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| Khaldrun the Rapid |
| Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13) |
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Seeing his new colleagues reluctance, and sharing it to a degree Khaldrun sighs,
"Very well then lets at least keep a watch on the place. If we can find the true masks location I have no doubt our foes can do the same. Perhaps the Crook Bearer will be more willing to risk lending it to us if we save it. Please set up a watch I have a few things to prepare and shall be back shortly."
If the others agree.
Basically he's obliquely trying to say that he wants to borrow the fake mask in order to swap it for the real one, and offering up a 3000gp item to show hes not just trying to nick a lot of gold.
If that works he then goes and purchases a scroll of Magic Aura...
| GMEDWIN |
| Shot Putter Funkmeister |
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Your group sets up camp atop a three-story building across the street adjacent from the Crook Bearer's compound. It took a little fanageling to get the owner to allow you to setup shop on his roof but Alistair's rank in the Militia and the fact that he happens to be a veteran is the deciding factor.
Past a ten foot high wall you see the three buildings and the oasis of the compound fairly unobstructed. From this vantage point, you can see that the large black building is constructed in the vise of a large Ankh. You are able to track guard's intervals.
Everyone tell me what you want do during the stakeout.
| Khaldrun the Rapid |
| Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13) |
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Khaldrun casts Mage Armor and False Life upon himself, since he will be sleeping soon enough and then takes his time finding a well concealed position he and Azule can watch from without being seen.
Takes 20 on stealth for 23.
False Life Temp HP: 1d10 + 6 ⇒ (9) + 6 = 15
How far is it from the edge of the roof the group are on to the Crook Bearer's roof?
Torsk
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| Male Half-Orc Monk (Tetori) 6---HP 7/46 AC:15, TCH:15, FF:13, Fort:6, Ref:7, Will:7, Init +2, Perception +10 |
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Torsk will find a spot to hunker down. He will sleep when it is time and be on "watch" when its time. Taking a 20 on stealth will give me a 29 :) When not sleeping Torsk will take note of the guard's intervals. The pattern they go in and the time it takes for them to complete their path. Also keeping make perceptions to notice anything unusual going on in/near the compound (not including us lol)
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Lanfear Xinskarr The Hydra
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| Female Human Fighter(Two Weapon Warrior) 4/Alchemist (Internal Alchemist)2: AC 25, FF 22, touch 14; HP 54/54; Init +3; Fort +11, Ref +9, Will +3; Perception +9 |
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Lanfear will also take 20 on stealth by putting some foliage on herself or blending into the shadows awaiting for the right time to engage them.
| GMEDWIN |
| Shot Putter Funkmeister |
|
During the night, you were unable to detect anything out of the ordinary. You were able to notice that the Sothan city guard made many more rounds around the perimeter of the compound. You perceive that the Bearer must have them on the payroll.
Around 4 am, Mithral Scab makes her way to the top of the house where you are perched and says, Good Morning everyone! I hate to end your vigil... We need you back at the Lodge, post haste!!!!
| Khaldrun the Rapid |
| Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13) |
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Khaldrun frowns, and detects magic looking for any sign that this might be someone assuming the form of Mithral Scab, if she is the real deal he says,
"Why would they attack the Lodge, purely for that runt? I suppose a thief would be useful in gaining the mask, but why do we need to come back with you exactly? There seems to be no pressing danger if they have left, why the urgency? Surely cleaning up a few traps could be left until day time? It strikes me that were I in their shoes I would want to remove us from the equation were I able..."
| GMEDWIN |
| Shot Putter Funkmeister |
|
Khaldrun is able to verify it is the real Mithral Scab and she pokes him with her index finger out of frustration.
Khaldrun stop fooling around!!!! Jaldan wants to see you immediately, considering the circumstances, she is worried about her operatives and wants a status report, I would guess. Cooper you've known her for years and she isn't the kind to fly off the handle for no apparent reason. Let's go!
| Khaldrun the Rapid |
| Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13) |
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"A status report? I truly hope she has a better reason than that. This seems the worst kind of foolishness to me, but I suppose she is currently my employer in a manner of speaking," Khaldrun says, obviously irked.
"Very well let us get this over with," he snaps, sriding purposefully for the Lodge.
| GMEDWIN |
| Shot Putter Funkmeister |
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Mithral Scab shoots you a scalding look that could melt steel and says "Foolishness!!!! I have been working with some of those people for years and this is Foolishness..."
You make your way back to the lodge. Out front of the main entrance of lodge you see Jaldan Krenshar, the venture captain, pacing in disbelief. At the gate you see the one of the two guards from two days ago dead with another guard also dead. You also see the second guard from last time in shock.
Jaldan turns to Cooper and Scab Earlier tonight, it must have been around 11, the lodge was attacked. This Mustafa pointing to the guard on the ground in shock. came to relieve his colleague for the commencement of his shift at about 12 and found these two dead. He then got me at my apartment and I sent the Scab to find you afterwards. The place is trapped. Mustafa was attacked by some sort of sonic trap, when I sent him in there 30 minutes ago.
| DM Carpe |
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Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2 |
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"Very well. Who will lead the way? Is anyone adept at finding traps? I'll maintain a detect magic so we have warning of any magical wards." Khaldrun says, looking to his comrades.
Alistair Cooper
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| Male human Bard 3 / fighter 3 |
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Alistair will take point remembering being told about traps he keeps an eye open for signs of traps (as well as anyone that may still be lurking about)
well lets get this over with heading into the lodge
perception to locate any traps 1d20 + 11 ⇒ (20) + 11 = 31 +1 for trapfinding
| GMEDWIN |
| Shot Putter Funkmeister |
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I know I wrote this before but its been awhile, the redescription of the courtyard
The main entrance to the Pathfinder Lodge passes through
the double doors of an immense archway towering over the
12-foot-high exterior walls surrounding the grounds. The
doors stand slightly ajar and unbarred, despite the late hour.
Beyond the archway, torchlight illuminates the approach
toward a natural garden of shade trees and undergrowth
occupying much of the inner courtyard and blocking view of
the lodge itself on the far side.
Alistair
Alistair Cooper
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| Male human Bard 3 / fighter 3 |
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Once at the entrance, Alisair motions for everyone to stop indicating the hidden glyph not sure what kind it is exactly but I'll see if I can find a way to disable it.
Alistair carfully move to examine the glyph loking for a way to prevent it's activation.
disable device 1d20 + 17 ⇒ (16) + 17 = 33
| GMEDWIN |
| Shot Putter Funkmeister |
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Jaldan nods and the group moves forward into a large garden of sycamore trees which dominate this central
courtyard. Strung between them, a wooden framework
supports a variety of grapevines and hanging plants, obscuring
much of the view ahead. Beneath their shade, dark paths wind
through the lush undergrowth.
| GMEDWIN |
| Shot Putter Funkmeister |
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GM Rolls
Surprise Round
Torsk, Cooper, Khal and Legionnaires
Torsk, Cooper and Khaldrun are able to spot two enemies preparing Crossbows on either side of them for a total of four hiding in the foliage of the garden.
Torsk
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| Male Half-Orc Monk (Tetori) 6---HP 7/46 AC:15, TCH:15, FF:13, Fort:6, Ref:7, Will:7, Init +2, Perception +10 |
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Enemies to the left and right, 2 a side. Everyone be careful.
I don't know if there is initiative or not... so I am just going to post my actions since I have work soon :) Then since I would have had to charge then I would have, I haven't done many surprise rounds in my day lol. So my AC is now 13 due to me charging
Free action: enter Dragon Style stance
Move action: walk up to nearest enemy
Standard action: attack nearest enemy
Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage Fist: 1d8 + 10 ⇒ (3) + 10 = 13
Damage Fire: 1d6 ⇒ 6
| GMEDWIN |
| Shot Putter Funkmeister |
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No problem, its the surprise round, if youre feeling like saving me some die rolling, feel free to do your own initiative rolls. After the other two do their thing, I will have the legionnaires attack and then setup round 1
Torsk's fist catches the woman legionnaire flat in the face, scorching her face and breaks one of her teeth.
Yeah, i did perception checks to counter the stealth of the enemy
| Khaldrun the Rapid |
| Male Human (Osirian) Wizard 6 (HP 62/47; AC 17, touch 13, FF 14; Fort +4, Ref +5, Will +5; Init +12; Perception +13) |
|
Khaldrun chants,
"Gingthgilsatsaf!" and suddenly the whole group, save Jhaldan finds time flowing about them more slowly as their own movements speed exponentially.
Khaldrun then vanishes reappearing behind the most substantial cover close to hand.
Uses Shift to teleport 15ft. as a swift action to the most suitable cover within 15ft. from the visible foes - assuming there is any. If there is none he goes behind as many allies as possible.
Only omitting Jhaldan from haste because he can effect 6 and as a caster it should be less useful to her.
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
| GMEDWIN |
| Shot Putter Funkmeister |
|
Here is the webaddress for the map... I don't know how to do the moveable Icons... Your characters would in area marked as two closer to the right side entrance. If anyone can show me how this bad boy works that would be great.
https://docs.google.com/folder/d/0BxdGbXsUC5v2TDN1VXhNSGRTNGM/edit?docId=0B xdGbXsUC5v2NE1ySmRCcklyaUU
| Edward Sobel |
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no access to google docs I have had issues with them for the longest time and google is near impossible to recover anything. i can't log in and I cannot recover my password until I open yet another e-mail account. so I will just go abstract and hope for the best
EDIT got something figured out but cannot access the document .. need permission
Lanfear Xinskarr The Hydra
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| Female Human Fighter(Two Weapon Warrior) 4/Alchemist (Internal Alchemist)2: AC 25, FF 22, touch 14; HP 54/54; Init +3; Fort +11, Ref +9, Will +3; Perception +9 |
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You need to share it at the top right corner of the document. Set to all who has the link and set to can EDIT. Check this out in my games.
Map
| DM Heterocephalus |
| Homo Sapien Current Arena Map; Current Monster Stats |
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By the way i am confused, so do i roll initiative or the DM will do that? Am i suppose to act this round?
| GMEDWIN |
| Shot Putter Funkmeister |
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https://docs.google.com/file/d/0BxdGbXsUC5v2bGhIeHNkQ0JPcDg/edit
I just uploaded Khal's upgrades, however I do not have all of those neat editing features I saw in Lanfear's example. The way i play it is for surprise round, whoever beats the enemies gets an attack/move or something and then after that the enemies go and then initiative is done for round 1... If you want you can roll your own initiative if you feel youre luckier than the GM... Your characters can be located anywhere between L and M 22 through 28 to start.
| 401 to 450 of 834 |
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