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(Male Gnome Illusionist Wizard 13)

Hmm. My post isn't showing.

(Male Gnome Illusionist Wizard 13)

Here it is again:

So to be a proper diversion, I need to lure them a significant distance away. If I just move them 50 feet away, they'll be back to the wagons in a round. I'm thinking 300 feet at least. Setting up the bodies will take 40 minutes (that's for 4 corpses, which I think is what we need for credibility). Since they are in camp, I think we have the time. The corpses will be about 150 feet out.

I will be about 300 feet out on a hill or other topographic feature, from where I will send up a signal flare and then make some ghost sounds to make the warforged think this is where the invasion is coming from. I will be stealthed from the time of the signal flare onwards, just as an added precaution, but once I've made enough ghost sounds to draw them out, I will make myself invisible and run back towards where the rest of you are attacking.

Then once some of them are drawn away, Typhus and Flint focus on destroying the transmitter while Malick, Uriel, Ragna, and Ferdinand run defense, keeping the remaining warforged at bay until the transmitter is destroyed. Then run like hell.

Hopefully it will be destroyed before I even get back. That may necessitate a rendesvous point. Is there a place we can designate as such?

DM, I'm looking for a hill or rise approximately 300 feet from the warforged camp for my staging point. Does anything like that exist? I'd also settle for a copse of trees, abandoned farmhouse, or similar landmark.


I'm certainly using them as a place to begin my approach.

Initiative: 1d20 + 8 ⇒ (8) + 8 = 16

(Human Artificer/Battle Engineer 11)

Malick wrote:
We planning to use the trees as cover?

No other place to hide around there. As for the rendezvous point, it's wherever I left the Phantom Steeds. Shouldn't be thazt far away in any case. Initiative: 1d20 + 7 ⇒ (20) + 7 = 27

(Male Gnome Illusionist Wizard 13)

Assuming I find an adequate staging area, I will set up some illusionary warforged corpses in plain sight approximately 150 feet from where the warforged are currently. I am going to use the Hallucinatory Item ritual 4 times, which takes 40 minutes.

Arcana checks: 1d20 + 18 ⇒ (8) + 18 = 26, 1d20 + 18 ⇒ (20) + 18 = 38, 1d20 + 18 ⇒ (10) + 18 = 28, 1d20 + 18 ⇒ (16) + 18 = 34.

All of these checks are high enough to make a medium creature (or in some cases large, but I'm going to keep them all medium). Two warforged corpses will be positioned closest to the warforged camp with arrows sticking from their chests, shoulders, necks, etc, as if shot from the front. They are carrying weapons, and the arrows sticking out of them are consistent with warforged might carry. Then a little further away from the camp, two more warforged, one with a bloody sword in hand with an arrow out of its back and another lying beside him with a gaping wound across its chest.

Once that is set, I take my position approximately 300 feet from the camp and spend one minute casting a pyrotechnics ritual to ritual to send a single flair into the air. I take a hiding place and use ghost sound to create the sound of a warforged roaring in triumph, and then I use it again to create the sound of clashing swords. I will continue using ghost sound to create sounds of combat every round until I can hear actual warforged approaching, at which point I will activate my Guillaume's Veil power to become invisible.

Stealth to remain hidden 1d20 + 8 ⇒ (7) + 8 = 15. I don't plan on being around anybody, but that is just in case.

Initiative rolled in advance, should it become relevant: 1d20 + 6 ⇒ (6) + 6 = 12.

I am assuming everyone is waiting until they see warforged depart the camp before charging in, unless they want to face all of them at once.

Edit: Come to think, as soon as I send up the flair, I use Guillaume's Veil to become invisible. Since Ghost Sound is not an attack, I can use it freely without it cancelling my invisibility.

Edit 2: And if anything disrupts or interrupts any of this set up, let me know. I proceeded as if everything went to plan :)

Total cost of rituals: 120gp. I will note it accordingly once I have confirmation that I was able to complete all of them.

(Female Changeling level 13 paladin/hospitaler)

initiative 1d20 + 14 ⇒ (7) + 14 = 21

this includes the +2 from being near Malick


Initiative 1d20 + 10 ⇒ (10) + 10 = 20


Coming in from what direction, north or south?

(Human Artificer/Battle Engineer 11)

Xabulba wrote:
Coming in from what direction, north or south?

North, if that's the side with the trees so we could make an actual stealthy approach.

(Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path))

(Male Gnome Illusionist Wizard 13)

I'll set up the diversion to the south, then.


As I move into position, I will be changing my armor into normal clothing so I don't receive any Steath penalties. As for our group, do you need any support Rennik, or are you moving alone?

(Male Gnome Illusionist Wizard 13)

Uriel De'Mar wrote:
As I move into position, I will be changing my armor into normal clothing so I don't receive any Steath penalties. As for our group, do you need any support Rennik, or are you moving alone?

I thought about that. I think having anyone else with me could wind up being more of a liability than anything else. The plan is to get away unseen. If I am caught, I still have a few tricks up my sleeve to evade that might not be available if I'm trying to cover somebody else's escape too. Plus, I think we need everything we've got against the transmitter. Of course, I am well aware that this plan could result in Rennik's untimely demise, but that's a risk I'm willing to take :)

(Human Artificer/Battle Engineer 11)

Uriel De'Mar wrote:
As I move into position, I will be changing my armor into normal clothing so I don't receive any Steath penalties. As for our group, do you need any support Rennik, or are you moving alone?

It's only a -1 or -2, so you'd still be at least as stealthy as I am with it on. Just keep it on.


Ferdinand Salatic wrote:
Uriel De'Mar wrote:
As I move into position, I will be changing my armor into normal clothing so I don't receive any Steath penalties. As for our group, do you need any support Rennik, or are you moving alone?
It's only a -1 or -2, so you'd still be at least as stealthy as I am with it on. Just keep it on.

It would be a -2 with it on, but its Imposters armor, so I can change it back to Platemail with a minor action, so i figure I can do that quickly. Xabulba as we set out can I trigger a encounter utility before hand? If so I'm going to trigger Virtue to gain 23 temp hp as a minor action

(male human Resourceful Warlord/Commando Captain 13)

1d20 + 8 ⇒ (19) + 8 = 27 - init

Good to go. Nothing else to add, just watching out for when the warforged take the bait and preparing to act when we need to. Lurking in the trees. Can't do much about the stealth - Malick just isn't stealthy. He'll keep towards the back of the group. With that init roll, he's going to delay. Doesn't make any sense to have the clankiest party member thudding around.


Malick
Ferdinand
Flint
Warforged 1
Warforged 2
Warforged 3
Warforged 4
Warforged 5
Warforged 6
Ragna
Slaughterstone Slicer 1
Slaughterstone Slicer 2
Uriel
Small Beetle 1
Small Beetle 2
Typhus
Rennik

MAP

Rennik sets off his illusions and the army comes to a stop. The command column and the fore and aft column send warforged and beetles to investigate. The remaining soldiers of the command column set up a defensive parameter around the carts.

(male human Resourceful Warlord/Commando Captain 13)

Malick's delaying until Flint and Typhus do their stuff. How far away from the transmitter are we at this point?


Malick wrote:
Malick's delaying until Flint and Typhus do their stuff. How far away from the transmitter are we at this point?

You'll start at row one unless you make a stealth check DC30, if you make the check you can get all the way up to the road.

You have 15 turns before reinforcements arrive.

(Human Artificer/Battle Engineer 11)

I'll delay until Flint's gone. I'll take T1.

(male human Resourceful Warlord/Commando Captain 13)

Q1. No way Malick can make that check.


R-1 for me

(Female Changeling level 13 paladin/hospitaler)

I will take U-1, do we get a surprise round in?

(male human Resourceful Warlord/Commando Captain 13)

Ragna wrote:
I will take U-1, do we get a surprise round in?

Good point.

Cursing silently, Malick points out the slicers to the newcomers and shakes his head. "Stand clear of them" he mouths, mentally working out how close Typhus will have to be to blast the tank.

I'm guessing we'd tell them (if we haven't already) about the capabilities of these things, since we're supposed to be professionals.

(Human Artificer/Battle Engineer 11)

Right. For those who don't feel like looking back, the beetles can spit acid and implant you with eggs that dominate you, but since the tank's going to be destroyed by then we probably won't need to worry about that. The slicers have an aura that damages those around them, and they daze themselves on a critical hit.


Yes you do get one suprise round.

The small beetles only have an electric bite, it is the large beetles that spit acid and inplant control eggs.

MAP

(male human Resourceful Warlord/Commando Captain 13)

Delaying until after Ferdinand and Flint.


Ferdinand and Flint you're up.

(Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path))

Flint tries to make a mad dash to the antenna.
Surprise Round: Q2, Move to S8.


For my surprise round can I move to Q-5, unless someone before me moves to that spot. If so I'll move somewhere else. I'll have my armor on instead at this point.

(Human Artificer/Battle Engineer 11)

I'll move to Q7.

(male human Resourceful Warlord/Commando Captain 13)

Move to S5.


Malick
Ferdinand
Flint
Warforged 1
Warforged 2
Warforged 3
Warforged 4
Warforged 5
Warforged 6
Ragna
Slaughterstone Slicer 1
Slaughterstone Slicer 2
Uriel
Small Beetle 1
Small Beetle 2
Typhus
Rennik

MAP

Ragna is up.

(Female Changeling level 13 paladin/hospitaler)

move to T6

Ragna bellows a challenge at Q9, marking it with Divine Challenge. -2 to hit, 11 radiant damage if it hits, 9 hp healed to its target on hit or miss

Ragna hurls a hand axe at Q9.

1d20 + 10 ⇒ (3) + 10 = 13 vs AC
1d8 + 2 ⇒ (2) + 2 = 4


Ragna’s hand axe flies wide of the small beetle but his divine challenge focuses its attention on Ragna alone.

Ferdinand
Flint
Malick
Warforged 1
Warforged 2
Warforged 3
Warforged 4
Warforged 5
Warforged 6
Ragna
Slaughterstone Slicer 1
Slaughterstone Slicer 2
Uriel
Small Beetle 1 (Divine Challenge -Ragna)
Small Beetle 2
Typhus
Rennik

Typhus and Rennik give me stealth rolls to prevent being detected. If invisible DC15, if visible DC25.

MAP

Ferdinand is up.

(Human Artificer/Battle Engineer 11)

Ferdinand steps froward and stabs at the beetle.

Shift to Q8 and use Magic Weapon on the beetle. (If it hits, +1 attack and +3 damage to all adjacent allies, not using Lightning damage, attacking with two hands) 1d20 + 18 ⇒ (10) + 18 = 28

1d8 + 7 ⇒ (5) + 7 = 12


Ferdinand sends spark flying when he hits the beetle.

<allies get +1 attack and +3 damage on small beetle 1 if adjacent>

Ferdinand
Flint
Malick
Warforged 1
Warforged 2
Warforged 3
Warforged 4
Warforged 5
Warforged 6
Ragna
Slaughterstone Slicer 1
Slaughterstone Slicer 2
Uriel
Small Beetle 1 (Divine Challenge -Ragna)
Small Beetle 2
Typhus
Rennik

MAP

Flint is up.


Stealth: 1d20 + 8 ⇒ (1) + 8 = 9

(Male Gnome Illusionist Wizard 13)

Inviso-Stealth 1d20 + 8 ⇒ (2) + 8 = 10


Sorry, Typhus will start out in M3, perfectly visible and as the roll shows, not at all stealthily.

(Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path))

Flint attempts to leap onto the caravan holding the slaad jar and break the antenna off.
Xabulba, what rolls does this require? And what square does that put him in?

(Human Artificer/Battle Engineer 11)

Technically, it would be for any attack they make while adjacent to me.


Typhus are you with the main group? If you are I forgot your turn.

Rennik as you attemp to return to rendezvous spot you step on a brittle branch thet snaps with a loud crack and 3 warforged begin to aproach you. Where is the rendezvous spot anyway or are you trying to regroup with the rest of the party?

Rennik's map

Flint it would take a DC20 acrobatics check to jump onto S11.


No biggie, boss. I've been busy the last couple days and not paying proper attention.

Typhus begins at M3, uses Steps on the Purple Stairs as a minor action, becoming invisible and gaining Fly 7 until the end of my next turn. He flies to Q10 and curses and blasts the control rod using Eldritch Blast: 1d20 + 14 ⇒ (17) + 14 = 31 vs Reflex; 1d10 + 8 + 2d6 ⇒ (9) + 8 + (6, 5) = 28damage.


Typhus flies invisible into position and blasts the control rod. The liquid inside the tank begins to boil and an unearthly screech emanates from the slaad inside that the other slaads in the other tanks echo, Deafening everyone in ten squares.

<allies get +1 attack and +3 damage on all attacks if adjacent to Ferdinand>
<Deafening aura 10 centered on Q11>

Ferdinand
Flint
Malick
Warforged 1
Warforged 2
Warforged 3
Warforged 4
Warforged 5
Warforged 6
Ragna
Slaughterstone Slicer 1
Slaughterstone Slicer 2
Uriel
Small Beetle 1 (Divine Challenge -Ragna)
Small Beetle 2
Typhus
Rennik

MAP

Malick is up.
Rennik I need an action from you also.

(male human Resourceful Warlord/Commando Captain 13)

Move to R7.
Viper's Strike (AC) on Small Beetle 1. If it shifts before end Malick's next turn, Ragna gets a basic melee attack on it.
1d20 + 18 ⇒ (6) + 18 = 24
1d10 + 13 ⇒ (10) + 13 = 23

As the world explodes in cacophony, Malick heaves a sigh and wades into battle with a beetle.

"Still can't stand bugs," he says vaguely, hoping to hell that Typhus and Flint can deal with the tank fast.


Skiped over Flint;

Flint I need a athletics check DC20 and your attack.

Rennik I need an action from you also.

(Male Gnome Illusionist Wizard 13)

Ferdinand said the rendezvous is where he left the steeds... I think that's back where we had our camp, but I'm not 100% sure where that is relative to here.

Rennik is going to keep running. Even if the warforged hear him and know he is present, consistently identifying his location, much less hitting him, is going to prove difficult.

My invisibility is "sustain minor", so I'm keeping that going and moving/double-moving in the direction of our camp, but if I can tell that I am ahead of my allies, I will join them. For now, move to Y5 if the camp is to the west or Y19 if it is to the east.

Do I need another Stealth check?

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