The 6 Seasoned Pathfinders, Episode 6 - Echoes of the Overwatched (#3-07) (Inactive)

Game Master Iff

Maps


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Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

"Of course, we will take the utmost care of your pages while we are here as well."

Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"Of course, we are all aware of the utmost importance of the priceless manuscripts you hold here and would do nothing to compromise their safety. You have my word as a protector of lore, lover of knowledge and seeker of erudition."
Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26


Maps: Absalom Initiation

The elderly fellow keeps a straight face, but a glint in his eye says the he seems impressed. "Yes, well, hum... The History of the true art, you say? Yes, we have a copy of that in our collection. It is a rare tome, though. I could allow one of you access to that part of our collection, under supervision. Alternatively, for a modest contribution to our library, we could have a copy made. Does either arrangement suit your interests?"

--

Because you'll get access to the tome either way, I'll describe what you learn when you get your hands on the book.

The History of the True Art has some interesting passage on Ralzeros the Overwatched. He watched the stars with his weird machines, and some say he was able to communicate with the otherworldly beings of the Dark Tapestry, the black spaces between the stars. Ralzeros’s rival was a prominent mage named Beldrin. After a significant feud between the two, Ralzeros disappeared. It is thought that this feud arose when Ralzeros accusing Beldrin of stealing a key to one of Ralzeros’s many chambers, which contained the wondrous magical tools he used to watch and be watched by the stars.

If Beldrin did steal a key to Ralzeros’s magical chamber, he most likely hid it in one of his three towers, which once stood on a promontory near what is now the Precipice Quarter. Only one tower remains standing—the Tower of the Broken Shield, commonly called Beldrin’s Tower. The Tower of the Candelabra has sunk deep beneath the water. The Tower of the Horn fell to the base of the bluff; it remains half-flooded at all times and is only accessible during an extremely low tide. He most likely hid it in the Tower of the Horn, which is said to have held the keys to many of the chambers in his other spires.

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

"Hmm... yes, I see. This Real-Zero person was watched too much, and so when he disappeared, he went from over-watched to no-longer-watched, and so he disappeared."

"I think we should go back to the amusement place and take the lock with us. So when we find the key, we can open the lock straight away, instead of going back to the amusement place to open the lock."

It looks like we need to wait till low-tide and then explore the Tower of the Horn? We could do other stuff whilst waiting for the tide to lower, like going back to talk to Nigel (maybe consult him on the new information), and maybe give that Anumet guy a proper burial or at least send him to a temple for burial.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Previously, Dusklord had insisted on being the one to see the book, given his knowledge of the subject. After having time to review it, he returns to the group and shares the likely location of the key.

I agree we should check out the tower at low tide. I'm still trying to think of which loose end we had back with Nigel...


Maps: Absalom Initiation

It's nothing too exotic, Aeleth just mentioned it: it's about Anumet. Without any action on your part, his body would be doomed to stay up in the attic, with his spirit haunting the orrery forevermore.

-Posted with Wayfinder

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Right on...let's check the tide, and if we have time to wrap that up before going into the tower.

Liberty's Edge

Male Gnome Sorcerer (Red Dragon) 3 Resist Fire: 5 HP:26 AC:15 Touch:13 Flat Footed:13 Speed:20ft Initiative:2 Fort:4 Ref:4 Will:5 Light Crossbow +4, 1d6, 19-20x2 Light Mace +2, 1d4, 20x2
Skills:
Bluff:8 Knowledge Arcane:9 Perception:9 Spellcraft:7 Use Magic Device:9

You know... There are people that pay a lot of gold to be scared. They'll pay to get into houses that are supposed to be haunted, and the like. Why don't we just leave Anumet's body up there, and then charge people admission to experience it?

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

"Working underwater is not really something I am thrilled about. But I agree that makes the most sense. Perhaps we should look into options to prevent drowning, and meanwhile, I will take a crew back to retrieve Anumet's body and put it to rest."

For some reason, I thought we did take the body with us, but I don't see it, so I must have imagined it.


Maps: Absalom Initiation

As a few of the Pathfinders go back to the Blakros Museum to make arrangements for Anumet's burial, the others go to check the tide. At the entrance of the Precipice Quarter (known as Beldrin's Bluff before the great earthquake that tore apart the district), they are greeted by two members of Eastgate’s Post Guard. When asked, these guard report that indeed, the low tide is today and tonight, ending early tomorrow morning. They warn you however that nobody is allowed out of the Precipice Quarter between dusk and dawn, so if you go in now they’ll likely have to wait until morning to get back in.

It's late in the afternoon now. There is still a bit of time to regroup, make some last-minute preparations and then set off in search for the Tower, taking advantage of the low tide today.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephani, who tends to walk around in full armor, tries to find a vendor that sells potions for breathing underwater. She also looks for a way to protect her gear from water damage, and failing that, looks into armor alternatives that might allow better movement within the waves.

Is it possible to use 2 prestige for a wand of air bubble, and also spend 250 on a potion of water breathing (as a backup)?

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling follows Stephani to arrange for Anumet's burial, then waits for the others on the shore, waiting for the waters to recede and make the fallen tower accessible.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

As the group prepares for the descent, Dusklord suggests that they purchase scrolls, rather than potions, to save funds.

I'll chip in on any scroll purchases...I even have a scroll of air bubble already. Might we send a strong swimmer in to investigate a bit before we expend resources on items we may or may not need?


Maps: Absalom Initiation

Those purchases are fine, if you want to make them. Sending in someone ahead to scout is going to be problematic, though, because of the lockdown of the Precipice Quarter after dusk. However, I'm going to say that, as a subtier 1-2 scenario, the chance that you absolutely need prolonged water breathing etc. are probably slim...

I'll give the others a chance to make some prep, and then continue.

-Posted with Wayfinder

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

In that case, I will just get a potion and a scroll, and let Dusklord do the casting if/when the time comes. The potion version is a backup in case Stephani gets stranded or falls overboard in another scenario...

Grand Lodge

Male Dwarf Warpriest 4 HP 34/34; AC 20; TCH 12; FF 18; F +6; R +3; W +7; CMB+6; CMD 18 (22 vs. bull rush/trip); Speed 20FT; Init +2; Perception +3; darkvision 60ft.; combat reflexes; bling fight

Elvik will also get a scroll and ask Dusklord to cast it on Elvik in case it's needed.


Maps: Absalom Initiation

It's been two days, so I'm going to be moving on.

You meet up and enter the Precipice Quarter, in search of the Tower of the Horn. Churning waves break against jagged rocks where the Precipice Quarter meets the sea, a chaotic maze of stone and coral with neither level ground nor shelter from the ocean’s destructive power. In the midst of this chaos lies the fallen Tower of the Horn jutting out of the shallow surf, its smooth, ivory surface now adorned with seaweed, coral, and barnacles. From the top of the cliff in the Precipice Quarter overlooking the Tower of the Horn, follow the route down the side of the sloping bluff by climbing the jagged rocks.

The tide is indeed extremely low today, and after ten minutes of slogging through ankle-deep water the entrance to the tower —a jagged breach in the wall— soon becomes visible. Any other entrances the tower once possessed now lie choked beneath tons of debris, hidden deep beneath the sand. You can just make out a first room in the tower, looking through the jagged opening. Half of that chamber’s floor is covered in seawater, and the tower reeks of brine and the lingering smell of death. Three doorways lead to other chambers in the tower, the wooden doors having long rotted off their hinges. The southernmost portal is almost half-submerged beneath the cold water. A large, circular hole gapes from the ceiling to the north, with a long rope dangling down from the dark chamber above, and another hole opens in the floor directly below it.

The tower lacks any windows and any torches that once adorned its sconces have long been lost or ruined, it is pitch-black other than the light you are bringing. The rooms’ ceilings are 20 feet high, and though the tower has retained much of its structural integrity, the inside is covered in barnacles and seaweed. The angle at which the tower is tilted would normally make it difficult to move around in, but the coral- and barnacle-encrusted floors provide enough traction that creatures can move at their full speeds on the dry parts of the floor. The spaces covered in water are treated as difficult terrain.

I've added a new slide to the maps presentation. The second slide contains a side-way view of the tower.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord looks at the tower skeptically.

"I am not confident in our ability to find a key in this tower. Looters and time make it seem unlikely. Still, perhaps it is magical and buried under a few inches of silt, in which case there is a chance."

The wizard prepares a light spell, then points the way to the tower.

"After you, Aeleth. And no, I am not leading the way with you."

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

"Ok, Duskie. I'll go first. You have the lock, right?"

Aeleth tests the rope briefly, then starts to climb up.

climb check if needed: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephani sticks close to Aeleth, climbing up behind him.

Climb: 1d20 + 3 - 6 ⇒ (1) + 3 - 6 = -2 Not good...


Maps: Absalom Initiation

Aeleth makes his way across the uneven floor, until he reaches the rope dangling from the large circular hole in the ceiling. Right below, there's a lot of rubble.

Knowledge engineering DC 15+:
This must once have been a spiral staircase, now collapsed. The rubble blocks entry to the level below.

Aeleth easily makes his way to the next level. As he pops his head over the ledge, he sees a wide hallway running to the west, with statues of scholarly figures lining the walls.

Stephani tries to follow, but doesn't get a good grip in the rope.

It actually takes two DC 15 climb checks to get up. Failing the first one doesn't cause damage, luckily for Stephani.

I will put up the map for the next level when I get home tonight. I wasn't sure whether you would actually like to go up a level at this point or whether that was due to my imperfect description.

-Posted with Wayfinder

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord looks up the tower.

"Aeleth, would you be so kind as to lower a knotted rope? I have not prepared spells to fly today, and will have to rely on my own innate strength," he laments as he looks up. His scrawny arms do not look up to the task of free-climbing.

Can we take 10 with a knotted rope?


Maps: Absalom Initiation

Sure. There's no rush, so Take 10 works. Climbing a knotted rope is DC 5, so even Stephani would make that. The real question is, has Aeleth put enough skills points in Rope Use? :-P

I've updated the map, added the map of the upper level to the second slide. I've limited Aeleth's sight on that level for now, due to the lighting conditions.

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling climbs after Aeleth fairly easily, looking around for a few seconds before bending down to help the others get up
Climb: 1d20 - 1 ⇒ (17) - 1 = 16

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6
Dusklord wrote:
"knotted rope"

"Not-a-rope? Ok!"

Aeleth looks around, then picks up a large hunk of debris and drops it down towards Dusklord, narrowly missing his head.

"Alot of other things here that are not-a-rope. Do you want more? Maybe if I drop enough things down, we could make a ramp up to the next floor!"

Fortunately, Starling soon comes by and instructs him on what to do. XD

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord shakes his head at Aeleth.

"It is amazing that you are able to function in this world, given your severe limitations," the wizard reprimands him after he finally receives the rope and climbs up.

"After we complete our exploration of this tower, perhaps you can stay after class and I will explain what a homophone is. The more advanced class will explore how you take words that are not homophones and make them so in your own mind."

The wizard brushes off his black robes and casts detect magic while he looks around.

perception: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

Male Dwarf Warpriest 4 HP 34/34; AC 20; TCH 12; FF 18; F +6; R +3; W +7; CMB+6; CMD 18 (22 vs. bull rush/trip); Speed 20FT; Init +2; Perception +3; darkvision 60ft.; combat reflexes; bling fight

Elvik waits until everybody climbed up and ties Aika to the rope. He asks a strong guy to pull her up and throw the end of the rope back down before carefully ascending on the knotted rope. taking 10 for 14


Maps: Absalom Initiation

The group of Pathfinders makes it up to the second level of the tower, with the help of a knotted rope. Broken statuary and debris covers the floor of this level. Some statues still stand, fragments chipped or broken off here and there, but for the most part retaining much of their former splendor. The hallway opens up into a larger chamber to the west, the statues in which appear slightly different than those in this hall. There is also a doorway leading off to the south. That chamber is empty, saved for a solid staircase leading up to yet another floor.

Updated the map.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord continues searching for any magical auras as they move forward.

"Does it appear to anyone else that we have not explored this entire level? A circular tower, yet we seem to have explored only a half..."

He looks for any secret doors along the wall as they search.

take 20 perception: 20 + 4 = 24

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephani sticks close to Dusklord, sword ready, in case any nasty creatures have made a home here.


Maps: Absalom Initiation

Initiative checks:

Aeleth: 1d20 + 2 ⇒ (17) + 2 = 19
Dusklord: 1d20 + 6 ⇒ (12) + 6 = 18
Elvik: 1d20 + 2 ⇒ (3) + 2 = 5
Serak: 1d20 + 2 ⇒ (1) + 2 = 3
Starling: 1d20 + 4 ⇒ (5) + 4 = 9
Stephani: 1d20 ⇒ 19
Statue: 1d20 ⇒ 13

Dusklord does not find any secret doors so far. However, as soon as he steps across the doorway to the west, one of the statues, depicting Nethys himself, comes alive. It slams one marble fist into another and steps down from its dais, staring at the intruder menacingly. Luckily, Stephani has joined Dusklord in case of just such a thing. Both of the Pathfinders notice that one of the statue's eyes seems to twinkle, somehow.

Knowledge Arcana DC 13 (during your turn):
This creature is an animated object, a mundane statue enchanted to a semblance of life through powerful magic. It seems quite sturdy, and has all the construct traits. You can ask one question for each 5 points by which you beat the DC.

COMBAT TRACKER - Round 1. Characters in bold may act.

1st - Aeleth, Stephani, Dusklord
2nd - Statue
3rd - Starling, Elvik, Serak

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

No knowledge of the arcane here, I am afraid...

Stephani uses that sword of hers to try to defend Dusklord, swinging it at the moving sculpture.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

knowledge arcana: 1d20 + 8 ⇒ (16) + 8 = 24 Looking for 1) vulnerabilities 2) immunities 3) special abilities

"Just great," Dusklord murmurs. "A construct, and one depicting Nethys. Where is that dwarven inquisitor when we need her?!" the wizard says.

Dusklord draws a wand and casts magic missile at it while moving to a safer position.

MM: 1d4 + 1 ⇒ (2) + 1 = 3 Will reconsider this action if it happens to be immune to magic, though.

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

Aeleth rushes forward excitedly.

"Hey look! A giant person!" he yells as he runs forward, only realising at the last moment that he is going too fast and reaches his hands out to stop his momentum against the statue.

dragon style power attack attack roll: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
dragon style power attack damage roll: 1d6 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Crit threat, Aeleth.

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

Oops. Thanks! XD

confirmation roll: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
crit damage roll: 1d6 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11


Maps: Absalom Initiation

Round 1

While Stephani swings and misses, Aeleth surges forward and nearly bowls the statue over. Big chunks of the marble break off from the impact. Meanwhile, Dusklord studies the creature. He knows that animated statues can very quite radically in construction and abilities. This one seems to have been built for sturdiness (hardness 8) and for offensive potential (Additional slam attack). He has no reason to believe it will resist magic or energy-based attacks, although it shouldn't be specifically vulnerable to any of those effects. His magic missile strikes the statue squarely in the chest, chipping off another piece of stone.

The statue seems to turn to attack the paladin, but after his crushing attack, the animated object instead turns to Aeleth. Both of its marble fists connect to the unarmored half-elf, inflicting grievous wounds and leaving the man staggered. Aeleth takes 17 damage from two successful attacks.

--

COMBAT TRACKER - Round 1-2. Characters in bold may act.

1st - Aeleth, Stephani, Dusklord
2nd - Statue (20 damage, quite damaged but not critically so)
3rd - Starling, Elvik, Serak

GM rolls:

Attack 1: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Attack 2: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

"What where you're going, you clumsy dolt!" Dusklord cries out as Aeleth runs into the construct so hard it nearly destroys both of them.

He unleashes a second magic missile, seeing his first had a great impact.

"Careful...it has a lot of sturdiness and extra attacks!"

MM: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling begins singing a song to rouse her friends to heroic deeds in battle.
Inspire Courage, +1 to hit & +1 damage to everyone. Also, as a side note - I'm traveling for the next month so if Starling slows things down please PC me!

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

Any chance someone could top me up with 1hp so I can flurry this statue?

Grand Lodge

Male Dwarf Warpriest 4 HP 34/34; AC 20; TCH 12; FF 18; F +6; R +3; W +7; CMB+6; CMD 18 (22 vs. bull rush/trip); Speed 20FT; Init +2; Perception +3; darkvision 60ft.; combat reflexes; bling fight

Elvik moves up to the injured Bloodrager while drawing his wand and readies to use it.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

unfortnately Aeleth is more than 20ft away from Elvik, can't reach him in one turn

Liberty's Edge

Male Gnome Sorcerer (Red Dragon) 3 Resist Fire: 5 HP:26 AC:15 Touch:13 Flat Footed:13 Speed:20ft Initiative:2 Fort:4 Ref:4 Will:5 Light Crossbow +4, 1d6, 19-20x2 Light Mace +2, 1d4, 20x2
Skills:
Bluff:8 Knowledge Arcane:9 Perception:9 Spellcraft:7 Use Magic Device:9

Serak guffaws at Aeleth's innocent massive attack on the statue, and strides forward himself, drawing a flask of acid from his bandolier.
Think Aeleth can hug it to death before everyone else gets a turn, guys?

He lobs the acid, still chuckling.
Acid Flask Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Acid Damage: 1d6 ⇒ 3

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

Just remembered, I can't flurry anyway. I went the MoMS route instead of the unchained monk route. But I do have one other trick up my sleeve...

Aeleth looks around dazedly as the statue clubs him in return.

"Hey... that was mean... I don't like mean things!"

His eyes glaze over as a dull red glow begins to emanate from him.

Urban rage, putting 4 points into STR.

"My name is Aeleth J. Caboose, and I. Hate. STATUES! RAAARGH!!!"

dragon style power attack attack roll: 1d20 + 8 - 1 + 1 ⇒ (12) + 8 - 1 + 1 = 20
dragon style power attack damage roll: 1d6 + 7 + 3 + 2 + 1 ⇒ (6) + 7 + 3 + 2 + 1 = 19

Edited. If I try to stand in front of this thing with 0hp, I could get killed... I'll put all my rage into strangth and then let myself go unconscious.

"Oh...hey...what happened?" Aeleth asks woozily as the strain takes its toll on his body and his rage subsides as quickly as it came.

"I think I'm going to lie down now," he barely manages to mutter before he blacks out and collapses on the floor, unconscious.

Ok, you guys take it from here. XD

"My body, is trying, to die..." he mumbles from the floor.

Liberty's Edge

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Male Gnome Sorcerer (Red Dragon) 3 Resist Fire: 5 HP:26 AC:15 Touch:13 Flat Footed:13 Speed:20ft Initiative:2 Fort:4 Ref:4 Will:5 Light Crossbow +4, 1d6, 19-20x2 Light Mace +2, 1d4, 20x2
Skills:
Bluff:8 Knowledge Arcane:9 Perception:9 Spellcraft:7 Use Magic Device:9

Nice RvB references!


Maps: Absalom Initiation

Round 1

As Starling bolsters her companion's courage and Elvik makes haste to rescue Aeleth, Serak goes on the offensive. His flask of acid hits the animated statue, but it doesn't seem to burn deep enough to do any significant damage. Aeleth, on the throes of unconsciousness, finds a new source of strength. He easily hits the marble figure and breaks off another chuck of stone before blacking out. The once-beautiful carving of Nethys is now a mess, but it still stands and moves.

I've ruled that the acid still has to deal with hardness; that's the concensus I found online, although I'm not 100% sure. Aeleth, would you please update your hit points on your profile?

--

COMBAT TRACKER - Round 2. Characters in bold can act.

1st - Aeleth (-1 hp, dying), Stephani, Dusklord
2nd - Statue (31 damage, severely damaged)
3rd - Starling, Elvik, Serak

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6
Dusklord wrote:

"What where you're going, you clumsy dolt!" Dusklord cries out as Aeleth runs into the construct so hard it nearly destroys both of them.

He unleashes a second magic missile, seeing his first had a great impact.

"Careful...it has a lot of sturdiness and extra attacks!"

[dice=MM]1d4+1

Psst GM, Dusklord went with another magic missile, so it's just Starling left to go. =)

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

MM: 1d4 + 1 ⇒ (3) + 1 = 4

In the event that was for last round, I'll roll another MM


Maps: Absalom Initiation

Oops, I missed that one. Thanks for the reminder. That actually just kills it. :)

Dusklord activates his wand again, and watches the missile fly straight at the statues neck, knocking its head from the torso. That provides the killing blow, and the statue topples over, shattering in a hundred pieces.

COMBAT OVER

Among the rubble, the group of Pathfinders find a small piece of silver jewelry, which was previously lodged in one of the statue's eye sockets. The piece is about two by four inches, with intricate designs on one face. Protruding from the back are two small pins, which seem to suggest that the piece of jewelry is meant to combine with another piece.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

Stephanie attacks again, sure that this time she should decapitate it.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10

Or not...

Ninja'd! Took me too long to finish post.

Stephani pulls out her wand of CLW and heals Aeleth.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

Thanks Starling. Appreciated.

Aeleth slowly crawls to his feet as Starling patches him up.

"Owww... did anyone see that stone guy who was big and mean and hey look at all the little stone pieces he left on the floor. He should really learn to clean up his own mess. Where did he go?"

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