them prone and essentially lets them take no actions- they aren't considered helpless or flat-footed so no SA. Also, after failing the first save it gets one more chance to save again and break out of it next turn (again, thought Aron would check the spell). Also, round one detect magic probably yields 'yes there are auras in the area' so Curnach's next 3 actions will be to concentrate on detect magic. The ball lightning will keep damaging him over these three turns unless he saves twice vs DC22. Heres the damage rolls.

3d6 ⇒ (5, 1, 5) = 11

3d6 ⇒ (3, 5, 2) = 10

3d6 ⇒ (1, 4, 2) = 7


Master of Procrastination and Grognardia

yeah it's true, a person under the spell cannot attack, but they can defend themselves so they are not considered helpless, though he's a easier target than when he was standing. Kenn may yet kill him.


Dwarf Fighter 9/Ranger (Urban) 1 HPs 100/100 AC 30 FF 26 T 17 CMD 30 Fort +17 Ref +12 Will +5 Init +4 Per +13

Well, we'll just have to see...

To hit 1d20 + 19 ⇒ (3) + 19 = 22
Damage 1d10 + 11 ⇒ (8) + 11 = 19
To hit 1d20 + 14 ⇒ (8) + 14 = 22
Damage 1d10 + 11 ⇒ (7) + 11 = 18


Master of Procrastination and Grognardia

I know off by heart the hp and the atacks end him.

Krenn hacks into the assassin who continues to laugh as he caughs up blood and then is silent. It's hard to tell any expressions under these masks.

The survivng mantis gives a knowing nod when Jerin mentions about who their employer is.
"She is very important and her gold has been lining our pockets for some time. The boat we aquired from the pirates for her worked a treat for spreading the plague." he laughs at that moment. "That fool on board didn't know he was to be sacrificed."

Will keep things in rounds for a moment until the enchantment runs out or you decide to attack him.

Round 4

Order:

Curnach Daveck
Jerinthian Kos
Red Mantis Assassins
Llyra Bjorgan
Krenn Whetstone

MAP


Master of Procrastination and Grognardia
DM Aron Marczylo wrote:

I know off by heart the hp and the atacks end him.

Krenn hacks into the assassin who continues to laugh as he caughs up blood and then is silent. It's hard to tell any expressions under these masks.

The survivng mantis gives a knowing nod when Jerin mentions about who their employer is.
"She is very important and her gold has been lining our pockets for some time. The boat we aquired from the pirates for her worked a treat for spreading the plague." he laughs at that moment. "That fool on board didn't know he was to be sacrificed."

Will keep things in rounds for a moment until the enchantment runs out or you decide to attack him.

Round 4

Order:

Curnach Daveck
Jerinthian Kos
Red Mantis Assassins
Llyra Bjorgan
Krenn Whetstone

MAP

actually never mind, I thought it was 1 round per level but it's actually 1 hour per level. nvm, dropping out of iniative.


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

After I finish, I wipe my rapier on the formerly giggling assassin then I whisper to Krenn and Cursach: Once Jerin finishes questioning this one, should we grapple and bind him? Obviously we cannot allow him to escape, the last thing we need is him telling his buddies and then having a whole bunch of Red Mantis chasing us.

Also, does anyone have a cure wand? I can heal myself, but would prefer saving the spells for when they are critical in combat.


Male Human Wizard (FC) 10 - Enchanter

So no idea where he is huh?
Where is the rest of your team, I assume you 3 weren't alone to go after such a high value target?
There is just the 4 of us but as you can tell we can handle ourselves. Once you finished Vencarlo, who were you supposed to report back too?

By the way what are the magical items the other two carry, we might as well put them to good use.
I assume he can give us enough detail we can figure out the relative power and use of their items.


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11
Llyra Bjorgan wrote:

After I finish, I wipe my rapier on the formerly giggling assassin then I whisper to Krenn and Cursach: Once Jerin finishes questioning this one, should we grapple and bind him? Obviously we cannot allow him to escape, the last thing we need is him telling his buddies and then having a whole bunch of Red Mantis chasing us.

Curnach returns to his normal form, growing in size and resuming his appearance.

Lets leave it up to Jerin, enchantment is his speciality.

Llyra BBjorgan wrote:


Also, does anyone have a cure wand? I can heal myself, but would prefer saving the spells for when they are critical in combat.

I am glad you asked and I approve of saving your magic. I too, like to save mine where possible. Come, first of all, eat these.

Curnach hands Llyra eight goodberries.

They heal 1HP each.

Jerin, give me an hour or so- I imagine between sorting out the items and interrogating the assassin you'll have plenty to do.

Take 10 and using Guidance throughout the process means I can take the -4 from not using a healers kit and still hit DC25, which I will do. Krenn, Jerin you guys injured?

Curnach then carefully tends to Llyra's wounds with mundane skill, treating deadly wounds without even using a healers kit is nigh-unheard of, but doing so and healing the body so much in only an hour is testament to Curnach's incredible healing prowess.

Heal your HD (7) + Curnach's wisdom mod (8)- essentially a solid cure moderate wounds with no cost but time once per day. This puts Llyra up to 49/62

Finally, Curnach produces a wand from a pack, healing the last of Llyra's wounds with a single charge.

2d8 + 3 ⇒ (8, 7) + 3 = 18 Cure Moderate Wounds

Examining her critically, Curnach smiles.

Who says magic and natural medicine can't go hand in hand eh? he says, the healing having put him into a good mood.


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

You see some color come back into Llyra's cheeks.

Ah, much better, thank you.


Master of Procrastination and Grognardia
Jerin wrote:

So no idea where he is huh?

Where is the rest of your team, I assume you 3 weren't alone to go after such a high value target?
There is just the 4 of us but as you can tell we can handle ourselves. Once you finished Vencarlo, who were you supposed to report back too?

By the way what are the magical items the other two carry, we might as well put them to good use.
I assume he can give us enough detail we can figure out the relative power and use of their items.

There were eight of us origonally in the team, but Vencarlo managed to escape and cut some of them down, but there are many more of us in this city. We have been here since we brought in the boat to be sunk by the guard."[/b] he pauses for a moment and points to the helm. [b]"Mask of the Mantis gives me the ability to improve my sight and senses with only three charges, but they can be activated and work together. I can use it to see in darkness like a dwarf, see the invisible, watch someone's life drip away as I stick my blades into them or enhance my senses.

Mask of the Mantis:

Mask of the Mantis

Source Pathfinder Campaign Setting, Pathfinder #9, Pathfinder #10

Aura faint divination; CL 3rd
Slot head; Price 6,000 gp; Weight 1 lb.
DESCRIPTION

These masks cover the entire face, and give the assassin the look fostered by the organization.

A mask of the mantis has three daily charges. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish in 24 hours.
CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp

I assume you'll take your time identifying the other items which are: +1 leather armour, Cloak of Resistance +1


Male Human Wizard (FC) 10 - Enchanter

Any other missions that you have from your employer that we should know about so we don't step on each other's toes?
To the rest of the group
Anything else you can think of that we should talk to our friend about?


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Why is there a contract on Vencarlo? This 'she' he refers to is the Queen, isn't it?


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

Are there any more of his friends left in the city? If so, where could we find them and where is their base?


Master of Procrastination and Grognardia
Jerin wrote:

Any other missions that you have from your employer that we should know about so we don't step on each other's toes?

To the rest of the group
Anything else you can think of that we should talk to our friend about?

"We were to wait here and attack all who enter the building." he explained simply to Jerin and looked over to Curnach as he heard his question. "We recently learnt that Mr Orisini was a friend of the seneschal and could lead us to Neolandus Kalepopolis. My employer's identity is secret, but she requests the death of Neolandus Kalepoplis."

When Lylra asks her question he laughs out loud, though you don't know what the joke is. "We have had a base here for months, ever since the plague. In the next few hours new agents will come to replace us, if they havn't already noticed the noise and damage." he points to the hole in the wall. "I am swarn to secrecy about who our employer is and where our base is."

DM:

1d20 + 3 ⇒ (17) + 3 = 20

player's:
Jerin: 1d20 + 5 ⇒ (11) + 5 = 16
Krenn: 1d20 + 10 ⇒ (2) + 10 = 12
Curnach: 1d20 + 18 ⇒ (12) + 18 = 30
Llyra: 1d20 + 13 ⇒ (6) + 13 = 19

Curnach:

You hear someone entering downstairs. It sounds like a single person walking tentively, though you can't tell more than that from where you are.


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Someone's downstairs. Curnach points out, his keen hearing having made out the sound. He or she is alone.


Female Aasimar Cleric 8/Rogue 2) (HP: 84/84; AC: 25; FF: 21; Touch: 14

I whisper to Curnach. We should have our new friend move into the bedroom so that whoever is downstairs does not attack him. I have a useful spell for compelling people to tell the truth which might be useful in questioning him, but not until we have determined whether the downstairs person is friend or foe. Also, I do not know whether Jerin's spell will stop the assassin from attacking someone else, like Vencarlo.

Why don't you, Jerin and the assassin go into the bedroom, I can hide behind a statue and then flank whoever it is. And the wall of Krenn can hide behind another statue. That way Krenn and I can attack/flank him if he is foe, if friend, then you all can come out.

If Curnach and the others agree - move to P13 and hide behind the statue.

Stealth: 1d20 + 14 ⇒ (9) + 14 = 23


HP 123/123, AC 26/14/23 CMD 22, F +13, R +10, W +17, P +22, In +11

Curnach nods.


Male Human Wizard (FC) 10 - Enchanter

Sounds like a good plan don't you think young Mantis?
It probably isn't Vencarlo after all this time and no point risking your life on another interloper that we can take care of easily.

Jerin moves into the bedroom.

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