[DMK] PbP Game Day 2: PFS #5-06: You have what you hold (3-7) by DM Kludde (Inactive)

Game Master Kludde

Map and Portraits
Combat map
Handouts


151 to 200 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

[b]"My one wont be talking again, unless you can call him back from Pharasma, but that gladiator seems like he wants to be friends. Not sure why we are so set on offering some people a chance to surrender, and then fireballing others without so much as a hello, and seemingly through whim and fancy, especially when they aren't exactly noble or reasonable foes who offered the same deal to the poor bastards they executed and threw in the river, like that poor boat womans husband"[b]

Grim shrugs his shoulders like he could care less about it though.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Anyone stabilising the priest? He looked to be the leader of the bunch.

The lone surviving scallywag, throwing down his blades, merely whimpers. His - now hairless - face is charred, and big blue eyes only betray panic and shock. He is in a complete state of mental collapse, and only lets out a shrill squeak upon Kyra's command.


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

We should check the rest of this location in case more bandits or interesting piece of information are to be found

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

"Good idea"

Grim wanders over with misfortune to check the other rooms.

The Exchange

Sorcerer 10
Spoiler:
HP(11)67/72 | AC16 (12FF,10T) | Perception +20(22),Sense Motive +4(6) |+2 Init | Fort +10(12), Ref +6(8), Will +10(12) | Spell 1 : 8/8, Spell 2 : 4/8, Spell 3 : 0/7, Spell 4 : 5/6, Spell 5 : 3/4

Kyra can you do something for the besmara's cleric ? It seems, or seemed, to be the one in charge here !
If you can't could you speak to the dead ? It will be great.

Looking for a pink ribbon the massive sorcerer began to search the place.

I think if all the bad guys are dead or surrending we can take 20 to search the place.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

The interesting room is the room to the west:

Wall hangings, paintings, and rugs futilely endeavor to cover up this room’s mildewed surfaces, making it resemble a plague victim slathered with makeup for a funeral. A large bed in good condition sits in the room’s northwest corner, and a writing desk, chair, and small bookcase of damp wood round out the furnishings. The room is heavy with the smell of incense, which masks the omnipresent dank door.

On the writing desk is a logbook in clear sight. Sifting through the logs reveals two particularly interesting entries (See the 'handouts' image)

The door to the smaller room on the northeast (C8) is locked.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

The barbarian thumbs the logs "So the Sczarni are mostly Varisians eh? An Ulfen and a lion count?" Grim laughs, and Misfortune also makes a noise that could be laughter, if lions had a sense of humour.

"Anyone care if I kick this door in?" Grim enquires loudly.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"Kick away, Grim. Does anyone know any of the names in thhis note?"

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim notes the lack of objections, and the permission from Shel.

Whichever way the door will come apart quicker, Grim will do


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Kick the door: 1d20 + 4 ⇒ (7) + 4 = 11
Kick the door, strong!: 1d20 + 4 ⇒ (12) + 4 = 16

Grim puts his boot down at the door twice, which opens with a crack. Behind the door are nearly a dozen stacked crates, each one stamped with the Glyph of the Open Road and weighing approximately 100 pounds. These are some of the supplies that were stolen form the Pathfinders. Smine will definitely be happy to see these recovered.


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]
Tolgarov wrote:

Kyra can you do something for the besmara's cleric ? It seems, or seemed, to be the one in charge here !

If you can't could you speak to the dead ? It will be great.

I can do that but if I stop nature from running its course now I wont execute a captured prisioner afterwards. So you will have to be the one to deal with him later Mr Tolgarov. Kyra says reading a stabilize for the fallen cleric.

So, is that what you guys want me to do?

After reading the notes.
By the looks of it this Miss Kelkit was the one who organized this sorry bunch. She seems to be someone important in this parts but I havent heard of her before. Maybe we could pay her a visit.

Anyone got knowledge local.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Though it may not have been very clear form the briefing, VC Smine doesn't mind if you return for a half-way point briefing.

The Exchange

Sorcerer 10
Spoiler:
HP(11)67/72 | AC16 (12FF,10T) | Perception +20(22),Sense Motive +4(6) |+2 Init | Fort +10(12), Ref +6(8), Will +10(12) | Spell 1 : 8/8, Spell 2 : 4/8, Spell 3 : 0/7, Spell 4 : 5/6, Spell 5 : 3/4

I will not kill him if it's what you are afraid of. I will just ask questions...

After reading the note as wall Tolgarov said

This Helkit is the woman who trained the gladiators. One of them speaks of her as a bloodied like in the note... some sort of aristocracy in the town if I remember.
I don't think we could just "pay her a visit" as there are some sort of official. I could be wrong but we must be careful here.
What scaring me most is that the Sczarni is specificaly targeted here. We need to investigate further.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft
Tolgarov wrote:

What scaring me most is that the Sczarni is specificaly targeted here. We need to investigate further.

"Outrageous isn't it? We need to target them back, send a message....err I mean yes, investigate"

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Once the entirety of the dwelling was searched, shel starts thinking about what they had discovered. "Perhaps taking all of the supplies back to the VC would be the way to go. Smine might even know more about this Helkrit character as well. And could arrange an introduction, if that's what we need to go through."


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

The voyage back down the river is smooth and without event, and the downstream voyage is much swifter the upstream one: after only half a day of travel, the adventurers arrive in Tymon. Demeliah happily waves her fees, in exchange for the captured ship.

Holgarin Smine listens intently to the adventurers as they give their report, clearly as enthralled by the adventure as by the Pathfinder Society’s business. Hearing Helkit’s name dampens his mood and causes him to furrow his brow.

“Well done. Everything I hoped for out there. Whatever else, our immediate enemies are done for. Hopefully gives anyone thinking about doing the same pause. But there’s the problem. There’ll be more, because they weren’t acting on their own.

“Helkit Silverbane—she’s a problem: Lots of money, lots of clout. She could just hire another group and hardly lighten her purse. We need to take this to her—make her see we’re more than she can handle. But going up against the bloodied... that’s like swimming upriver. Through piranha. Bleeding.

“Law’s not an option. First off, bankrolling pirates... barely a crime here—only if you get caught. Even with witnesses, she’s hardly red-handed. And bloodied’s word in court is worth lots more than words from captured bandits or the ones that caught them. Tymon’s got some hard laws, but this wasn’t really even in Tymon. It’s all... borderline. Don’t think we could make formal charges stick.”

Smine sips his cooling tea thoughtfully, the furrows of worry on his brow slowly evening out. “Got one option, if you want to take it. Can’t hit her in court... but Tymon wasn’t built on courts.” His eyes widen as he leans in close, “Ever heard of the Law of Grievance?”

"Under the Law of Grievance, anyone in Tymon can challenge another person to arena combat. Even a “bloodied” citizen must accept the challenge of outsiders. In a way, it’s the fairest possible law available to those with the deck stacked against them.

IF you challenge Helkit to a fight, she must accept. Killing isn't even necessary: as challenged, Helkit will set the terms. Though most grievance matches aren't even legal, it is sufficient to publicly defeat and shame her, because that forcefully proves we defend our interests.

All you need to do is approach her, state your grievance, and challenge her under the law. Are you up for it? If you are, I will send an apprentice to look for Helkit. Will you throw down the gauntlet?


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

I am all in favor of retribution. Our boys are dying up there in the worldwound! But how would that challenge work? Would we all fight agaist her alone or just one of us? Could she hire help or a 3rd party to defend her interests in the arena? Would we fight her plus friends, only her or only her friends?


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Any idea what kinf of fight ill that be? physical or magical? Also i wonder if we can help our champion with magical enhencement before he goes in the arena?


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Smine knows that arena fights can be team fights, and that use of magic during combat is allowed. I'll post some arena rules when that becomes necessary.

You may roll some K(Loc) or DIP(GI) rolls.

The apprentice quickly returns, stating that Helkit is overseeing gladiator team training in the Tymon arena.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim laughs, "Go throw the wench a gauntlet, we'll put the lions in her arena".

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Know. Local 1d20 + 7 ⇒ (7) + 7 = 14
Diplomacy 1d20 + 8 ⇒ (5) + 8 = 13


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Shel recovers some pieces of local lore on Helkit. She is the trainer of the Silver Slayers. Often just called 'the Slayers', they are well known as being among the better team-oriented gladiators in Tymon. They are quick on their feet and favor the use of exotic weapons and fighting styles.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"Sounds like we'll be going against the Silver Slayers. Fast, experienced and exotic by the sounds of them. We'd best have a plan."

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim raises his eyes comically at the concern, his attitude seems very cavalier.

"I stand here less than convinced about the might of the so called warriors of this city, they haven't the hearts nor wills to fight, and when the first thing a halfling does is offer you terms for surrender and you can't drop your swords fast enough then you have no place calling yourself a hard man, as it is we spend our time continually offering them a chance not to die, and the only ones not taking it are the ones we forgot to ask. Let them send their silvery wench with me in the pit or bring her friend for a companion match... she worries me not at all. Let them come and bring some silver per their namesakes"

Grim seems set on marching over and picking a fight at the first opportunity, schedule or not.

Silver Crusade

Rhydderch makes his own attempt to gather information. In case there is more to learn…

Diplomacy: Gather Info: 1d20 + 8 ⇒ (18) + 8 = 26


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

If we have time I would like to sleep the night and renew my spells. But with Sarenrae's help I can make due today if needed.


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

Aid Another Diplom GI: 1d20 + 9 ⇒ (2) + 9 = 11

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Aid another Gather info 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

Might as well have an actual bard deliver this. Good roll!

Rhydderich feels right at home in Tymon, or so it seems. He is quick to figure out some interesting stories about Helkit. He teams up with a travelling bard, who tells him all about Helkits armour. She is apparently famous for her piecemeal armor, which is rumored to include a piece of armor from each of her fallen foes.

The bard is investigating Helkit and her history. Although she has not fought in the Arena of Aroden for several years, Helkit is well-loved by the crowds.

At the beginning of her career, Helkit was famous for employing powerful animals that she fought alongside. She is best remembered for once riding a rhinoceros into combat during a grand melee. Her combat style emphasizes powerful swings that she twists into elegant dance steps that delight onlookers.

It is said that, in the heat of battle, Helkit seems able to tap inner reserves to become giant-sized. She also favors the “shifting sands,” an arena setup that involves hidden pits.

Finally, Grim and Kyra join to hear all the bard's stories, and together, they manage to squeeze out a final tidbit of info from the bard, before he goes to buy seats for the upcoming arena fights: The name Silverbane is believed to refer to Numeria, Helkit’s homeland from which she fled more than 20 years ago. Some suspect she keeps a cache of Numerian devices that she uses to win her battles.

During his tales, the bard also discloses some of the rules of engagement in the Arena of Aroden :

Arena rules:

• Participants may cast preparatory spells before
entering the arena but otherwise cannot use magic, activate items, or drink potions until the combat officially begins; in the case of You Have What You Hold, this translates to 10 minutes of time checking in with the arena manager, suiting up, reviewing the rules, and verbally acknowledging these rules before stepping out into the fighting space.
• Magical flight and climbing the walls and columns is permitted, but only to the level of the grandstands (25 feet above the floor). Going any higher is considered unsporting, presents a risk to the spectators, and is grounds for disqualification. Violators receive a single warning and slow count to three (over the course of 1 round) before being disqualified.
• The combat conditions established by Helkit allow either team to give up should any participant declare that he yields. Doing so grants victory to the opposing team.
• The combat is not, strictly speaking, a death match, but participants are not held accountable for killing their opponents.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Travelling to the arena to challenge Helkit:

Even empty, the Arena of Aroden is an imposing sight that seems to magnify the sounds of clashing blades and grunts of exertion of a dozen sweaty, muscular men and women sparring on the sandy floor. The synergy of well-trained teamwork and combat style is apparent, though it falls short of the standards set by a tall, broad, iron-haired woman dressed in rich furs.

“Watch your flanks, you ham-fingered dolts! Felex, if you leave your partner’s back uncovered again just to make a cheap swing, it’s your back I’ll break in two!” she roars at the gladiators “Now hold! There’s company.”

Turning in your direction, she snaps, “Who in Abaddon are you? The Silver Slayers have the training ground today.”

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"We are here looking for Helkit. It's time for her to be challenged. We demand Justice through the Law of Grievance."


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Helkit is clearly surprised by the sudden challenge. Her surprised expression curls into a sneer. “Very well, I accept. Might I ask why, though?[/b]

Some fights are already scheduled for two days from now. We’ll settle this then. As challenged, I set the terms: Group battle—you lot against me and my Slayers. No limits on weapons or magic. Public arena fight, on the shifting sands—and you should know I’ve never lost on those.” She glances at her trainees for a moment before reluctantly adding, “No need for a death match. The challenge may be decided by yielding. Anyone losing their nerve can call it off for their team.” She smirks. “Mind you, that won’t be anyone on my side. I don’t train cowards.”

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"We represent the Pathfinder Society. You might now know why we have a quarrel against you. Robbing our ships, when we have a battle for this whole world against a demonic horde? We demand Justice!"

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Grim scoffs with a mocking laugh "Anyone on a team can call it off? What do you hope for wench? That one of ours loses their nerve and gives in before I can get a hold of you properly? Your rules seem fit for cowards and bed wetters. I'd have you and your finest warrior up against myself and Misfortune out under the sky in the field - steel tooth and claw - the way Gorum, or Kurgess even, would want it. I p**s on your cowardice and your tricky rules, and I scoff that you hide in your sands, but most of all I p**s on the craven cowardice you display by hiding in them, and hiding behind your men rather than come face a reaver and showing them you still have the rocks to call yourself a warrior instead of the crowd pleasing tavern dancing girl jiggling for coppers that you are... I suppose we take your terms because those are the rules, and you hide behind them well" Grim spits on the ground. Misfortune paces edgily, ready to explode.

Intimidate 1d20 + 7 ⇒ (20) + 7 = 27


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

Not sure what to say in this situation Kyra stays quiet and ready herself for an all out fight if comes to that.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Any of the Sczarnis want to add something on behalf of their boss?


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

should we fireball them to death?

The Exchange

Sorcerer 10
Spoiler:
HP(11)67/72 | AC16 (12FF,10T) | Perception +20(22),Sense Motive +4(6) |+2 Init | Fort +10(12), Ref +6(8), Will +10(12) | Spell 1 : 8/8, Spell 2 : 4/8, Spell 3 : 0/7, Spell 4 : 5/6, Spell 5 : 3/4

More than the Pathfinder, you have targeted my great cousin, Garil. For This, I demand justice ! I demand explanation and I demand who hire you to target our great family.
Come to fight us, in the center of the arena, and be cleanse by the fire of our outrage ! Come! I will try to not burn you to ashes !

Intimidate: 1d20 + 23 ⇒ (18) + 23 = 41

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

I was going to let her know about the scar I connection as a final goodbye... You know, with a blade in her ribs and a kiss on both cheeks. Don't want to play the hit too early.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

While the silver slayers don't seem as steadfast as they ought to be, Helkit responds to Tolgarov's demand You want secrets? Well, I don’t owe that one any favors, and I don’t owe you, either. Still, tell you what... I’ll toss answering a few questions in the pot if you win. Beat me in the arena, and I’ll let you in on who’s poking around your boss’s business.

She then looks at her warriors and says Ah, come on, it's just a blurting fat man.

The arena fight is tomorrow, the party has more than a day to prepare, get supplies, and plan for the upcoming combat.

Any questions about the arena rules? I'll set up the arena fight later today.


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

yes for damaging spell do we have to do sub dual or is lethal force allowed?

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Lol pretty much what you suggested.

The layout, background info, usual fighting style, previous dirty tricks etc...

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Does anyone have a healing spell or two to get Shel back to full strength? If not, I can use her wand.


Amiri - Barb 1 [ HP 15/15 | AC 18 T 11 FF 17 | CMD 16 | F +4 R +1 W +1 | Init +1, Per +5, SM +1 ]

Kyra heals Shel.
CLW: 1d8 + 4 ⇒ (8) + 4 = 12

Anybody else needs healing? Will refresh it anuway for tomorrow.
Going to redo my spell list for the combat.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"Oh, that's much better. I feel great, thank you, Kyra!"


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

It is not necessary to use subdual: you are not held responsible for any deaths during the fight, and lethal force is typically used.

Please state your actions for the remainder of the day, and your preparations on the next day before your first combat action in the arena.

As stated in the arena rules: you can cast preparatory spells, but the duration of each spell is reduced by about 10 minutes to account for waiting time. After that, you may cast spells in the arena, during combat.

The next day, the adventurers headline a long programme of battles, fair and skewed. In the late morning, a handful of naked, convicted criminals (possibly including any pirates the PCs captured) “fight” a gelatinous cube, warming the crowd for more brawls to come. After herding the skeleton- filled cube offstage, numerous one-on-one matches fill out the schedule as up-and-coming gladiators face off.

The crowd is ecstatic: the return of a gladiator, the champion of Tymon, is a rare treat. The party's gate is the western gate. As the adventurers stand ready, introductions are being roared by the speaker A proud Taldan, master of the kukri: Shel Whispertongue! the speaker introduces, Misfortune comes around, but for whom? Grim the beastmaster barbarian will be the one to show! Master of the arcane, but can he hold his own in battle? Cedric Thargaryan!

A paladin with a touch of the heavenly! He brings the dawn, and what else will he? Rhydderich Dawnbringer! She brings the sun, she tends the wounds, the cleric of Sarenrae, Kyra! And lumbering in the back, the mountain of meat, the blubbering bulk, Tolgarov the blood mage!

With the final introduction, the crowd’s cheers reach a crescendo, demonstrating that the citizens of Tymon are impartial in their favoritism so long as bloodshed is imminent. As the opposing gate opens, Helkit and her Slayers do not emerge. Instead, part of the arena’s floor begins to lower as the master of ceremonies continues shouting.

Despite their achievements, it would be a sad event to just drop anyone into the arena cold against one of the bloodied! It’s only fair they be given a chance to warm up first, don’t you agree? Supportive as always, the crowd’s cheering drowns out anything else the announcer attempts to say for a moment. Then let’s bring out our favorite pet! She’s been aching for a hardier challenge, and I think our friends here are just the thing!

Standing ready is not Helkit and her slayers, but a multi legged blue reptile.

GM rolls:

Init Cedric: 1d20 + 2 ⇒ (20) + 2 = 22
Init Kyra: 1d20 + 0 ⇒ (8) + 0 = 8
Init Shel: 1d20 + 4 ⇒ (19) + 4 = 23
Init Grim: 1d20 + 5 ⇒ (17) + 5 = 22
Init Rhyd: 1d20 + 1 ⇒ (19) + 1 = 20
Init Tolgarov: 1d20 + 2 ⇒ (12) + 2 = 14

Init, enemy: 1d20 + 1 ⇒ (11) + 1 = 12

In case you fight it:

---
Shel
Grim
Cedric
Rhydderich
Tolgarov

---
Enemy
---
Kyra


Hp 14/22 AC 22 / T 14 / FF 18 (+5 Perc; +3 Init; Fort +4, Ref +6, Will +1)

Shield + Mage Armor

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Unless told otherwise, Grim will probably go maul the thing, but I won't make the arbitrary decision to commit the group to battle.

Silver Crusade

Scimitar & shield drawn.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"Can anyone reason with this critter? If not, we will be forced to slice and dice it," Shel wonders.

She doesn't put her weapon, but moves toward the creature using calming hand gestures, trying to warn it away from them.

Wild empathy 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18

151 to 200 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PbP Game Day 2: PFS #5-06: You have what you hold (3-7) by DM Kludde - Gameplay All Messageboards

Want to post a reply? Sign in.