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Galdur XXI
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| M dwarf Summonor 1 |
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not even go to preview this one as every perception has been to spot my beautiful rings... 1d20 + 0 ⇒ (14) + 0 = 14
EDIT: switched avis :)
Maximo Interresante
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| LG Human Paladin of Shelyn 2 / Arcane Duelist Bard 1 (AC 20 - FF 18, T 12 / HP 26/26 / F +7 R +6 W +9 / Initiative +1 / Perception +1 |
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Sticking close to the wall, Maximo moves around the tower towards the southern door.
Even considering previous movement, I'm pretty sure I can only get to L17 with a double move.
Perception 1d20 + 1 ⇒ (4) + 1 = 5
DM Beckett
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| MAP |
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Ausk, who Im guessing is no longer with us, Charges "something" in N 20
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d12 + 4 ⇒ (7) + 4 = 11
Galdur XXI
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| M dwarf Summonor 1 |
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eagle attacks same guard 1d20 + 3 ⇒ (3) + 3 = 61d4 ⇒ 2
1d20 + 3 ⇒ (14) + 3 = 171d4 ⇒ 4 2 talons
1d20 + 3 ⇒ (10) + 3 = 131d4 ⇒ 1
Ha Ha... Hoo! Galdur runs foward clumsily pulling out his hammer.Single move to G19, draw a weapon as a move (heh miss having a +1 BAB :)
DM Beckett
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| MAP |
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The Eagle manages to kill (well drop) the guard, which is kind of a wierd visual to me, but ok.
Guard 1 <17> - M 9 Tower <Reloaded and Attacked>
<DEAD> Guard 2 - I 16 Tower
Maximo <14A> - Moved to L 17
Ausk <14B> - Move to N 20 and Attacked
Galdur <14C> - Moved to G 19 and armed
-> Aram <14D> - <currently at B 21>
At this point, you all see that there was a hound tied to a post, and Ausk charged (and destroyed it). That was the second to last Perception roll earlier.
DM Beckett
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| MAP |
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3 more individuals burst through the door in (M 16), looking ready for blood. One, probably Nessian, looks much more strong and dominating than the others, more common thugs. He gives you a look like daggers before instructing his minions to destroy you.
Guard 1 <17> - moves out of sight
Maximo Interresante
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| LG Human Paladin of Shelyn 2 / Arcane Duelist Bard 1 (AC 20 - FF 18, T 12 / HP 26/26 / F +7 R +6 W +9 / Initiative +1 / Perception +1 |
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Backing to the corner of the wall next to the door, Maximo holds his shield at the ready. "Hah! I thought I smelled a cracked sewer, but now I see that it is only you, the foul dungbeetle that leads this rabble! I am Maximo Interrestante, blessed knight of Shelyn. Surrender and I will show you Shelyn's mercy. Fight and I'll show you the blade of my ancestor!"
Dropping his hammer, Maximo draws the greatsword from its scabbard and holds it high. The gleam in his eye far more threatening than daggers.
Intimidate the big guy. 1d20 + 7 ⇒ (17) + 7 = 24
Trying to put himself in a position to avoid being flanked if possible.
DM Beckett
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| MAP |
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Are you Intimidating the leader, Nessian?
Maximo Interresante
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| LG Human Paladin of Shelyn 2 / Arcane Duelist Bard 1 (AC 20 - FF 18, T 12 / HP 26/26 / F +7 R +6 W +9 / Initiative +1 / Perception +1 |
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Intimidating Nessian. Maximo was right next to the door, and if he can wedge into the corner there it should prevent anyone from getting to a flank position (and not without provoking an attack of opportunity at least).
Galdur XXI
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| M dwarf Summonor 1 |
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Sorry, guys. Am I close enough to use color spray on the thugs? It's really the only thing I'm good for at this level :(
Grease could help Maximo from being overrun, maybe?
DM Beckett
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| MAP |
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Grease and Color Spray can both work here fairly well, and you should be able to hit them, or move slightly to do so. Also, at this level, don't underestimate even things like Acid Splash. :)
Off topic, I'm a little worried about using Ausk's character. for one, I feel that if I used him optimally, it is a little unfair for "him" to steal the glory. On the other hand, the game assumes that you have at least 4 players. What do you guys think about this? The reason I ask, is because at this point, he could (with only a little luck) basically solo this in 2 rounds. If he was here and playig the character, I wouldn't feel so bad, but as you have played through till now, I feel you deserve it better than the GM controlled NPC. I can run him less than optimally, offring flanking and aid another's, and things like that. Thoughts?
Galdur XXI
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| M dwarf Summonor 1 |
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Off topic, I'm a little worried about using Ausk's character. ...Thoughts?
My only concern would be if his absence leads to another's death (since we have no healer), beyond that, no preference. GM is allowed a pregen to make a table legal, so I would treat it as that. But yeah if he could steal all maximo's glory, you can pull back a little bit. Even preventing M from being flanked would be a help :).
DM Beckett
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| MAP |
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Ausk moves to N 18 and attacks N 17 <Guard #4>
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d12 + 4 ⇒ (5) + 4 = 9 (Dead and gone)
Next up is Galdur, the mighty slayer. .
Maximo <14A> - L 17
Ausk <14B> - N 20
->Galdur <14C> - G 19
Aram <14D> - R23
Guard 3 <13> - M 16
Nessian <2> - M 17
Galdur XXI
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| M dwarf Summonor 1 |
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Next up is Galdur, the mighty slayer. .
You mistake me sir, but honorably so. I am Galdur the XXI, Galdur the 1d20 ⇒ 11th was the Mighty Slayer.
Galdur moves next to the paladin, preparing to strike any foe who might try to get behind his friend. move to K19, ready against a foe entering L19. "Come now, fiends you mess with powers mightier than you for your own petty gains? If you have a death wish why bring all of Absalom with you?" he points his hammer at the two scoundrals and calls to the eagle. 1d20 + 3 ⇒ (4) + 3 = 71d4 ⇒ 3 I do not control it so GM can decide which enemy it attacks. :) edit: misses
DM Beckett
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| MAP |
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Oh, feel free to run the eagle.It will make it quicker to just have it attack on your turn. Unless it wants to attempt to attack the Guard 1, that vanished as far as you can tell, it may need to doubl move to get to the fight anyway. Also, unless you want to be that specific, you don't need to specify a square for a Readied Action. So "against any foe that comes into range" might work if you want to change that up?
Otherwise, Sir Aram, there are a few baddies just waiting for a taste of some arcane smacking. . . (you can now easily move up a little and Color Spray if you want)
Galdur XXI
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| M dwarf Summonor 1 |
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sorry, I meant I can not control who it attacks except 'my enemy'. 'Random' or 'closest' are the norms, but OK it spends this round moving. that is the only square (practically) I threaten, but I can be less specific too :)
Aram Barong
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| Male HP 10/10, Init +5, AC: 12, T: 12, FF: 10 F: +3, R: +3, W: +3 Perception -1 <Darkvision 60ft>, CMD: 10, Male Half-Orc Sorcerer 1 |
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Otherwise, Sir Aram, there are a few baddies just waiting for a taste of some arcane smacking. . . (you can now easily move up a little and Color Spray if you want)
Okay, I'll do that.
"You fiends!!! What are you hiding in there!?!" roars Aram, taking his comrades by surprise. He points his hands at the guards. "Color Spray!!!" he cries.
1d20 ⇒ 1
Note, I'm confused at where exactly the guards are, are just point me in the right direction and I'm good :).
"Devil's Advocate"
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A natural one again!?! This sucks :(
There two enemies at present that you can see, Nessian and a thug, who are in M 16 and 17. Color Spray des not require to to make an attack roll, so don't worry about the Nat 1. It is a Cone saped spell that affects everything in the area, (who gets a save to negate).
DM Beckett
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| MAP |
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Ok, I'm going to assume that you target M and N 16 and 17 to avoid hitting allies.
Guard 3 Refl Save 1d20 ⇒ 4
Nessian Refl Save 1d20 + 2 ⇒ (9) + 2 = 11
Both take a hard fall. They will stand and then attack, but as they stand, anyone that is close enough may take an AoO, BEFORE they are able to strike.
DM Beckett
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| MAP |
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Just waiting on Maximo to make an AoO on either Nessian or Guard 3, (or both if he has Combat Reflexes) before they try to stand and attack.
Maximo Interresante
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| LG Human Paladin of Shelyn 2 / Arcane Duelist Bard 1 (AC 20 - FF 18, T 12 / HP 26/26 / F +7 R +6 W +9 / Initiative +1 / Perception +1 |
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I looked at the rules, but couldn't confirm if it was possible to make an attack with a two-handed weapon with a single hand. (Maximo currently has a shield in his off hand, which he plans to drop next round after fending off attacks this round). If the "oversized weapon" rule applies, then it is a -2 penalty to attack. If that doesn't apply, I guess just ignore the attack.
Attack of opportunity. 1d20 + 2 ⇒ (20) + 2 = 22
Damage 2d6 + 2 ⇒ (1, 1) + 2 = 4
Critical Confirmation. 1d20 + 2 ⇒ (17) + 2 = 19
Damage 2d6 + 2 ⇒ (3, 1) + 2 = 6
DM Beckett
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| MAP |
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No, you can not attack with a two handed weapon with only one hand. You can however, shield bash with the shield, which you do still threaten with. My mistake, I could have sworn you and not Galdur pulled out a warhammer. . .
That being said, I will keep the Attack and Confirmation rolls and just reroll damage, if you want to tae advantage of the Shield AoO, which does in fact hit and confirm. If so, who are you targeting?
DM Beckett
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| MAP |
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He doesn't like that at all, and even less that you have both destroyed well over half his thugs and begun to shaken his confidence. After that last slap to the face with your shield, he stands, and almost as a last ditch effort tries to swipe at you with his flail, while the other thug attempts to claw at you with his gauntlet.
Guard 3 Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage1d4 + 1 ⇒ (2) + 1 = 3
Nessian Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage1d8 + 2 ⇒ (4) + 2 = 6
Two more guards can be seen coming your way from inside.
Maximo is up.
Maximo Interresante
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| LG Human Paladin of Shelyn 2 / Arcane Duelist Bard 1 (AC 20 - FF 18, T 12 / HP 26/26 / F +7 R +6 W +9 / Initiative +1 / Perception +1 |
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If you won't surrender, then I have no choice but to bring you down!
Throwing his shield aside, Maximo grabs "Big Love", the name he calls his greatsword, in two hands and swings it at Nessian.
Attack 1d20 + 4 ⇒ (16) + 4 = 20
Damage 2d6 + 3 ⇒ (3, 3) + 3 = 9
DM Beckett
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| MAP |
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Nsian begins to look a ittle wobbly on his feet after that last hit.
Ausk attempts to charge to finish the job, but slips and falls down face first.
Next we have Galdur. Followed by Aram.
Galdur XXI
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| M dwarf Summonor 1 |
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Galdur steps in next to Maximo, his heavy axe looking meager next to the amount of steel in the paladin's hands. "T'is still steel," he says jovially. "Ha Ha Ho!" he laughs as he swings.
1d20 + 3 ⇒ (14) + 3 = 171d8 + 3 ⇒ (1) + 3 = 4I think a shift to L19 puts one scoundrel in range. if options go after the least damaged of the two.
Eagle: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 3 ⇒ (1) + 3 = 4
DM Beckett
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| MAP |
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Though the Eagle misses, Galdur's strike manages to severely hurt the other thug, leaving both Nessian and Guard 3 in very dire straights, and nearly about to topple over.
Aram, the time to finish this has come. . .
Galdur XXI
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| M dwarf Summonor 1 |
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Sorry, guys. Am I close enough to use color spray on the thugs? It's really the only thing I'm good at this level :(
Ha Ha Ho friend Aram. Give the scoundrels what your good at!
DM Beckett
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| MAP |
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They both drop simultanious, unconcious, (and blind and stunned. . .), quickly ending the fight with no casualties on your side.
Shortly thereafter, two more thugs burst through the door, but upon seeing their leader down and severely wounded, instantly drop their crossbows and offer a quick surrender, though you can see in their eyes they half expect you to still kill them on the spot.
Thinking back, you still recall Yargos's warnings to find the book and use it to end the threat of an undead legion finally conquering the City at the Center of the World.
Time does march on. . .
Let me know if there is anything you want to do while still in combat init. Otherwise, we can move on.
Galdur XXI
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| M dwarf Summonor 1 |
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For my action I will fist bump Aram.
"Ha Ha Friend nicely done!" Galdur digs into his pack. "Somewhere in here I have some rope..."
Galdur XXI
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| M dwarf Summonor 1 |
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The two conscious goons first, then the two who dropped depending on how far 50 feet of rope goes.
DM Beckett
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| MAP |
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Ok, you manage to easily bind and disarm the entire (remaining) Warhounders Gang. It doesn't take long before the begin to return to wakefulness, and Nessian glares at you, refusing to answer any questions, or aid in any way. However, one of the thugs, now more intimidated by you than Nessian, tells you where to find the hidden Code book within their tower.
It doesnt take long to locate it, and in an arcaic Common, does tell the process for an abort code, (with what you imagine to be Yargos's notes), utilizing lights and torches that coud be seen from the sea at a great distance. Rushing back to the city, to meet Yargos and end the threat once and for all.
As you reach the beach, (near where you had the first encounter), you see another guard tower, where Yargos, and oddly Master Torch are standing by, ready to begin.
"Hurry, Pathfinders. We only have but minutes." shouts Yargos, in a weak voice, but enough to be heard at a distance, urging you on.
Grandmaster Torch points off into the distance, alerting you to something rising from the sea, "They are coming.", he says, impatiently, though he nods in approval as you come nearer, seeing that Nessian and the infamous Warhounders in custody. The young girl from before standing at his side, smiles and cheers you on as only an innocent child can.
DM Beckett
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| MAP |
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This is basically the wrap-up coming up. I'll have a little bit more afterwards, but I wanted to let you try anything that you may want, (Faction Missions, have alittle fun, or whatever) before we actually end, so now is the time. After this is all over, anyone that has a Profession or similar can make a Day Job roll, and buy/sell equipement. after that, I'll start posting the Chronicle Sheets. :)
DM Beckett
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| MAP |
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Also, keep in mind that with the new 4.2 Guide, you may do a one time character switch, (for 1st level characters only), if you want. This allows you to basically rebuild any and all aspects of the character, so let me know if you intend to use that at the end, so I can note it in the Chronicle Sheet.
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