Murder's Mark (Inactive)

Game Master Matthais777

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Int Order:
[dice=Int Volara]1d20+4[/dice]
[dice=Int Birseko]1d20+5[/dice]
[dice=Int Daedin]1d20+7[/dice]
[dice=Int Maanyatha]1d20+3[/dice]
[dice=Int Kwai]1d20+1[/dice]
[dice=Int Wilhem]1d20+3[/dice]


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Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Before going to sleep, Birseko feverishly scribbles notes to himself, summarizing everything that he has learned so far, not only about the case, but about who the Pathfinders are, and the role he has among them, and pins the notes to himself, in case his amnesia resumes after a night's sleep.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Linguistics: 1d20 + 9 ⇒ (20) + 9 = 29
K Arcana: 1d20 + 9 ⇒ (7) + 9 = 16
Diplomacy, attempting to aid one of my friends, DC 10: 1d20 - 2 ⇒ (11) - 2 = 9 but does not aid

@GM, did you mean to have two of the Diplomacy/KLocal spoilers both at DC15?

"Hmm, well this is certainly odd." Birseko shows his companions the card and the note. "The card is a Harrow card - the Desert - as you can see, it has an Androsphinx on it, but as far as I remember my studies of the arcane - " Birseko looks momentarily worried that perhaps his memory has failed him once again, before continuing, "nothing about this particular card should be relevant to this crime. It seems like a rather obvious attempt to further pin the crime on our "sphinx" friend, though how the criminals imagined that she would have tied a knot in a Varisian scarf with her claws I have no idea - if she really had claws, that is!"

"In any case, of greater interest to me is this note that he possesses. It reads, 'Holder of this note has been hired to work on one of the Skull River boat crews, and is on probation—an advance is permitted to buy new boots if necessary.' and it is signed by one "Arhaneem Braeton" - I suppose we should ask around and see if anyone knows who that may be? - but as you can see here and here and here -" Birseko deftly points to various points on the letter - "it has been doctored to look older than it really is. By my judgement, it is likely only a couple of hours old. Very curious."

"I wonder if this note can reveal anything further about its author or the one who doctored it...?" With that, Birseko stares intensely at the note, until his eyes roll backwards into his head.

Appraise, Psychometry Occult Skill Unlock: 1d20 + 6 ⇒ (20) + 6 = 26 Info about Occult Skill Unlocks can be found at this link. The DC is 15 and since I beat it by 10, I should receive two pieces of information - GM's choice.

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

Jenkiesss she starts a clue

1d20 + 7 ⇒ (6) + 7 = 13 perceptipon

as she notices the card.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Knowledge (Local): 1d20 + 4 ⇒ (15) + 4 = 19

Knowledge (Local): 1d20 + 4 ⇒ (15) + 4 = 19

"I've asked around...this guy was a beggar addicted to shiver. The skulk was addicted as well so we have a connection, probably the same suppliers. He appears to have turned his life around though, gotten sober, and got a job with Arhaneem Braeton. We should check out the Braeton place since all these murders have led to robberies...

Also, severing the hand was a mark of thieves guilds when members displeased or turned on them...heard Filton had a grudge on some locals...this confirms that we're dealing with thieves..."

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

perception: 1d20 + 5 ⇒ (5) + 5 = 10

"This is very bloody and very violent. Did anyone mention seeing the altercation Daedin?"


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Yup, mistake on my part, but hey, sometimes GM mistakes are in the PCs favor, so I'll let it stand. Also, cool ability.

Birseko feels the note and gets two distinct flashes that he can pull from the images in the aether. The first is of a woman's hands creasing the paper over and over and over again, crumpling it, and then pressing a rag filled with something to stain the paper and make it appear more aged. The second is a image of a man, his features blurred, muttering softly as he puts you... er.. the letter, it's somewhat hard to distinguish... into the man's pocket.

Okay, haul him up... we've only got a few hours to set everything up once they find the body. Time is of the essence...

Slowly, the images fade and Birseko finds himself brought back to reality.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko comes out of his trance and describes his vision to his comrades. ”It sounds like we’d better hurry!”

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn nods. "Good job, Birseko. Sounds like we're being set up for an ambush...we should head to the Braeton place immediately..."

Liberty's Edge

HP 23/23; AC 14 12t 12f; saves: f 7, r 5, w 0; bab 1, melee +1, ranged +3; cmb 1, cmd 13; init +cmb 1, cmd 12; init +2; burn 0; wclw 50; folio reroll 1/1 | Vanara terrakineticist / 2 | -21
skills:
acro 8, climb 11, diplo +0/5*, heal 4, intim 5, perc 9, prof: plumber 9, sm 8, stealth 3, umd 5

won't bother rolling since others have made the rolls successrully already..

"Braeton Manor sounds likes our next lead, so let's go! Where is the Braeton manor?"

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

"Good question..." Daedîn will ask those around for directions to the Braeton manor/estate...


Plunder and Peril Ship 1 Plunder and Peril Ship 2

It's easy enough to find out where Braeton's manor is, and the team is directed out to the manor which lies near the river a bit out of town.
From what they hear, Braeton is one of the wealthiest citizens and merchants, and is afforded quite a bit of authority because of that. He lives at this manor with his wife, his two children, and a servant or two.

As the team approaches the manor, they see that it is stately, well maintained, and cozy looking. Lights are on in the upstairs room, but the curtains all seem drawn. As they draw closer, they see that the door is ajar slightly and shifts with the wind. No other sound is heard as the team approaches.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn, suspicious of the open door especially considering Birseko's vision, will stealthily scout the perimeter of the manor with his bow drawn, searching clockwise around the manor looking for signs of ambush, before even thinking about entering...

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Daedin, it's a large 2 story manor, if your planning on moving half speed for no penalties, it's gonna take you at least a minute to go all the way around, especially as to keep cover your gonna need to stick to the treeline about 100 ft out. You may want to alert your allies to wait for you.

GMscreen:

1d20 + 3 ⇒ (3) + 3 = 6

Daedin notices a few things as he circumnavigates. Most telling is that there is a man watching from the bushes near the front door... his vantage has let him see that the team is coming from a fair distance, and probably saw Daedin split off into the woods, and he seems to be getting antsy as he waits for them to draw closer and he keeps staring along the tree line, trying to spot Daedin, seemingly without success.

In one of the second story windows, he sees a grappling hook attached to the window sill, though the rope has been pulled up inside. The curtains are drawn here as well, though they flap a little from the open window.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Upon seeing the dude in the bushes, Daedîn will stop...and then immediately fire at the dude in the bushes...

Longbow: 1d20 + 9 ⇒ (13) + 9 = 22

Damage + Sneak: 1d8 + 1d6 + 2 ⇒ (6) + (6) + 2 = 14

Since he's in the bushes, I'm assuming he either has 20% or 50% concealment...

Concealment/Miss % (low is bad): 1d100 ⇒ 97

After firing, Daedîn will whistle at his companions and point to the guy in the bushes...


Plunder and Peril Ship 1 Plunder and Peril Ship 2

O.o

gmscreen:

1d20 ⇒ 2

1d20 ⇒ 7
1d20 ⇒ 13
1d20 ⇒ 20

1d20 ⇒ 17
1d20 ⇒ 18

1d20 ⇒ 3

Baddy 1 -5

Daedin's arrow flies swift and true, striking the man in the chest hard, and driving him to the ground as he clutches at it for a moment before his eyes roll back and he slumps listlessly.

The rest of the team hears hears a small whistle from Daedin, and sees him off in the bushes pointing... well at the manor door maybe? The more sharp eyed are able to pick out the dead man that Daedin shot after a moment laying in the bush next to the front door, his arrow sticking up from his chest.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn will signal for his friends to wait while he continues on around the perimeter, to make sure there are no others, before he returns to the party...

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

She nods.

Dark Archive

Dhampir Magus (Kensai) 1 HP 8/11 | AC 18/T14/FF14 | F/R/W: +4/+3/+2 | Arcane Pool 1/4

Willem, finding that combat may be imminent, asks that anyone capable of casting Mage Armor use his wand to cast the spell on him. He also allows them to use it as well if they'd like, though given that it's likely the bloodrager who is already armored, that bit of kindness is moot. He'd rather not get skewered like the gentleman in the bushes.

The dhampir also readies his sword, in the event that there are more like that one hiding elsewhere.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko uses Willem's wand for him, and also on himself.

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

Volara waits for a signal from Daedin before moving any further.

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

She prepares her naginata.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

As Daedîn completes his rounds, he returns to the party...

"Nothing else of note...I'll search the dead guy before we enter..."

Daedîn heads to the bushes and searches the dude he shot...

Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Daedin doesn't find much on the corpse, just a few coppers and a key. He also finds a bag, which after a quick inspection, shows that it contains a fairly copious amount of flash powder, enough to easily blind someone... or group of someone's.

With a nod from Daedin, the team enters into the darkened main room. Standing at the top of the stairs is a man in a hooded cloak who stares out over the grand staircase, his face hidden. As the first few tentative steps are taken forward, he throws back his hood with a grin... to reveal the face of Birseko!

Slaughter these idiots and get to secure locations afterward. I’ve spared the children. After all, there’s nothing more compelling
than a living witness.

He speaks in Birseko's voice to, though it's not a perfect imitation it's more than passible. He turns and as he does so, Birseko's hair seems to flow into the ponytail of brown hair, his clothing changing from Birseko's robes to the heavy leathers of a warrior. The man, in what you can only assume is his natural tone, calls out...

DON'T WORRY KIDS! WE'LL SAVE YOU!

He dashes forward as if in a hurry... As the pathfinders attempt to recover from this mad scene...

Gmscreen:

Int Volara: 1d20 + 4 ⇒ (4) + 4 = 8
Int Birseko: 1d20 + 5 ⇒ (20) + 5 = 25
Int Daedin: 1d20 + 7 ⇒ (1) + 7 = 8
Int Maanyatha: 1d20 + 3 ⇒ (9) + 3 = 12
Int Kwai: 1d20 + 1 ⇒ (4) + 1 = 5
Int Wilhem: 1d20 + 3 ⇒ (14) + 3 = 17
Rogue1: 1d20 + 6 ⇒ (11) + 6 = 17
Rogue2: 1d20 + 6 ⇒ (5) + 6 = 11
Thug1: 1d20 + 2 ⇒ (1) + 2 = 3
Thug2: 1d20 + 2 ⇒ (5) + 2 = 7
Thug3: 1d20 + 2 ⇒ (8) + 2 = 10
Thug4: 1d20 + 2 ⇒ (3) + 2 = 5

4 thugs run out, 2 hiding behind the stairs and 2 appearing from behind half opened doors on either side of the room to surround the team, shortswords drawn and wicked grins flashing menacingly in the gloom.

Your gonna wish you'd never crossed us...

Mutters one of the men. As the pathfinders prepare to fight, two men appear in the balconies above, and throw bags through the air at Volara and Maanyatha!

Tanglefoot bag vs flatfoot touch: 1d20 + 3 ⇒ (9) + 3 = 12
Tanglefoot bag vs flatfoot touch: 1d20 + 3 ⇒ (2) + 3 = 5

Maanyatha manages to dodge aside but Volara is splattered with glue!

Reflex Volara: 1d20 + 4 ⇒ (7) + 4 = 11

and she finds herself stuck to the floor!

Surprise round over! Good thing you found the guy outside, otherwise you'd be blinded and locked in to!

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko
------------
Rogue 1
--------------
Wilhem
Maanyatha
--------------
Rogue 2
---------------
Volara
Daedin
Kwai
---------------
Thug 1
Thug 2
Thug 3
Thug 4

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

@GM, it looks like the ringleader is no longer on the map? Did we see which way he went? Was he on the ground floor with us or upstairs?

Birseko is startled to see his doppleganger speaking to them, and momentarily glances down at his hands to be sure that he is still himself. I do not even know myself, and yet this man appears to be me. If he is me, who am I? Perhaps I am him? This is all very confusing...

5' step to be next to Kwai (and out of the thug's threat range, hopefully)
Full-round action to cast Magic Missile while adding Toppling metamagic to it (Birseko has the magical lineage trait so its level is not increased), directing the spell at the thug in the SE corner of the room.
Magic Missile damage: 1d4 + 1 ⇒ (2) + 1 = 3
Trip vs. SE thug's CMD: 1d20 + 6 ⇒ (19) + 6 = 25

If the thug is tripped, Birseko will add, "Hey, someone should stand next to this guy and hit him when he tries to stand up!"


Plunder and Peril Ship 1 Plunder and Peril Ship 2

@birseko He ran out the door to the north upstairs at the top of the staircase. He greeted you from the top and then left. I wonder if Birseko remembers his Harrow, it's hilariously accurate.

The thug gives out a "UGMPH!" as he lands flat on his back with a wince.

Meanwhile, one of the Rogue's on the balcony launches a dagger down at Volara, guessing she'd be less likely to dodge in her sticky state.

Dagger: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9

Luckily his aim is terrible and it sticks in the wood next to her.

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko
------------
Rogue 1
--------------
Wilhem
Maanyatha

--------------
Rogue 2
---------------
Volara
Daedin
Kwai
---------------
Thug 1
Thug 2
Thug 3
Thug 4

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

I had forgotten about the Harrow - just reread it - yes, it's perfect!

Hmm, that reminds me, we should really pay a visit to the Harrower and see if her deck is missing the Androsphinx!


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Nah, I'll save you the headache. However, you can run into her again in the module "The Harrowing" where you find out just how special that deck of hers is...

Dark Archive

Dhampir Magus (Kensai) 1 HP 8/11 | AC 18/T14/FF14 | F/R/W: +4/+3/+2 | Arcane Pool 1/4

Willem rushes to the front door, finds battle already joined, and just prepares to strike should an opponent be foolish enough to come full into his range. Not hitting the one that's on the other side of the door as I can't tell who it is that well.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The other rogue on the other side slings a dagger as well, aiming for Daedin this time...

dagger vs ff: 1d20 + 2 ⇒ (20) + 2 = 22
damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9
Oh no!
dagger vs ff: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Oh dear...

The dagger slams into Daedin's chest before he can even properly react, the blade only a few precious centimeters from his heart. He can feel the pain as the blood pools, but he holds it together, if just barely, his legs threatening to give out on him...

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko
------------
Rogue 1
--------------
Wilhem
Maanyatha
--------------
Rogue 2
---------------
Volara [Entangled, Glued down]
Daedin -15
Kwai

---------------
Thug 1 -3 [Prone]
Thug 2
Thug 3
Thug 4

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn grimaces in pain..."Bloody bastard!"

He keeps it together, takes a 5' move back, and fights defensively this round, firing at the rogue that hit him...

AC22 until my next round...

Longbow: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23

Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Another hit like that, and I go bye-bye...

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

Volara growls angrily in a way that only someone with orc blood in them can.

"So you like to throw glue around, eh?" she mutters some curse words in orcish as she draws her dagger.

She almost strikes at the glue with the weapon before thinking better of it. Instead she grabs a vial filled with a mutagenic concoction and drinks it. When she does her muscles bulge and her skin seems to toughen up.

Drinking her strength mutagen and preparing to cut herself out or she's never getting unglued.

Liberty's Edge

HP 23/23; AC 14 12t 12f; saves: f 7, r 5, w 0; bab 1, melee +1, ranged +3; cmb 1, cmd 13; init +cmb 1, cmd 12; init +2; burn 0; wclw 50; folio reroll 1/1 | Vanara terrakineticist / 2 | -21
skills:
acro 8, climb 11, diplo +0/5*, heal 4, intim 5, perc 9, prof: plumber 9, sm 8, stealth 3, umd 5

Quai gathers moisture from the very air around him and fires a blast of water at the rogue to his right (east) on the catwalk.

to hit: 1d20 + 2 ⇒ (11) + 2 = 13
dmg if hits: 1d6 + 1 + 4 ⇒ (1) + 1 + 4 = 6


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Daedin's arrow flies true, hitting the rogue who stabbed him with a dagger back in the heart. He goes pale as he kneels down behind the banister, not down but clearly not interested in engaging in the fight anymore.

Sadly, Kwai's water splashes off the railing, splashing the evildoer, but not harming him.

The first thug tries to stand up, provoking an attack from Maanyatha. As he stands, he slashes back at her.

Sword: 1d20 + 1 ⇒ (11) + 1 = 12
1d1d6 ⇒ 1

But it bounces off her scale.

Two step forward, surrounding Birseko!

Sword: 1d20 + 3 ⇒ (12) + 3 = 15
1d1d6 ⇒ 4

Sword: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 ⇒ 1

Crit? Sword: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 2

The poor psychic is not up for dealing with up close and personal sword play, though he manages to keep from being skewered by a sword that clips his throat... it could have been a LOT worse.

The final thug sees his chance and goes after the wounded Daedin!

Sword: 1d20 + 1 ⇒ (1) + 1 = 2
damage: 1d6 ⇒ 2

But the gods are looking after him, and the thug trips on the fancy carpet, almost dropping his sword, making a easy dodge for Daedin.

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko -7
------------
Rogue 1
--------------
Wilhem
Maanyatha
--------------
Rogue 2 -10
---------------
Volara [Entangled, Glued down]
Daedin -15
Kwai
---------------
Thug 1 -3
Thug 2
Thug 3
Thug 4

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

@GM, it doesn't appear that Maanyatha acted at all last round and he hasn't posted anything to indicate when he'll be online. If I may suggest a botting action for him last round, it would have made sense for him to 5' step next to the prone thug that I had tripped with my magic missile, not only because he would get an attack at +4 against the prone thug, but also an AoO when he stood up. (Just to be clear, the thug I tripped (who currently has 3 dmg) was in the SE corner i.e. the lower right of the map - it's a bit difficult to tell which NPC is which in your description). In any case, if you accept this botting suggestion it might involve some retconning of the attack on me (not only because one of the attackers might not have been able to attack if M had dropped him, but also that the first hit would have missed if the 15 atk included +2 for flank (my AC currently being exactly 15). And my apologies if this is too convoluted - I'm still pretty new to PbP and this is the first time that the need for botting in the middle of a fight has come up. If Birseko (or Daedin!) die from unlucky dice, well, that's Pathfinder, but I'd hate to have it happen just because a frontliner didn't act at all. Will wait to declare my action until I have a sense of whether this makes sense to you (or perhaps Maanyatha will come back online).


Plunder and Peril Ship 1 Plunder and Peril Ship 2

@Birseko: I usually just "Delay" people's actions for when they come back and if they miss multiple rounds of combat without explicit bot instructions for while their gone then they lose those rounds. I like to keep my games going, especially combat which can take months if people take multiple days to answer on posts. However, I feel that your suggestions are fair, and i'll construe those as the "Botting instructions" in this case, since it's kind of important to your characters health and well being. Time rewinds...

Maanyatha steps over and swings at the thug...

swing: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d8 + 4 ⇒ (1) + 4 = 5

Crit? swing: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 3d8 + 12 ⇒ (3, 2, 5) + 12 = 22

*Dies laughing*

And the thug is no more, where his body use to be is simply a small crater of blood and gore. Birseko is splattered by it and is so distracted by it that his opponent steps up and stabs him for 3 damage.

Man, Making me waste my 20s botting heroes, I could have killed one of you with that. :P Time reaches present, retcon complete

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko -3
------------
Rogue 1
--------------
Wilhem
Maanyatha
--------------
Rogue 2 -10
---------------
Volara [Entangled, Glued down]
Daedin -15
Kwai
---------------
Thug 1 -3
Thug 2
Thug 3
Thug 4

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

LOL, she doesnt do too bad when the website acts up for me

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Whew, thanks "Maanyatha"! (And, thanks GM too!)

Assuming that the thug that Maanyatha dropped was the one just to the south of Birseko...(Will do something else if this is not the case)... Birseko steps 5' to the SE (i.e. just to the right of the dropped thug, will wait to move my icon until hearing if this is correct) and launches a toppling Magic Missile at the thug to the north of Daedin.

Magic Missile damage: 1d4 + 1 ⇒ (3) + 1 = 4
Trip vs Thug CMD: 1d20 + 6 ⇒ (4) + 6 = 10

@GM, any chance we can put different colored borders around the thugs or some other way to distinguish which one is which?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Not a bad idea, done.

The rogue on the rafters throws one of his dagers at Volara...

dagger: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10

dagger Crit?: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 + 2 ⇒ (4) + 2 = 6

Unable to dodge, the dagger flies through the air and buries itself in her throat! Volara passes out from the pain, and blood begins to pour...

[ooc]Yipes! My dice are hot![/dice]

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko -3
------------
Rogue Cyan
--------------
Wilhem
Maanyatha

--------------
Rogue Green -10
---------------
Volara [Entangled, Glued down] -16
Daedin -15
Kwai
---------------
Thug Red
Thug Orange
Thug Yellow.

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

Volara has the Ferocious Resolve racial feat, so she has the Ferocity universal monster rule like a true Orc.

Ferocity:
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

This does mean she's still a valid target for attacks though... I hope she can survive long enough to drink her CLW extract.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Lucky for you, Green seems to be more interested in surviving the day at the moment. Cool ability though!

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

It'll be much better when Volara has a few more spare HP to make it less scary.

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

The nagaji begins to grow angry and taking a 5' step she attempts to slice the orange thug, raging
1d20 + 6 ⇒ (19) + 6 = 25 hit
1d20 + 6 ⇒ (3) + 6 = 9 Confirm
1d8 + 7 ⇒ (2) + 7 = 9

Liberty's Edge

HP 34 AC: 18 T: 11 FF CMD 15 FORT: +5REF: +3 will +1 (+2 Mind Effect and Posion) Init +3 Perception +8 [Low Light Vision] NG Female Nagagi Blood Rager [Arcane] MW Naginata +5 [1d8+4/x4 ]

Not a bad hit!

Dark Archive

Dhampir Magus (Kensai) 1 HP 8/11 | AC 18/T14/FF14 | F/R/W: +4/+3/+2 | Arcane Pool 1/4

Willem steps into the building, opposite Volara from one of the foes. He tries to stab the foe with his Estoc, after charging it with a portion of his arcane energy.

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 2d4 + 3 ⇒ (3, 2) + 3 = 8

What follows is likely a miss...


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Maanyath steps up and swings her weapon hard, the blade burying itself in her opponent who falls over coughing up blood. Meanwhile, the man upstairs begins slowly moving along the banister, trying to not aggravate the arrow in his chest as he keeps low and moves.

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko -3
------------
Rogue Cyan
--------------
Wilhem
Maanyatha
--------------
Rogue Green -10
---------------
Volara [Entangled, Glued down] -16
Daedin -15
Kwai

---------------
Thug Red
Thug Orange
Thug Yellow.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:33/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Daedîn, still in great pain, mutters, "I don't think so, you rat bastard!"

He takes another 5' move back, and again fights defensively this round, and tries to finish off the rogue he hit earlier, not letting him get away...

AC22 until my next round...

Longbow: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23

Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Dark Archive

Female CN Half-orcAlchemist (Grenadier, Internal Alchemist) 1 | HP: 12/12| AC: 16, 12 Tch, 14(16) Fl) | CMB: +0, CMD: 12 | F: +5, R: +4, W: +1 | Init: +4 | Perc: +5, SM: +1 | Speed 30ft | Bomb: 2/4 | Infusions: 1st cure light wounds, shield | Active conditions: bless | Re-roll (+2): 1/1 |

Volara takes full advantage of her orcish blood keeping her on her feet to downs her healing infusion before she loses consciousness.

CLW infusion: 1d8 + 1 ⇒ (5) + 1 = 6

"I dunno what hit me, but that was pretty painful! When i get out of this gluey mess i'm gonna crack some bones."


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Daedin's arrow flies through the air, slots through the railing in the stairs, and catches the fleeing rogue in the back. He crumples silently to the ground.

Feeling, perhaps, that Daedin is a powerful threat, the two thugs step forward, one getting up after Birseko knocked him down, and swing their swords at him in tandem, though they aren't able to setup a flanking position.

sword: 1d20 + 1 ⇒ (20) + 1 = 21
damage: 1d6 ⇒ 2
sword: 1d20 + 1 ⇒ (6) + 1 = 7

swordCrit?: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 1d6 ⇒ 2

One misses, but the other slips through Daedin's defenses, driving his sword deep into his side. Daedin should probably pass out, but his steel will keeps him up for the moment. Staggard at 0, be careful!

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko -3
------------
Rogue Cyan
--------------
Wilhem
Maanyatha
Volara [Entangled, Glued down] -16
Daedin -17
Kwai [delay]
---------------
Thug Red -4
Thug Yellow.

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Birseko moves to where he can see the (cyan) rogue upstairs and glares at him.

Daze spell DC 15 Will save or dazed for one round


Plunder and Peril Ship 1 Plunder and Peril Ship 2

will: 1d20 ⇒ 13

The Rogue's head whips back in pain as if slugged from a brawler, and he holds his head as his pupils dilate from the mental shock, unable to focus on the battle..

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Birseko -3
------------
Rogue Cyan
--------------
Wilhem
Maanyatha
Volara [Entangled, Glued down] -16
Daedin -17
Kwai [delay]

---------------
Thug Red -4
Thug Yellow.

Dark Archive

Dhampir Magus (Kensai) 1 HP 8/11 | AC 18/T14/FF14 | F/R/W: +4/+3/+2 | Arcane Pool 1/4

Willem tries once more at this stabbing routine, somewhat disheartened by his previous failure but with the knowledge that it isn't over until they're on the ground or he is.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9

Of course if he kept up his ineptitude, it was more likely to be him than them.

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