PFS PbP Gameday VI: DM Carbide's The Godsmouth Heresy (CORE) (Inactive)

Game Master John Woodford

COMBAT MAP


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Grand Lodge

Male Human DEAD

Not really - I presume that she is not occupying the entire 10' corridor? I can just walk around her, pinning her to the edge, and then Two Blades can cross and do the same thing.

In fact, this works out better for us - having a spellcaster pinned down is good for us :-)

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Yes, works for me


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 4 (ongoing):

Initiative order
Two Blades-acted
Dale-acted
Jack-acted
Skeletons-acted
Svillenius-acted
Dave-
Warren-
Resolute-
Esme-

I'm going to assume that you let Dale shoot first, because his penalty for firing into melee would make him miss.

Dale hurls a corrosive missile at the woman and hits her, acid sizzling down her body. Jack runs towards the pit and leaps across it, but as he tries to pass the woman he realizes that she has a dagger in one hand, and that his momentum carried him onto it for 9 HP. Two Blades follows and moves around the woman. Now that they're close to her they can tell that there is something seriously wrong with her--although her face and arms are caked with makeup, the flesh under it has begun to decay; her heavy perfume does little to cover the smell at this range. She calls out, "Bridesmaids! Defend me!"

In response, a pair of skeletons in tattered wedding dresses rush forth from their position further into the room. One claws futilely at Jack, but the other draws blood on Two Blades. Take 3 HP damage.

The heretic then emerges from the room, spear in hand. "Flee, my love! I shall dispatch these fools for you!" He drinks down the contents of a bottle.

Dave, Warren, and Resolute can act! Warren, don't forget that save.

DC 17 Knowledge (Religion) check:
She is a magus zombie, a free-willed undead made from the corpse of a spellcaster. She has the typical resistance to non-slashing weapons, but does not share the slow movement of the normal zombie. Unlike the vast majority of undead creatures, magus zombies are not inherently evil--they keep the alignment they had in life.

Dice rolls:
AoO on Jack: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm AoO on Jack: 1d20 + 4 ⇒ (17) + 4 = 21

Dagger damage: 1d4 + 2 + 1d4 + 2 ⇒ (3) + 2 + (2) + 2 = 9

Flanking claw to Two Blades: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Claw to Jack: 1d20 + 2 ⇒ (12) + 2 = 14

Confirm flanking claw to Two Blades: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Claw damage to Two Blades: 1d4 + 2 ⇒ (1) + 2 = 3

Esme: AC 19 T 13 FF 16 -8 HP

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

K:religion: 1d20 + 4 ⇒ (16) + 4 = 20

"Hey, she's called a magus zombie and has her own will, not like the other zombies. I think it was his girlfriend before she died. Stop your friends buddy or the dwarf is going to cut her down before she takes two steps. Two Blades yelled to the Heritic.

Grand Lodge

male | ATT: +1 cold iron long sword+6(1d8+4); lt. crossbow +4(1d8);or (two weapons) long sword +4 and lt. mace +3 (1d6+3) Human: Int; +2, Per; +7, H.P. 28/28,AC:18, 16 FF, 12 Tch; CMB; +5, CMD: 17 (15 FF), Fighter/Rogue 2/1 Fort. 5, Ref. 4, Will. 2 (+1 vs fear), spd: 20ft:

Dave sheaths his sword then walks back to the hallway to retrieve his lantern.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Dwarf?

Grand Lodge

Male LG Half-Orc Fighter (tower Shield Spec) 2 | HP 24/24 | AC 25 T 12 FF 24 | CMB +7, CMD 19 | F: +8, R: +3*, W: +0 | Init: +1 | Perc: -2, SM: -2 | Speed 20ft | Active conditions: None.

After climbing up with the help of Resolute last round, Warren backs up and attempts to run across again....

Acrobatics: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21

And she makes it, this time.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Warren, I don't see your save vs. the color spray last round. Also note that your landing zone is occupied, you can only take a single move action a round while staggered, and if you don't have at least a 10' running start the DC of the jump goes to 20.

Grand Lodge

male | ATT: +1 cold iron long sword+6(1d8+4); lt. crossbow +4(1d8);or (two weapons) long sword +4 and lt. mace +3 (1d6+3) Human: Int; +2, Per; +7, H.P. 28/28,AC:18, 16 FF, 12 Tch; CMB; +5, CMD: 17 (15 FF), Fighter/Rogue 2/1 Fort. 5, Ref. 4, Will. 2 (+1 vs fear), spd: 20ft:

GM I intend pick up the lantern in the hall and then walk to the edge of the pit and see if there is anything like rafters, a beam, or protruding rock that I might be able to swing a grappling hook and rope to attach to, and swing over the pit a-la Indiana Jones. It will take me 2 rounds to reach the edge of the pit so you can skip me in combat till then. Below, is my perception check to notice anything that I might be able to attach a grappling hook to.
perception: 1d20 + 2 ⇒ (7) + 2 = 9

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Sorry, mind saw the picture as a Dwarf, "Mad Jack"
Will cut her down.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Dave, this area of the Ossuary is well-lit. Is there a particular reason you're carrying around the lantern?

Round 4 (ongoing):

Initiative order
Two Blades-acted
Dale-acted
Jack-acted
Skeletons-acted
Svillenius-acted
Dave-acting over next two rounds
Warren-?
Resolute-
Esme-

Dave will find nothing in the way of attachment points for a grappling hook.

Resolute is up!

Silver Crusade

[retired]

"This corruption knows no end!"

Resolute pulls out a javelin with his free hand and lets it fly towards the "woman".

Javelin, in melee: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Piercing Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Resolute's javelin sticks briefly, but has no other apparent effect. Despite this, she steps off into space and falls into the pit, landing on her feet among the other bodies. She retreats to the west, into shadow.

Round 5:

Initiative order
Two Blades-
Dale-
Jack-
Skeletons-
Svillenius-
Dave-acting over next round
Warren-?
Resolute-
Esme-

Two Blades, Dale, and Jack are up!

Dice rolls:
Untrained Acrobatics check: 1d20 + 3 ⇒ (12) + 3 = 15

Svillenius: AC 20 FF 17 T 17 HP -14
Esme: AC 19 T 13 FF 16 -8 HP

The Exchange

Gnome Sorcerer 3 (CORE) | HP 23/23 | AC 17* | T 13 | FF 15* | CMD 11 | F +4 | R +4 | W +3 | +2 vs. illusions | Resist: Acid 10 | Init +4 | Perc +1 (low-light) | Sense Motive -1 | Elemental Ray 6/7 | Spells: Level 1: 1/6 | Reroll 1/1 | Active Spells: Mage Armor(*)

"Out of spells, but not out of tricks. Thanks for positioning yourselves kindly."

Move Action
Dale takes out a Scroll of Glitterdust.

Standard Action
He attempts to use it.
Caster Level Check (vs. DC 4): 1d20 + 2 ⇒ (19) + 2 = 21
DC 13 Will save from them or be blinded. They get a new save at the end of each turn to end the effect. Lasts 3 rounds. Should get all three of them on the other side.

Hopefully that will help the rogues land some sneak attacks.

Grand Lodge

Male Human DEAD

Grunting in annoyance, Jack draws a club, and attempts to smack a skeleton with it!

Club: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d6 + 2 ⇒ (4) + 2 = 6 damage.

Aiming for one that is blind (and therefore (effectively) targeting flat-footed AC, and having a +2 to hit), if one of them fails the save against that scroll :-)

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

With a zombie right in front of him, Two Blades attacked it, causing some damage.

Rapier: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (5) + 1 = 6
mace: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 4
confirm: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 1 ⇒ (6) + 1 = 7


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 5 (ongoing):

Initiative order
Two Blades-acted
Dale-acted
Jack-acted
Svillenius-acted
Dave-acting over next round
Warren-?
Resolute-
Esme-

Dale's spell seems to inconvenience the skeletons; at least, Two Blades and Jack have no particular problems dispatching theirs. However, although the heretic is glowing he doesn't appear to have lost any accuracy. He draws a pair of vials, combines their contents, and hurls the mixture at Two Blades! The vial bursts on contact, spreading a chilling blast over the three (assuming Warren is there, and not unconscious at the bottom of the pit). Two Blades, take 5 HP and DC 14 Fort save or staggered; Jack and Warren, take 5 HP each with a DC 14 Reflex save for half.

So Warren is either unconscious at the bottom of the pit, or unconscious and dying up top, depending on the save vs. color spray. Dave and Resolute can act!

Dice rolls:
Skeletal save: 1d20 + 2 ⇒ (8) + 2 = 10
Skeletal save: 1d20 + 2 ⇒ (1) + 2 = 3
Svillenius save: 1d20 + 5 ⇒ (13) + 5 = 18

Bomb to Two Blades: 1d20 + 8 ⇒ (15) + 8 = 23
Bomb damage: 1d6 + 4 ⇒ (1) + 4 = 5

Svillenius: AC 20 FF 17 T 17 HP -14
Esme: AC 19 T 13 FF 16 -8 HP

Grand Lodge

male | ATT: +1 cold iron long sword+6(1d8+4); lt. crossbow +4(1d8);or (two weapons) long sword +4 and lt. mace +3 (1d6+3) Human: Int; +2, Per; +7, H.P. 28/28,AC:18, 16 FF, 12 Tch; CMB; +5, CMD: 17 (15 FF), Fighter/Rogue 2/1 Fort. 5, Ref. 4, Will. 2 (+1 vs fear), spd: 20ft:

OK it's GM's call here, I want to go under the assumption that my rope is already tied to my grappling hook. If GM rules that is the case Dave will just secure the grappling hook on the edge of the pit. If GM rules that I must have declared the rope was previously tied to the grappling hook; I will instead hand one end of the rope to Resolute. ( I haven't gotten a chance to move Dave but I should be next to Resolute at the edge of the pit with my lantern at my feet )
Dave, seeing the desperate situation in combat at the other side of the pit, is very concerned. He sheathes his remaining weapon and fishes his rope and grappling hook out of the back of his pack. that's all my actions this turn. Will wait for feedback on whether my rope is already tied to the hook or not

Silver Crusade

[retired]

"I must remember to visit my homeland and pick up a well crafted longbow after this ordeal."

Free Action: last round of Rage.

Resolute draws and hurls a second Javelin towards the unprotected Necromancer.

Javelin, Cover: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Piercing, Rage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Dave, no problem with having that done already. What are you going to try to do with the grappling hook?

Resolute's javelin is deflected by some unseen force before it can strike its target.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blades was able to avoid the stronger part of the cold mixture but some of it caused frost burns on him. "Your next!" he yelled at the Heretic.

Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Dave?

Grand Lodge

male | ATT: +1 cold iron long sword+6(1d8+4); lt. crossbow +4(1d8);or (two weapons) long sword +4 and lt. mace +3 (1d6+3) Human: Int; +2, Per; +7, H.P. 28/28,AC:18, 16 FF, 12 Tch; CMB; +5, CMD: 17 (15 FF), Fighter/Rogue 2/1 Fort. 5, Ref. 4, Will. 2 (+1 vs fear), spd: 20ft:

Dave seeing there's no time for anything fancy jumps down in to the pit trying to land amongst the bodies, his rope and grappling hook in hand acrobatics: 1d20 - 1 ⇒ (11) - 1 = 10
Dave's heavy armor causes him to not fall as gracefully as he would like. GM roll 4 dmg .. Dave ends up landing on his butt hard in the pit but immediately he stands up ready to toss the rope and hook to the opposite side of the pit.

Silver Crusade

[retired]

That Acrobatics check clears the pit (DC 10).


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

No--his current speed in armor is 20', and that imposes a -4 to his Acrobatics check for horizontal jumps. Also too:

PRD wrote:

If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill.

Note that the bodies are a yielding surface. Since Dave took no lethal damage, he doesn't fall over.

Falling damage, nonlethal: 2d6 ⇒ (3, 1) = 4

Dave lands on his feet with a thud that knocks the wind out of him, but doesn't leave him in too much pain. He sees the strange woman flee through the door to the sanctuary, and it slams shut behind her.

Round 6:

Initiative order
Two Blades-
Dale-
Jack-
Svillenius-
Dave-
Warren-?
Resolute-
Esme-unless pursued, she's out of the fight

Two Blades, Dale, and Jack are up!

The Exchange

Gnome Sorcerer 3 (CORE) | HP 23/23 | AC 17* | T 13 | FF 15* | CMD 11 | F +4 | R +4 | W +3 | +2 vs. illusions | Resist: Acid 10 | Init +4 | Perc +1 (low-light) | Sense Motive -1 | Elemental Ray 6/7 | Spells: Level 1: 1/6 | Reroll 1/1 | Active Spells: Mage Armor(*)

"Said I had some tricks. Well now I'm out of those too."

Dale is unlikely to make the jump across, and is completely out of resources. Going to get creative...

Move Action
Dale heads back to the alchemist's shop.

Second Move Action
He looks around the room to see something he could possibly throw.
Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

Male Human DEAD

Jack grunts as the cold washes over him.

Reflex: 1d20 + 7 ⇒ (10) + 7 = 17.

He then charges forward, and makes a spirited attempt at gutting the Heretic!

Bastard Sword: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, for 1d10 + 3 ⇒ (10) + 3 = 13 damage.
Crit Confirmation: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25, for 1d10 + 3 ⇒ (4) + 3 = 7 *ADDITIONAL* damage.

Grand Lodge

male | ATT: +1 cold iron long sword+6(1d8+4); lt. crossbow +4(1d8);or (two weapons) long sword +4 and lt. mace +3 (1d6+3) Human: Int; +2, Per; +7, H.P. 28/28,AC:18, 16 FF, 12 Tch; CMB; +5, CMD: 17 (15 FF), Fighter/Rogue 2/1 Fort. 5, Ref. 4, Will. 2 (+1 vs fear), spd: 20ft:

GM if I landed standing up could I use my remaining action in round 6 to swing the grappling hook and rope up to the side of the pit? (if so att. roll to hit side of pit bellow) grappling hook: 1d20 + 3 ⇒ (13) + 3 = 16


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Dave--sure.

The grappling hook sails over the far edge of the pit, scraping across the stone before it catches.

Jack rushes forward and brings his heavy sword around in a devastating arc. The heretic tries to block with the haft of his spear, but can't quite manage. As the blade cuts deep into his body he scrabbles for another vial at his belt; too late. He falls lifeless to the floor.

Out of combat!

Checking his equipment, Dale finds that his spear is magical, as are a wand and two potion bottles. There are no other magical items in his laboratory, nor in the bedchamber where he finally fell. His notes are extensive, and he has a library of references that Two Blades thinks the Pharasmin clerics would definitely want to take possession of--even a cursory check of some works indicates that it covers material that the clergy would find heretical. (Surprise!)

In the bedchamber are several long boards, suitable for placing across the pit. There is also a narrow ledge along one edge, hard to see unless you know what you're looking for (DC 10 Perception check to notice--sorry, Dave) and difficult to navigate (DC 15 Acrobatics check to cross).

What now? You've finished the important part, but even though we're at the nominal end of the Game Day we have a couple of extra days to make up for the time that the site was useless. OTOH, I'll be unavailable tonight--my wife and I are going out for our anniversary, and I hope you won't take it personally that I'd rather spend time with her than do PbP.

Grand Lodge

Male Human DEAD

Jack breathes a sigh of relief when the Heretic goes down.

"Right then. Now that business has been taken care of, let's look to our own..."

He then helps to retrieve the missing party members, and to get everyone into the bedchamber area.

"Now, I believe some people expressed a desire to rest? This seems like a fairly defensible position to do so. Then, maybe we can do some exploring..."

He then tries to sniff the potions.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24 = CL 9 or less.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27 = CL 12 or less.

Shall we go down the other branch of the long corridor in the 'morning' (i.e. the opposite direction to where the skeletal archers were)?


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Jack, they're both potions of enlarge person.

Incidentally, Jack notes that the staircase up looks well-traveled. It ends at a door that opens into the active parts of the Ossuary; from the other side it's extremely hard to spot (DC 30). A determined search probably would eventually have revealed it, but it would have taken a great deal of time.

The Exchange

Gnome Sorcerer 3 (CORE) | HP 23/23 | AC 17* | T 13 | FF 15* | CMD 11 | F +4 | R +4 | W +3 | +2 vs. illusions | Resist: Acid 10 | Init +4 | Perc +1 (low-light) | Sense Motive -1 | Elemental Ray 6/7 | Spells: Level 1: 1/6 | Reroll 1/1 | Active Spells: Mage Armor(*)

"I would agree to a rest."

Dale casts Detect Magic on the equipment to try to identify the newfound equipment.

Spellcraft (Spear): 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft (Wand): 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft (Potion 1): 1d20 + 6 ⇒ (5) + 6 = 11
Spellcraft (Potion 2): 1d20 + 6 ⇒ (17) + 6 = 23

Silver Crusade

[retired]

Resolute catches his breath before leaping the pit and going about setting the planks down so others can cross more easily.

"What a strange Necromancer... I never witnessed him casting a single spell."

ConQuest Avalon starts today, so even if we did continue through the weekend I might only be able to post once a day.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

With a shout, Two Blades hopped down and chased after her, with murder in his eyes.

Acrobatics: 1d20 + 12 ⇒ (1) + 12 = 13

Splat! If I can, try chasing after her.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Dale can't quite figure out the spear, and the wand is likewise loathe to relinquish its secrets. The gnome confirms Jack's identification of one potion, but is unsure of the other.

Two Blades leaps into the pit and lands heavily, but (like Dave before him) doesn't wrack himself up too badly. He manages to get the door to the sanctuary open and passes through. As the door closes behind him, though, he realizes that his light spell only shows him what's within forty feet...and she's nowhere inside that radius.

Nonlethal falling damage: 2d6 ⇒ (4, 1) = 5


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Suddenly the darkness is broken by a coruscating flash of electricity. The woman has touched one of the statues, and been shocked by it. Two Blades rushes up before she can flee again and cuts her down, then takes her body back to be interred properly.

The party makes their way up the spiral stairs to the secret door. Passing through, they flag down a surprised attendant, who ushers them quickly to Valanthe. The cleric listens to your report with great interest, but when your tale turns to the body thief her expression grows cold. "Svilennius. I thought him long gone--him and his blasphemies. We excommunicated him years ago, after he tried to convince us that undead made by chemical arts were not under the ban. So this was what became of him. The Church will pay you for any notes you found--that knowledge should not be set free for any to take."

An uneventful week or two passes after the adventure in the catacombs. Then your replacements arrive, freeing you to return to Absalom, or wherever the Society sends you. The Open Road beckons for you in truth, and not only in the glyph you bear.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Almost forgot this, too, even though it's on the chronicles:

The Pharasmin priests are able to restore Warren's poison-induced debilitation for the usual price.

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