PbP GameDay 3 PFS 6-02: The Silver Mount Collection (3-7) (Inactive)

Game Master Beckett

The esteemed Blakros family, famous for their museum in Absalom, (but more importantly that this is at least the 5th time they have called on the Society's help after unleashing . . . something with), receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.

DM Notes:

N Medium construct (robot)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC: 20, T: 11, FF: 19, CMD: 20 (+1 Dex, +9 natural)
hp 42 F +1, R +2, W +2
Hardness 10 20ft
OFFENSE
Melee slam +9 (1d4+7) or mwk spear +10 (1d8+5/×3 plus 1d6 electricity)
Ranged mwk spear +6 (1d8+6/×3)
STATISTICS
Str 20, Dex 13, Con —, Int 10, Wis 13, Cha 1
Base Atk +4; CMB +9; CMD 20
Feats Combat Reflexes, Power Attack
Languages Common, Hallit

H.F.

Init:

[dice=Azeban]1d20+2[/dice]
[dice=Faustus]1d20+4[/dice]
[dice=Gerdur]1d20+2[/dice]
[dice=Jory]1d20+1[/dice]
[dice=Karos]1d20+7[/dice]
[dice=Leil]1d20+2[/dice]
----------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]

The Silver Mount Collection MAP


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Silver Crusade

Male LN Human (Chelaxian) Inquisitor (Asmodeus) 9 | HP: 68/72 | AC: 31 (16 tch, 30 Fl) | CMB: +12, CMD: 26 | F: +11, R: +8, W: +14 (+2 trait bonus vs mind-affecting from demons) | Init: +6 | Perc: +22, SM: +21 | Speed 20ft | Judgements: 1/3, Greater Bane: 10/14; Discern Lies 9/9, Shirt @ 1/1, Coin 1/1 | Spells: 1st 6/7, 2nd 2/5, 3rd 2/4 | Lesser Extend: 1/6 Active conditions: Shield of Faith, Tongues, See Invisible, SoF, Judgement

Looks like Azeban is delaying, and we haven't heard from Leil in a while. I would recommend delaying her... botting if it gets to the end of the round? Personally, I prefer a 24 hour window to act, and then you get botted, at least in combat. Outside of combat, I typically use the "Rule of Three" -- when three have spoken, we move. That's my opinion. :D

"If someone would like to check in my pack, I have couple Binding Contracts! You are welcome to use them, but be careful that you don't put yourselves too much into harm's way!"

Scarab Sages

Female Half-Elf Fighter 3 (Lore Warden) - 1/28 − AC:18/T:13/FF:15 - Perception:+8 - F:+5/R:+3/W:0 - CMB:+6 - CMD:19/FF:16 - Speed:30 - Init:+2

I check in the mornings, and missed yesterday. I'm here.

Leil charges into the room, tanglefoot bag at the ready, and tosses it at construct #2. ”Let's hope this works!” she shouts.

Ranged touch: 1d20 + 5 ⇒ (16) + 5 = 21

”Seems like a good hit!”

Silver Crusade

Male LN Human (Chelaxian) Inquisitor (Asmodeus) 9 | HP: 68/72 | AC: 31 (16 tch, 30 Fl) | CMB: +12, CMD: 26 | F: +11, R: +8, W: +14 (+2 trait bonus vs mind-affecting from demons) | Init: +6 | Perc: +22, SM: +21 | Speed 20ft | Judgements: 1/3, Greater Bane: 10/14; Discern Lies 9/9, Shirt @ 1/1, Coin 1/1 | Spells: 1st 6/7, 2nd 2/5, 3rd 2/4 | Lesser Extend: 1/6 Active conditions: Shield of Faith, Tongues, See Invisible, SoF, Judgement

"Good job, Leil! Let's hope that contract is binding! You know, I don't think this row-bot liked my Formal Introduction! Gerdur, we should each take a step so that we can give the row-bot the old 'double-cross'!"

Chelish Combat Slang:

Formal Introduction -> Attack in the surprise round, or from ambush. Faustus is using it a non-metagamy way, as he attacked first.
Double-Cross -> attacking from a flanking position
Binding Contract -> Tanglefoot bag

Shadow Lodge

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

Ok, I'll allow Azeban to have gotten a Tanglefoot Bag from Faustus before entering, and moved up a bit to throw it in round 1.

Azeban Attack Roll: 1d20 + 3 ⇒ (12) + 3 = 15 <hit>

Robot 1 Refl (DC 15): 1d20 + 2 ⇒ (20) + 2 = 22 <made it>
Robot 1 Refl (DC 15): 1d20 + 2 ⇒ (3) + 2 = 5 <FAIL>

Both Faustus and Gerdur rush forward, bombarding the enemies with swings, smashing the thing into nothing more than a simple pile of odd parts. But even as it sits there, what looks like some sort of oily goo begins to seep from between it's parts, slowing healing it. It's done for now, and likely for days.

Str Check: 1d20 + 5 ⇒ (11) + 5 = 16

The other one begins to move, intent on making Leil no longer a living threat to whatever it is meant to guard, but as it raises it's leg to advance, it doesn't, instead issuing this odd, uncomfortable screeching sound as the goo at it's feet refuses to give. It instead level it's spear, ready to attack anyone that comes close.
ROUND 1

Azeban (), Leil (), Faustus (), & Gerdur ()
----------------------------------------------------------------
Karos () & Jory ()
----------------------------------------------------------------
Robot 2 (Held, -2 att, -4 Dex)
----------------------------------------------------------------
Azeban (), Leil (), Faustus (), Gerdur (), Karos (), & Jory ()
----------------------------------------------------------------
Robot 2 (Held, -2 att, -4 Dex)

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory steps up to close the range five feet and fires three of his durable adamantine arrows into the restrained robot with deadly aim at point blank range.
Burn one Ki for a full attack salvo of three
arrow1/damage: 1d20 + 12 ⇒ (7) + 12 = 191d8 + 11 ⇒ (8) + 11 = 19
arrow2/damage: 1d20 + 12 ⇒ (20) + 12 = 321d8 + 11 ⇒ (5) + 11 = 16
arrow3/damage: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 11 ⇒ (6) + 11 = 17

arrow2 confirm/xtra damage: 1d20 + 12 ⇒ (7) + 12 = 192d8 + 22 ⇒ (1, 1) + 22 = 24

Conditions=Mage armor +4 AC

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Karos advances, takes aim and fires his musket, resulting in a loud explosion and clouds of white, acrid smoke.

"Die, you soulless scrapheap!"

+1 musket, point-blank range: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 241d12 + 1 + 1 ⇒ (2) + 1 + 1 = 4 <- vs. Touch AC

Silver Crusade

Male LN Human (Chelaxian) Inquisitor (Asmodeus) 9 | HP: 68/72 | AC: 31 (16 tch, 30 Fl) | CMB: +12, CMD: 26 | F: +11, R: +8, W: +14 (+2 trait bonus vs mind-affecting from demons) | Init: +6 | Perc: +22, SM: +21 | Speed 20ft | Judgements: 1/3, Greater Bane: 10/14; Discern Lies 9/9, Shirt @ 1/1, Coin 1/1 | Spells: 1st 6/7, 2nd 2/5, 3rd 2/4 | Lesser Extend: 1/6 Active conditions: Shield of Faith, Tongues, See Invisible, SoF, Judgement

Seeing the first robot go down, Faustus turns his attention on to the other one. He keeps up the Bane (7 rounds left).

Final Arbitration with Bane & Power Attack: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 dealing adamantine damage: 1d8 + 9 + 2 + 2d6 ⇒ (1) + 9 + 2 + (6, 1) = 19

If I am out of turn, I am still learning your process, DM Beckett, so just use this as his action when he goes!

"I declare your time is at an end, you foul clockwork beast!"

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

I don't think I can charge. If I can, add +2 on this!

Gerdur snarls as the first row-boat goes down, then snaps his head to the right. He howls and charges the second row-boat, raising his hammer high to the sky. ATTACK!!!: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d10 + 13 ⇒ (10) + 13 = 23 damage!

Shadow Lodge

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

Sorry, computer problems, so couldnt post last night.

-Posted with Wayfinder

Shadow Lodge

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

Your quick actions put both of the constructs down with no one even taking a scratch. (lucky) Leaving you able to finally be able to further explore this odd museum. For those of you hat have ventured here before, it's clear that much has changed recently, and even for those that have not, as soon as you open one of the doors in front of you, it's obvious that there is magic at work, as what lies beyond is far larger that what the outside building could possibly hold. And why there was no "back door".

since I changed flipped the map to the left to make it easier to read, I'll be using directions based on your location on the map. That is to say Left is the left side of the map as it currently is, not as it originally was. I'm also assuming that you are simply opening the doors to look, but have not gone into the rooms themselves yet.

Opening the left door reveals a small hallway that features a wide stairway leading to the second floor and two lavatories for visitors.

The doors to the right leads to a large open room housing the Historical Gallery exhibit. This exhibit hall is dedicated to historical curiosities, with the western half currently dedicated to Taldan military history and the eastern half displaying Osirian mummies and grave goods.

Perception or Survival DC 20 (only after moving into the room):
Beginning at a sarcophagus with a gold-plated lid, you spot odd drag marks actually cutting a bit into the wood floor. Investigating the sarcophagus, you further notice that some of it has been removed, both recently and crudely. For what, you can not say. These tracks continue all the way to the stairs on the other side of the building (left door).

And finally, opening both of the doors in front of you leads to a single large area. This enormous gallery stretches beneath a high arched ceiling. A grand staircase rises to the north and a pair of mahogany doors stand to the south carved in a relief of one of Absalom’s countless sieges. At the room’s center, a gleaming collection of glass and metal—like some sort of abstract bird—rises upon a single steel support toward the ceiling. A number of glass cases lining the walls have been shattered, scattering strange devices and clockwork limbs amid the broken glass. Seven bodies litter the floor; four in black robes and three dressed in respectable local fashions. A smoky haze still fills the air.

Heal DC 15 (again, only after you move into the room):
Some of the bodies seem to have been have been crushed and bludgeoned to death, but a few bear strange wounds. Like burns, but the size is only an inch or two big and circular, and there are only a one or two of these injuries on each of them. It doesn't seem possibly that they could be fatal.

Silver Crusade

Male LN Human (Chelaxian) Inquisitor (Asmodeus) 9 | HP: 68/72 | AC: 31 (16 tch, 30 Fl) | CMB: +12, CMD: 26 | F: +11, R: +8, W: +14 (+2 trait bonus vs mind-affecting from demons) | Init: +6 | Perc: +22, SM: +21 | Speed 20ft | Judgements: 1/3, Greater Bane: 10/14; Discern Lies 9/9, Shirt @ 1/1, Coin 1/1 | Spells: 1st 6/7, 2nd 2/5, 3rd 2/4 | Lesser Extend: 1/6 Active conditions: Shield of Faith, Tongues, See Invisible, SoF, Judgement

Faustus looks the group over, and says, "No time like the present!" and moves through the doors. He figures he might as well try to take advantage of his ongoing Shield of Faith.

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

"Pathfinders, it appears that someone has disturbed the sarcophagus, and in an inexpert manner as well. There are tracks leading to the stairs on the left."
Heal: 1d20 + 7 ⇒ (20) + 7 = 27
"Interesting. While most of these bodies have, shall we say, typical battle wounds, some have some very odd wounds... as if they had been hit by some very focused magical attack. It doesn't appear that the wounds should be lethal, but they obviously are. We should be careful if we see any sorcerers or the like casting some very focused ray spells!"

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Turns out I don't need a ki for three shots, only for four

Jory takes the arrows out of the constructs and returns them to the quiver. "Don't want to lose any arrows."

Jory points to the drag marks on the ground. "I wonder what happened here."

Jory advances into the larger room and looks around, trying to be quiet.

Perception: 1d20 + 15 ⇒ (2) + 15 = 171d20 + 15 ⇒ (14) + 15 = 291d20 + 15 ⇒ (20) + 15 = 35

Stealth: 1d20 + 15 ⇒ (4) + 15 = 19

The Exchange

Male Tian-Shu Human Sorcerer (Rakshasa) 3
Quick Reference:
[ HP 23/23 | AC 13/12/11 (MA:16/12/14), CMD 13, Fort +3, Ref +4, Will +4 | Init +2; Perception +6 ]

Woooooah. That was quick work. Do the exhibits have any descriptions or explanations on them?

Azeban enters the room after the others. Wary of the smoke, he quickly changes his clothes to include a veil to filter the air. He also takes care not to disturb any of the strange objects, not knowing their origins or purposes.

On the sarcophagus, he says, "Perhaps we should be wary of whatever was inside then."

On the bodies, he remarks, "I don't recognize any of them. I hope none of them are Pendleton, but there should be more workers inside. The ones in robes should be the one started all this, but they seem similarly wounded."

"I don't think there's anything more here. We should hurry upstairs."

Shadow Lodge

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

Not sure what you mean, exactly. The doors before had small signs with things like "Taldor Exhibit". Or do you mean more along the lines of "this room is decorated in the semblance of the native Mwangi lands, with hidden masked warriors hiding in high grass and bush". The late will be filled out a bit more as you actually begin to enter the rooms. The former, I'll need to go back and find, and there is more as we go.

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur comes down from his rage as the row-boats lie crushed. He glances at the others, then nods, as if pleased with the outcome. Shouldering his hammer, he moves boldly forward.

The Exchange

Male Tian-Shu Human Sorcerer (Rakshasa) 3
Quick Reference:
[ HP 23/23 | AC 13/12/11 (MA:16/12/14), CMD 13, Fort +3, Ref +4, Will +4 | Init +2; Perception +6 ]

Oh, I meant plaques and the like. Azeban is talking about individual exhibits, such as the sarcophagus, but the latter would still be similarly useful! Even if only to have a general idea of what the things are. For example, we know (or can assume) that the sarcophagus is part of the Osirian exhibit, but if there was a plaque or something that explained what the sarcophagus contained, that would be nice.

Shadow Lodge

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

As you enter the larger room, a large banner hangs over head, suspended by magic rather than strung to the wall. It reads "Secret Sorceries of a Savage Land", obviously with the intent that these Numerian artifacts and trinkets on display would bring the masses. In cases on both sides of the far left and right walls are an assortment of odd metal items, (not unlike the scraps of heap you left behind in the last room, actually, though without that strange silvery substance). Many have strange names listed above them, and honestly after reading through a few you get the distinct impression that someone was either drunk or trying to play you, "the customer" as fools. Names like "Technologically Enhanced Voltage Mallet" with the added notation "so-much-better-than-Mjolnir", "Life Model Decoy Display Unit", the "NIN-Tin-Doh Glove of Power", or even "Saber Crystal of Light". Another has a strange wagon wheel that looks somewhat similar to a Gnomish sprocket, and it's obvious at this point that someone wasn't even trying, as it's titled as the front legs of a cyclical motor stallion. I actually hate the Tech Guide, for what it did with the rules, but I'm trying not to let that spoil this for you guys. :) That being said, I just made all of the above up. It's not in the scenario, and NO YOU CAN"T GET A DAMNED LIGHTSABER! ha ha

At the center of the room is some sort of pathetic "bird" creature, though it fails at that very badly, and honestly looks (though only in the most abstract and well, you really need to be nearly blind) more like some sort of rounded fish, with four small fins at it's end, and a massive broken glass eye right in the center of it's body rather than towards the rounded point that should be it's head. Maybe a really fat and short arrow? You really don't know, but art it certainly isn't.

As Azeban and Faustus begin to step into the room ahead of them, suddenly they hear a female voice, not say, but frantically scream at you "Get the hell away from me you damned freaks!!!!" It echoes through the room, making it very difficult for you to spot where it came from, but it was close. And you don't see anything at all going on that would indicate some sort of commotion, leaving you puzzled for a moment.

Can I get a Perception Check from Azeban and Faustus?

Know Geography/Linguistics (trained only) DC 15:
The Feminine voice speaks with a strange accent, common to the barbarian lands of Numeria, who oddly rarely leave those lands.

Sense Motive DC 20:
Whoever it is, is certainly freaked the "F" out. They are likely in the grips of madness, the sort one finds in soldiers who have seen every other of their friends and "family" slaughtered, and might just attack anything that moves in their mixture of grief and panic. However, with the right words. the right tones . . .

The Exchange

Male Tian-Shu Human Sorcerer (Rakshasa) 3
Quick Reference:
[ HP 23/23 | AC 13/12/11 (MA:16/12/14), CMD 13, Fort +3, Ref +4, Will +4 | Init +2; Perception +6 ]

Dangling those shinies only to not be able to use them. How cruel!

Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22

Azeban stops in place and raises his hands in the air to show he's unarmed. "We're pathfinders sent from the lodge," he explains in a soothing tone, taking care to speak loud enough to be clear but not so loud that it would cause someone to startle. "Nigel managed to call us for help. We've cleared the constructs outside so it's safe to exit. I know it's difficult but I need you to focus right now. Can you tell us what happened?"

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory talks with conviction: "Lady, it is dangerous here. We want to save you!!"

Silver Crusade

Male LN Human (Chelaxian) Inquisitor (Asmodeus) 9 | HP: 68/72 | AC: 31 (16 tch, 30 Fl) | CMB: +12, CMD: 26 | F: +11, R: +8, W: +14 (+2 trait bonus vs mind-affecting from demons) | Init: +6 | Perc: +22, SM: +21 | Speed 20ft | Judgements: 1/3, Greater Bane: 10/14; Discern Lies 9/9, Shirt @ 1/1, Coin 1/1 | Spells: 1st 6/7, 2nd 2/5, 3rd 2/4 | Lesser Extend: 1/6 Active conditions: Shield of Faith, Tongues, See Invisible, SoF, Judgement

perception: 1d20 + 12 ⇒ (3) + 12 = 15
sense motive: 1d20 + 15 ⇒ (14) + 15 = 29

In a tone a characteristically tender for the Armiger, Faustus says, "Ma'am, we are here to help. We have already dispatched the constructs in the other room, and are well equipped to help you in any way necessary. If you would follow me, I can lead you out to safety. If you are injured, I can heal you, as needed. Please, remain calm, we are here as friends. "
diplomacy: 1d20 + 12 ⇒ (19) + 12 = 31

Shadow Lodge

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

The only reason I said Azeban and Faustus as they where the only ones that had moved up. What's everyone else doing?

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory has his bow ready and tries to sneak further into the building to see what is happening.

Perception/Stealth: 1d20 + 15 ⇒ (1) + 15 = 161d20 + 15 ⇒ (8) + 15 = 23

Jory moves at half speed (40'/2=20') as he tries to be inconspicuous.

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur moves cautiously and slowly, but he's making no effort to be stealthy. If anyone looks at him, he looks affronted. "A proud warrior has no need to hide. If danger comes, then I will face it."

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Karos, impressed with his new colleague's capacity for violence, follows warily along.

Scarab Sages

Female Half-Elf Fighter 3 (Lore Warden) - 1/28 − AC:18/T:13/FF:15 - Perception:+8 - F:+5/R:+3/W:0 - CMB:+6 - CMD:19/FF:16 - Speed:30 - Init:+2

Leil follows close behind Faustus, another tanglefoot bag at the ready. She is wary of the woman shouting at them, and stays near the door.

Shadow Lodge

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

Still unable to make out exactly where the voice is coming from, you step a little closer, offering words of calm and peace, when suddenly there is a loud thundering boom that rocks the building, echoing with an intense fury. It causes a strange silence until you realize that it's not some magical effect, but rather sort of like the sense of blindness after looking at a light too long, and your ears just need a second to adjust. Following the blast, a single arc of light shoots down from atop the massive "bird" statue, and you now see well hidden a human, well mostly human looking down on you, and holding, almost pointing this strange rod at you.

"Getttt Awaaayyyy!!!!"

INIT Rolls:

Azeban: 1d20 + 2 ⇒ (9) + 2 = 11
Faustus: 1d20 + 4 ⇒ (2) + 4 = 6
Gerdur: 1d20 + 2 ⇒ (12) + 2 = 14
Jory: 1d20 + 1 ⇒ (11) + 1 = 12
Karos: 1d20 + 7 ⇒ (12) + 7 = 19
Leil: 1d20 + 2 ⇒ (3) + 2 = 5
----------------------------------
Woman (Gerva Golda): 1d20 + 3 ⇒ (19) + 3 = 22

Crazied and still armed, the strangely "painted" woman points the staff, held in both hands with an extended grip, with one end to her shoulder and the other extended straight out, (almost like she is trying to make certain a stick is straight). Manipulating some sort of tiny lever with the hand closer to her body along this staff, suddenly you see some sort of energy building up, and again, there is a loud, cacophonous blast, and another beam of light ushers forth.

Azeban 1, Faustus 2, Gerdur 3, Jory 4, Karos 5, & Leil 6
Random: 1d6 ⇒ 5

Attack vs Karos (FF Touch AC 10): 1d20 + 7 ⇒ (5) + 7 = 12 <HIT>
Fire Damage: 1d8 + 1 ⇒ (2) + 1 = 3

ROUND 1
Woman ()
--------------------------------------------------------------
Karos (-3), Gerdur (), & Jory ()
--------------------------------------------------------------
Azeban (), Faustus (), & Leil ()

Party:
So, with Init, everyone that is bolded is up. You can act out of order, and I'll place everyone's actions in the correct order as we go, though it's generally best if you wait until close to when you are up, (so for now, please just Karos, Gerdur, and Jory, though if anyone thinks they might not be able to post for a bit, it's okay to just ahead occasionally). I've also included the () just to help follow along with how much damage everyone has taken this encounter, as well as other conditions. It's just an easy reminder, so (-5, prone) just means someone has taken 5 damage (they are not at negative 5) and are prone.

Still leveling her staff at you, she is kneeling atop the 15ft foot statue behind partial cover. It's a DC 15 Climb check to get up to her, and you don't think you will be able to "talk her down" until you are closer to her. The expression on her face is that her whole world has shattered, and she's just barely holding it all together.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

"Attack ONLY TO SUBDUE!!!"

Jory fires a Salvo of blunted arrows after stepping up. He stops when she falls. If needed, a bonus perfect shot follows.
perfect shot last arrow+ki extra shot+deadly aim. Improved Precise Shot ignores cover:-)

arrow1 nonlethal: 1d20 + 13 - 4 - 2 ⇒ (9) + 13 - 4 - 2 = 161d8 + 10 ⇒ (2) + 10 = 12

arrow2, nonlethal: 1d20 + 13 - 4 - 2 ⇒ (12) + 13 - 4 - 2 = 191d8 + 10 ⇒ (1) + 10 = 11

arrows nonlethal : 1d20 + 13 - 4 - 2 ⇒ (12) + 13 - 4 - 2 = 191d8 + 10 ⇒ (6) + 10 = 16

if needed roll,reroll,damage nonlethal: 1d20 + 8 - 4 - 2 ⇒ (9) + 8 - 4 - 2 = 111d20 + 8 - 4 - 2 ⇒ (13) + 8 - 4 - 2 = 151d8 + 10 ⇒ (5) + 10 = 15

I think I must declare ki expenditure first. Perfect shot when used--so only if arrow 4 needed. Posting from phone so no header:-(

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur groans. He moves to the base of the statue and glares at the woman, waiting for her to come down.

Shadow Lodge

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

She's probably not coming down, (well of her own volition), but does noticeably back away when you approach.

The Exchange

Male Tian-Shu Human Sorcerer (Rakshasa) 3
Quick Reference:
[ HP 23/23 | AC 13/12/11 (MA:16/12/14), CMD 13, Fort +3, Ref +4, Will +4 | Init +2; Perception +6 ]

Casting Sleep (DC 16 Will Negates) on the woman. Takes 1 round to cast so it'll finish at the start of his next turn.

Azeban takes a pinch of fine sand from a pouch and begins a droning chant, sprinkling the sand in the air in a ritualized movement.

Silver Crusade

Male LN Human (Chelaxian) Inquisitor (Asmodeus) 9 | HP: 68/72 | AC: 31 (16 tch, 30 Fl) | CMB: +12, CMD: 26 | F: +11, R: +8, W: +14 (+2 trait bonus vs mind-affecting from demons) | Init: +6 | Perc: +22, SM: +21 | Speed 20ft | Judgements: 1/3, Greater Bane: 10/14; Discern Lies 9/9, Shirt @ 1/1, Coin 1/1 | Spells: 1st 6/7, 2nd 2/5, 3rd 2/4 | Lesser Extend: 1/6 Active conditions: Shield of Faith, Tongues, See Invisible, SoF, Judgement

'I wish Jory hadn't fire arrows at her, just going to make this harder. Two ways we can play this... I think I will try Good Cop to Jory's Bad Cop. No one is going to believe this! I just wish I had the mask of stony demeanor on... Could just BS her down. No matter, the Prince of lies teaches us that the truth can be a powerful weapon as well!'

Faustus moves up, talking to the woman. He wonders if that staff is what caused the odd burn marks. "Ma'am, there is no reason to fight us. We are here to save everyone in the museum that got caught when these metal monstrosities from Numeria animated and attacked. Trust me that we mean you no harm, even if my friend here fired at you, he was trying to do it in a way that wouldn't kill you.
"I am sure that none of us want you dead, but if you don't come down Jory here nay switch to his pointier arrows, and the spell that my friend Azeban is casting will go off, causing no end of trouble for you. Pleas come down, and we can talk. "

there are aspects of threat and promise in there, so I don't know if you want an intimidate or diplomacy. I will roll the former... The latter is +5 on the roll over diplo.

diplomacy(+12) or intimidate (+17): 1d20 + 12 ⇒ (3) + 12 = 15

craptacular!

diplomacy(+12) or intimidate (+17) reroll, 3GM Stars: 1d20 + 12 ⇒ (19) + 12 = 31

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

As the injured party, Karos has little patience for negotiation. He brings his musket to bear on her center-of-mass and rests his finger on the trigger.

But he waits to see what happens next.

Ready an action to fire if she should do anything aggressive after Faustus's speech.

Shadow Lodge

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

Jory looses a barrage of arrows, hoping to knock out the woman before she is able to seriously hurt anyone, but not wanting to kill her, Faustus attempts to try to talk the sniper down, the others stay back, ready to attack if things don't work out.

Still panicked, seeing from maddened perspective a small army of monsters gathering below her, she takes aim and fires one more.

Special Will Save: 1d20 + 5 ⇒ (19) + 5 = 24

ROUND 2
Woman (-27 nl)
--------------------------------------------------------------
Karos (-3, Ready), Gerdur (Ready), & Jory ()
--------------------------------------------------------------
Azeban (Casting), Faustus (), & Leil ()

Shadow Lodge

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

A bit more will happen, but I wanted to stop, as there are Readied Actions against her. Just wanted to point out, you guys are doing fine, there is just something else going on here you are not aware of.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory fires another nonlethal barrage of arrows. His training makes her cover inconsequential to the trained marksman. He still uses the blunt arrows not wanting her to be killed. He stops firing if she goes down.

arrow1 nonlethal: 1d20 + 13 - 6 ⇒ (11) + 13 - 6 = 181d8 + 11 ⇒ (1) + 11 = 12
arrow2 nonlethal: 1d20 + 13 - 6 ⇒ (14) + 13 - 6 = 211d8 + 11 ⇒ (7) + 11 = 18
arrow3 nonlethal: 1d20 + 8 - 6 ⇒ (2) + 8 - 6 = 41d8 + 11 ⇒ (6) + 11 = 17

"I had to restrain goblins with the blunt arrows. No matter how many time you hit goblins with arrows they still run away from horses."

Jory ministats:

Magic Resistance = DC10
AC: 19 (23 MA); ff 17; Touch: 19
HP=51/51
Ki Pool 7/11
CMD=23 (+4 bull rush and trip when on solid ground)
perfect strike 3/6
Fort Save: +9
Ref Save: +8
Will Save: +13

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur watches Jory's strangely blunted arrows and stalks backward and forwards beneath the column, looking impatient and out of his element.

The Exchange

Male Tian-Shu Human Sorcerer (Rakshasa) 3
Quick Reference:
[ HP 23/23 | AC 13/12/11 (MA:16/12/14), CMD 13, Fort +3, Ref +4, Will +4 | Init +2; Perception +6 ]

Sleep (DC 16 Will Negates)

Azeban releases the spell he's been casting on the air around the woman and waits to see if it takes effect.

Shadow Lodge

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

I was waiting to see if Karos was going to take his Readied Attack. Maybe it wasn't clear. :) She is about to fire at you once more, and then do something else, but the Readied Attack comes first. After that, I'll add in the other actions, some of which may need to be altered based on what happens. If I don't hear back by a hour or so, I'll go ahead and just proceed.

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Okay. Some GMs will roll readied attacks. I thought that's what was happening. Here 'tis.

+1 musket & Point-Blank Shot: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 141d12 + 1 + 1 ⇒ (11) + 1 + 1 = 13

Hits Touch AC 14

Shadow Lodge

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

Oh. No, I try to let the players roll everything I can, so usually I stick to init only, though I might roll Saves if something hits everyone.

Just befor her shot goes off, Karos draws down quicker, sending another thundering blast through the room, and suddenly you see a small shimmering ripple around her as the bullet pierces her magical shields and slams into her chest, drawing blood.

Recovering quickly, she aims again and fires, sending another beam of "light" down towards Gerdur.

Attack vs Gerdur (T AC 13): 1d20 + 7 ⇒ (11) + 7 = 18 <HIT>
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Unlike the wounds one the dead around you, Gerdur's appears to be more of a puncture, not unlike a dagger's. Again she screams for you to get away, then unable to remain so close, turns and flees, leaping down the side of the statue and landing hard on the ground. Her foot gives, and rather then continuing to flee, she slams down hard, catching her head on the corner of the small dais. She doesn't get up after that, but a small round metal "stone" drops from her hand, rolling towards you.

You look at it in confusion for a moment, obviously too large and perfectly spherical to be a sling stone. As it rolls to 's foot, it suddenly floods the room with blinding light, causing a strange onset of a headache. It only lasts for a few seconds, but once your are able to see and hear again, you see the strange sniper woman still laying on the ground, unmoving save for the small rise and fall of her chest.

Her strange staff laying a few feet away.

Going to break this up a bit so it isn't one large post.

Shadow Lodge

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

With no other immediate threats in sight, you disarm and bind her. She is a strange creature, this woman, wearing outlandish, barbaric cloths, but filled with trinkets and gear not unlike what you see in some of the nearby display cases.

She is alive, but unconscious, and truly, not too terribly wounded. On her you find a wand, five magical arrows crackling with electricity, another small metal "rock", a Masterwork Shortbow, a Masterwork Short Sword, and a small sack of coins and valuables hanging from her hip. (These look like hers rather than things she was stealing from the museum).

Perception DC 20:
On, or more accurately in the four robbed figures laying dead throughout the room, as well as on this woman, you notice a small <honestly I can't think of a way to describe it that's clear enough to hint what it is, so it's a microchip>. It appears to be implanted into the skin, and thin has mostly begun to almost dig itself deeper, becoming nearly fully concealed.

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Gerdur looks down at the wound, then moves to follow her. He doesn't get far before the flash. Shaking his head, he gets up and helps to bind the woman. Looking down at her, he murmurs, "Crazy lady. I wonder if the metal rock makes her mad?"

Silver Crusade

Male LN Human (Chelaxian) Inquisitor (Asmodeus) 9 | HP: 68/72 | AC: 31 (16 tch, 30 Fl) | CMB: +12, CMD: 26 | F: +11, R: +8, W: +14 (+2 trait bonus vs mind-affecting from demons) | Init: +6 | Perc: +22, SM: +21 | Speed 20ft | Judgements: 1/3, Greater Bane: 10/14; Discern Lies 9/9, Shirt @ 1/1, Coin 1/1 | Spells: 1st 6/7, 2nd 2/5, 3rd 2/4 | Lesser Extend: 1/6 Active conditions: Shield of Faith, Tongues, See Invisible, SoF, Judgement

"What, the...?"

If we are out of combat, I would like to take 10 on my perception check... though that gets a little hairy when I know the DC... I'll roll this time, but can we assume in situations like this Faustus will take 10 in the future?
perception: 1d20 + 12 ⇒ (6) + 12 = 18

heal check to see how she is: 1d20 + 7 ⇒ (17) + 7 = 24

Faustus rushes over to the fallen woman, taking a double move to do so. He immediately checks her for life, and to see if she needs immediate healing.

Shadow Lodge

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

She is fine, just knocked out cold. Took a lot of nonlethal.

Liberty's Edge

Male Aasimar Inquisitor 7 / Gunslinger 1 - HP 53/53 - AC 20 /T: 14/FF: 16 - Perception +15 - F: +11/ R: +12/ W: +12 - CMB: +7 - CMD: 22, Speed: 30 , Init. +9

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Kneeling, Karos notices the chip embedded in the woman's neck.

"What in the world is that?" he asks, pointing it out to the group.

"The rest of these guys in the silly bathrobes each have one, too. Think that's why she was acting the way she was? Maybe it affects their minds somehow."

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur peers down at the silver chip. "Some tiny piece of stone makes them mad? Well then, cut them out and perhaps they will become sane. If not, we will leave them bound and gagged until they can be given to the authorities."

The Exchange

Male Tian-Shu Human Sorcerer (Rakshasa) 3
Quick Reference:
[ HP 23/23 | AC 13/12/11 (MA:16/12/14), CMD 13, Fort +3, Ref +4, Will +4 | Init +2; Perception +6 ]

"We should not be so hasty with our conclusions," Azeban says. "But since you say it seems to be digging deeper, then we should assume its purpose to not be benign. That said, I am still hesitant to cut it out without knowing what it does and it is delicate work to remove it from such a vital area as the neck."

He kneels over the body and carefully takes the rock, having seen it burst into light when dropped, and then picks up the wand to inspect it.

Detect Magic for identifying the wand.
Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8

Azeban proves unable to identify it and passes it on to someone else. "Can anyone else identify this wand?"

Finished with seeing what is of interest to him, he says, "Perhaps we should wake her so we may ask questions. I would not recommend restraining her, but simply take away her weapons and be ready to hold her down if she attempts to attack or run. She may also be more comfortable if we move away from her place of trauma."

Shadow Lodge

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

With minimal healing magics you are able to restore her to consciousness. At first she struggles, but by repeating some of what you said earlier, and showing you are no threat, had you been she would have been dead by now, you are able to calm her down enough to speak.

"My name is Gerva. Gerva Golda, of the Technic League of Numeria. We, we came here to retrieve some of our property, stolen from us by someone here at the museum. We came, demanding what was ours back, but a fight broke out. A fight none of us wanted, I think. Nonetheless, one of the employees managed to damage a crate. A hazard crate, and what came out of it," he pauses for a moment, having grown visibly pale "whatever it was, even I do not know. But "it", some alien abomination, it was monstrous. It,. . ., it infected some of us, like a plague, moving from one to another. It slaughtered us, both my team and the museum's staff."

"I watched it, and there was nothing I could do. It, it's like it took over their bodies, just attacking everything that moved, infecting them, and then once the host couldn't take any more, it left them, left them to die and moved on to another. Nothing we did, not a thing, I think even fazed it. I hid,. What else could I do. It took the crate, or what was left of it, and all of the other match-eins over there, to the stairs, and just left."

The trail of scratch marks in the floor also lead towards the stairs on the Left side of the map, and it's likely that this crate was the cause of them. If so, it looks like it's nearly 10ft wide on a side, and rather heavy, but as she said it had been broken, possibly even larger.

Also, I just wanted to throw this out, as it's one of the complaints about this scenario. There is a lot of info and favor about the hazard crate in this, but it is not an option you can actually use in this scenario, which confuses some players. Not sure why they did this, or even if it was something they realized, but you can find and study it, but not use it. So please don't feel like you are failing or missing something in relation to it.

Grand Lodge

HP 186/186; AC 18, T 15, FF 14; F+20, R+13, W+11; CMB+17; CMD 31; Per +19, Init +8

Gerdur grumbles deep in his belly. "This thing. This abomination, we will slay it, if it will die, or die trying if it will not. This I swear by my blood and oaths as Skoan-Quah. Come. Let the injured woman stay here." Gerdur raises his hammer to his shoulder and begins to move in the direction the woman indicated the creature went.

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

"Ma'am, did you know that there was some metal thing burrowing into your arm? I could dig it out, if you would like. I am sure that the Prince of Law would grant me the ability to heal what damage that surgery would cause."

He tries to make this sound less... dangerous... than it really is.
bluff: 1d20 + 12 ⇒ (8) + 12 = 20

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