PFS Silent Tide (Inactive)

Game Master Beckett

Summoned from the far corners of the world, the adventures meet a local PathFinder with a mission, find Yargos and the Codebook, before some great doom returns to the world.


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Liberty's Edge

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

Init: 1d20 + 5 ⇒ (5) + 5 = 10

Stealth: 1d20 ⇒ 19

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)

Ini: 1d20 - 1 ⇒ (13) - 1 = 12
Stealth: 1d20 - 1 ⇒ (6) - 1 = 5
"Ha Ha Ho, this muck is really beginning to dull my emerald."

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)
DM Beckett wrote:

Here is the Map

Will try to post soon so we can get back into the game.

good to go boss :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Because everyone is waiting on Maximo to distract before they advance, I'm going to say that they are all Reordering after his Init, but I just want to see what order you will go in after that. If you want to use your initial rolls, that's fine, I was offering everyone new rolls just to make it easier to remember. Sort of a starting fresh.

Liberty's Edge

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

Do I have to re-roll stealth too? I rolled a 19 for stealth

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

No, I just wanted 1 current one instead having to go through all the old material right now. I'll give one more day and then just take over the other characters so we can start.

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)

bump, though at this point I am assuming we are done?

Grand Lodge

Male Half-orc Invulnerable Rager 1

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Stealth: 1d20 + 0 ⇒ (5) + 0 = 5

Ausk continues to move forward as quietly as he can, his sling ready to launch a bullet the moment he becomes confident enough to hit the guard atop the tower.

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

Maximo marches along, waving towards the guards. "Good DAY!" He calls with a cheery smile.

Diplomacy 1d20 + 8 ⇒ (4) + 8 = 12

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I don't know. I want to finish it. I am really waiting on everyone to post their new init and various checks, like I said. It seems like the game has died off though and people are just not responding, so I don't know. I don't think I even got responces back from everyone.

I see that Ausk and Maximo have responded somewhat recently, and Aram and Galdur where more active about 2 weeks ago. If you 4 are still wanting to, I will finish this.

Just give me a Yes or No.

Here is what I have:

Maximo ? - Diplomacy: 12 (to distract)

Ausk 16 - Stealth: 5
Galdur 12 - Stealth: 5
Aram 10 - Stealth: 19

Kobash ? - Stealth: ?

Everyone is waiting to act (to attempt to sneak by) after Maximo, so the Init scores really depend on Maximo's roll. I'm going to say that his roll will work for an Aid Another (sort of special case) giving everyone a +2 on Stealth, but I am still waiting on a few rolls before I can proceed.

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

Kobash is Maximo. I posted under the wrong alias a few times.

Maximo Initiative 1d20 + 1 ⇒ (13) + 1 = 14

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

My bad. I know we lost 2 people, and I was thinking Kobash might have been one that just randomly posted agian. So, with that in mind. . .

Maximo 14A - Diplomacy: 12 (to distract)
Ausk 14B - Stealth: 5
Galdur 14C - Stealth: 5
Aram 14D - Stealth: 19

Guard 1:
Init: 1d20 + 0 ⇒ (17) + 0 = 17 (No action due to Surprize Round)
Perception: 1d20 - 9 ⇒ (6) - 9 = -3 (-10 distance, +2 favorable conditions)

Guard 2:
Init: 1d20 + 0 ⇒ (16) + 0 = 16 (No action due to Surprize Round)
Perception: 1d20 - 9 ⇒ (15) - 9 = 6 (-10 distance, +2 favorable conditions)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Init:

Guard 1 - 17
Guard 2 - 16

Maximo - 14A

Sneaking forward 30 ft:
Ausk - 14B
Galdur - 14C
Aram - 14D

I'll Update tomorrow morning. What happens.

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

I'm not certain, but it appears that Maximo's distraction might have actually saved two bad stealth rolls.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It did, for now. . .

From a hundred feet away, walking into the fallen tower's opening courtyard, Maximo offers a mighty Good day, obviously startling the two guards that can only barely be seen. Looking over his shoulder to see everyone else dart into the shadows and begin to inch their way foreward. They attempt to move silently, but it seems that various hidden twigs disagree with them. Fortunatly, from this distance, it doesn't seem as though anyone has spotted them.

The guards, who seem to have not been paying that much attention, start, jumping up and quckly get themselves at the ready. Each as a bow in hand. One reaches a hand up, but behind the wall, you can only guess if e is attempting to ready an alarm or not. He looks to the other for guidance, wile the other seems unsure. That other guard motions the first to hold on and attempts to gather his courage and sound autoritative when he calls out to you.

Intimidate: 1d20 + 2 ⇒ (19) + 2 = 21 <to demoralize, DC is 11+ Maximo's Wis mod>

"Halt! Who are ya, an' what the hells are you doing here. Come closer, wit' yur hands up."

Bluff: 1d20 ⇒ 19
"We got 30 marksmen ready and pointin' arrows at your heart if yur lookin' fer trouble."

Depending on how Maximo handles this, you have all gotten 30ft closer. It's going to take 2 more checks to get near the doors, and the closer you get, the more difficult it is (or the less penulties they have. You all have a +2 to Stealth from Maximo, too.

Maximo:
You are demoralized for 2 rounds, which is basically just a -2 for somethings, (you are Shaken).

Everyone:
Your welcome to roll a Sense Motive check vs the Bluff, but honestly, you kind of control what your character does and does not believe, and it is unlikely that there are 30 people up there, or at the ready.

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

"Wo ho, friends! No need for threats or bad language!" Maximo says, a little wary of the man in the tower. Obviously crazy to think anyone would believe he has 30 men up there, Maximo treats the situation with kid gloves, just in case the man decides that he or one of his imaginary friends has an itchy trigger finger. Unlimbering his shield slowly, he raises it and his free hand in submission, but prepares to duck behind the rim just in case.

"Just out for a stroll, my good man and saw this fine building and thought to myself, all that place needs is a little work and it would be a fine tower to watch the sunset with a lovely lady. Is it perhaps for sale?"

Sense Motive 1d20 + 1 ⇒ (19) + 1 = 20
Bluff 1d20 + 3 ⇒ (6) + 3 = 9

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)

Galdur sneaks forward every chance he gets.
1d20 - 1 ⇒ (1) - 1 = 0 stealth
1d20 - 1 ⇒ (1) - 1 = 0 stealth
1d20 - 1 ⇒ (12) - 1 = 11 stealth
I will be at Paizocon and unable to post for the next few days so use as many of those rolls as needed. :) Once combat breaks out I will summon an EAGLEe to attack the wall guard who fires first. I doubt you will get much farther than that, but will be lurking through my phone until I get back on Tuesday. :) wow like those ones... :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Can I get another Stealth Check (with the +2) from everyone. I'll reroll for Galdur, as I hate the Paizo dice roller and 2 Nat 1's in a row, (again) is rediculous.

For Galdure: 1d20 + 1 ⇒ (9) + 1 = 10 <-1, +2>

Liberty's Edge

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

Stealth Check:1d20 + 2 ⇒ (1) + 2 = 3
Really sorry, guys. I'd been checking back every day but the few days I didn't you all come back.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Go ahead and reroll, too. I hate this dice roller.

Liberty's Edge

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

Stealth Check: 1d20 + 2 ⇒ (15) + 2 = 17

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm also going to grant you all THIS Boon, as of now. I am just waiting till I can buy a printer or get back to work before I can send them out to you guys, with the Chronicle Sheet.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Stealth roll for Ausk

1d20 + 2 ⇒ (5) + 2 = 7

Guards Perception Checks

#1 1d20 - 6 ⇒ (11) - 6 = 5

#2 1d20 - 6 ⇒ (15) - 6 = 9

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, it seems like the Map I showed was the wrong one. I'm not sure if I ever corrected this, but THIS is the right map for now.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As you move another 30 ft forward, Guard #2 spots Ausk sneaking up and calls out, so that the 1st guard sounds the alarm. They both pull out crossbows, (my mistake on saying Longbws earlier), and prepair to attack next round. Aram and Galdur are still hidden.

Perception DC15:
Sounds of a dog arking in excitment can be heard from somewhere around the South East of the Map.

You are all approx 40 from the "G" grid line on the Map, so if moving 30 feet will be on the map next round.

Aram and Galdur can continue attempt to use stealth if they wish.

Init:

Guard 1 <17> - Sounds alarm and draws weapon
Guard 2 <16> - Sounds alarm and draws weapon
Maximo <14A> -
Ausk <14B> -
Galdur <14C> -
Aram <14D> -

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

"Guess the gig is up." Maximo says to himself as he hefts his shield and closes on the nearest door.

Full defense + 20' movement towards the nearest door. Is that 8M?
Perception check 1d20 + 1 ⇒ (2) + 1 = 3

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I believe we had decided you where entering from the left of the map, just because of the lettering. It doesn't matter, honestly. You started off approx 100ft off the map, and have moved foreward 30 ft each for 2 rounds, leaving you about 40 feet away from the towers.

If you want to enter from a different direction, that is fine, but I need to know to avoid any misunderstandings. Especially if from different directions, which would be a bad idea.

As you are cloer now, (still not on the map yet) there are large boulders and rubble near each of the four corners of the map that would offer cover and concealment vs ranged attacks. I also want to reiterate that the structure was once four seperate guard towers, standing about 25ft tall. the outer 3 have colapsed inward, falling on the center one, that still stands, and is likely the hideout and barracks.

Maximo, I assume you mean you are "Fighting defensively as a Standard Action" (-4 to Attacks, +2 AC) so that you may still move as a Move Action? The reason I ask is that, (unless there was an errata I missed, Fighting Defensively as either a Full Attack or Standard Action do the exact same thing, but one allows you to move and one only allows a 5ft step only.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Realizing that might be a bit confussing, "Round 1", everyone sneaks up. "Round 2", Ausk is spotted after moving up, Aram and Galdur continut to move up unseen, and Maximo, after the alarm is sounded goes defensive and moves up.

Round 3

Guard #1 takes a shot at Maximo
Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d8 ⇒ 4

Guard #2 takes a shot at Ausk
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d8 ⇒ 3

Next up is Maximo.

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

Assuming we're entering on the left, 40 feet from the closest tower.

Maximo jogs forward, attempting to make it to the wall beneath one of the bowmen before they can ready another shot. 3x movement, hopefully putting him in location 16I and getting a little cover from being below and pressed to the wall.

FYI - Total Defense is a standard action, not a full-round action. +4 AC (+6 with Acrobatics of 3 or higher, which Maximo does not have.)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Can you point me to a page, I can't find it. I know it was in 3.5, I just can't find it PF though, odd.

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

The online paizo Pathfinder prd has it. Search for total defense.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I see it in the SRD, (oddly under Full Round Actions, ha ha ha), and I'm not doubting you, I just can't seem to find it in my book, and was curious. No worries though. I still find it very odd that it seems Fighting Defensively as a standard or Full Attack do the exact same thing, but one deprives you of a Move Action and one does not.

Sovereign Court

Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

Maximo is not fighting defensively, he is using the total defense action. But since you mentioned it, there is a big difference between fighting defensively as a standard or full attack. Doing so as a full attack allows you to make multiple attacks if you have them. Since you can't make any attacks when using total defense (or attacks of opportunity) there is only one option for it. About where to find it - there should be a table in your book that lists standard actions - you should see total defense there.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Never mind, don't worry about it. :)

I got that your going Total Defense, and I see it in the SRD, and finally found it in the book. It's almost bunched in with the magic section, so I didn't see it.

Net up is Ausk, followed by Galder and Aram.

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)

Hah! we need to hurry, Galdurs says pumping his little dwarven legs. As he does so he pulls a lump of wax and molds it into a crude pair of wings. He throws the lump into the air and it turns into an eagle. Greatfully you can move faster than me, friend." I skipped ahead a little, only to let you know I am back. I will finish the mechanics after Ausk. :)

Liberty's Edge

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

All this time, Aram has stuck tightly to Galdur, his mouth frozen in fear.

I'm a little confused on what to do here. I guess I should have been moving all this time. I don't think I have any spells that will reach the guards.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

This is the final round of sneaking up for both Aram and Galdur, if they wish to continue to sneak. Actually they can continue to sneak after that, as they have not een detected yet, but after this one they will e on the map.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I have sent out requests to return to game a few days ago, so I'll give them a little more time, then act for them so we can continue.

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)
DM Beckett wrote:
This is the final round of sneaking up for both Aram and Galdur, if they wish to continue to sneak. Actually they can continue to sneak after that, as they have not een detected yet, but after this one they will e on the map.

Ha, Ha, Heh...??" I too am a little confused. The round after the guards fire on Maximo is the round I stop sneaking and start moving/summoning. Whichever round that is :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Galdur XXI wrote:
Ha, Ha, Heh...??" I too am a little confused. The round after the guards fire on Maximo is the round I stop sneaking and start moving/summoning. Whichever round that is :)

I had forgottent that you had selected an action earlier like that, sorry. The guards attacked at the end of the Second Round, after you had moved again, so the first time you could have stopped and began castng ould have been on your turn on the 3rd Round, (which is basically now anyway), so feel free. Keep in mind, you are still 2 squares to the left off of the map, which is about 40ft from the Tower.

MAP

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)
DM Beckett wrote:
Galdur XXI wrote:
Ha, Ha, Heh...??" I too am a little confused. The round after the guards fire on Maximo is the round I stop sneaking and start moving/summoning. Whichever round that is :)

I had forgottent that you had selected an action earlier like that, sorry. The guards attacked at the end of the Second Round, after you had moved again, so the first time you could have stopped and began castng ould have been on your turn on the 3rd Round, (which is basically now anyway), so feel free. Keep in mind, you are still 2 squares to the left off of the map, which is about 40ft from the Tower.

MAP

Ok knowing we are in round three is help enough :) thanks

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ausk, being spotted, double moves to I 19.

I'm guessing the Galdur moves up and then begins to Summon the Eagle. (Summon Monster is a Standard Action for you, right?.

Sovereign Court

dwarf summoner 13 AC 22 (26), perception +13 (+2, +4) F: +9, R: +3, W: +8 (+4 steel soul, +4 shield ally)

"There friend attack those in the tower with the bow." The emerald-colored eagle climbs up to the tower and shrieks as it bites at the guard the dwarf is pointing to. 1d20 + 3 ⇒ (17) + 3 = 20 1d4 ⇒ 4. Galdur makes it into the clearing around the tower, (20B) summons an eagle in front of him (19G). The eagle has a flight of 80 which should be enough to reach the guard (depending on the height of tower, if not ignore the above :) Yes tis a standard. :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Aram is up. I'll post for him shortly if he doesn't.

Liberty's Edge

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

What is the position of the guards on the map?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

#1 is in M 9 and #2 is in I 16. Both are approximatly 10 ft up (second story) and seen through a window and various small holes in the walls.

Liberty's Edge

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

Even though I haven't stated it, I imagine that I'm right behind Galdur(at 21B) as we two have been sneaking together. I don't think I'm in range to cast any spells.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

OK. I will update the round tomorrow. I haven't had a break today, but sorry for the delay.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry for the delay, shortly after that post my computed went down. Should have if back tonight.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Round 4

Init:

Guard 1 <17> - M 9 Tower
Guard 2 <16> - I 16 Tower
Maximo <14A> - I 16
Ausk <14B> - I 19
Galdur <14C> - B 20
Aram <14D> - B 21

Okay, Aram continues to try to sneak foreward and Galdur Summons his Eagle who attacks Guard #2. The Eagle quickly reaching the man and comletely catching the guard by surprize nearly kills him, clawing at his face and in a hurry to try to swat it away and flee, nearly plunges to his death, but manages to catch himself and stand.

Dropping his crossbow, the man swings his spiked gauntle, desing to appear as a clawed paw at the eagle.

Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Guards Perception Checks:
#1 1d20 - 3 ⇒ (9) - 3 = 6
#2 1d20 - 5 ⇒ (4) - 5 = -1

Miss

Guard 1 reloads and attempts to fire at Ausk

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d8 ⇒ 8

OUCH!!!

Maximo had moved to I 16 and began to fight defensively, hoping to ward off attacks while advancing towards the towers. The nearest and only door is located at M 15/16, on the south side of the central tower. Feel free to readjust your location as the actual door is south.

Perception DC 20:
Loud sounds from within the central tower can barely be heard, probably indicating that other's may burst forth into the battle at any second.

Next up is Maximo

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