Ancient Time Dragon

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Grand Lodge

The venture captain considers Malusha's question, tightens his lip and then speaks. “I do not. I presume she wishes to inform you of the exact nature of the tasks herself, and not just to serve her vanity. Understand, that this might involve some dirty work. The contract prohibits impossible tasks, yet it doesn’t account for ethical concerns. She is very likely to word the tasks in such a way as to assuage your fears and ensure your absolute fealty.”

He takes a polite sip of date wine before adding with a smile, “Though I’d note that just as efreet often twist wishes, you are free to interpret her instructions to fulfill the letter of her request, if not always the grisly spirit. Just be careful not to warp her demands so obviously or blatantly that you invalidate the Society’s deal. The isle of Jalmeray sometimes challenges its greatest minds to outwit an efreeti, and Pathfinders are among the greatest thinkers. You be the judge based on the opportunities that arise.”

Noticing Sickly's unease, he adds. “The Plane of Fire is indeed hot, master dwarf, as should come as no surprise. But Zjarra has a protective dome that makes it merely warm, making it a rare place for fiery creatures to interact peaceably with combustible foreigners. Step outside the dome only at your peril.”

Grand Lodge

@Maluhsa Katheer is large enough to find anything your fame will allow you to purchase.

Judging from where you two are in finishing Blakros Matrimony and Echoes of the Everwar, I have at least a hope you will both be done in a week or two, so we can slow roll the start of Forged in Flame to accommodate. This will give some time for Tarondor to get up and rolling as well.

For the others, feel free to post in character and ask any questions you might have.

Grand Lodge

Thanks for the update Tarondor. Best of Luck.

We are beginning in earnest on August 13th. Feel free to introduce your characters, make your knowledge checks, and ask questions of the Venture Captain.

Also, double check the levels that you told me so I get the correct APL.

Grand Lodge

Plenty of time to make purchases in Absalom or Katheer before the adventure begins.

Your latest adventures begin as you enter the Pathfinder lodge maintained by Venture-Captain Esmayl ibn Qaradi in the Qadiran capital of Katheer.

The lodge is a high-ceilinged estate with elegant arches and colorful tile mosaics, and a young man brings cool tea to drink and water for washing away dust before sending word of guests to the venture-captain.

There is now some time for you to introduce yourselves to your fellow party members if you are unacquainted. Note that the Game Map and Handouts link above will be frequently updated with combat maps, images, and handouts you may receive.

As the door opens to Venture-Captain Esmayl ibn Qaradi’s office, he sits behind an imposing desk and concludes an elegantly penned letter with a flourish of calligraphy. He smiles, stands, and spreads his arms in welcome. “Welcome, my guests and colleagues. Let my family’s hospitality be your pleasure in this time we have together.” He fans the wet ink on the letter before setting it aside and taking a seat.

“To an outsider, it may seem that gold drives Keleshite society, but in truth it is a complex network of favors and patronage—who you know and how you have helped them are key. The Society is in a position to pay a very dear favor to a powerful and righteous demigod, yet our leaders require extraplanar expertise in order to perform said favor. Through my family, we have found such an expert who lives on the Plane of Fire. Her name is Qalkami Mishalq, an efreeti information broker in exile who also prefers favors to gold. The fire genies are notoriously shrewd negotiators, yet I believe the Society has secured a fair deal: four tasks of her choosing, and additional support thereafter to help her reestablish herself in the City of Brass."

The young man returns with a plate of candied dates.

“The Society and I ask that you fulfill these favors and earn Qalkami’s assistance. Kelesh maintains a significant embassy in Zjarra, the trade city Qalkami currently inhabits. With my family’s connections, I have secured you passage to the embassy and the assistance of a liaison to help you get settled. From there, meet with Qalkami and do what you can to fulfill her requests. Please report to the palace first thing tomorrow so that you do not miss the departure.”

With a wave of his hand he dismisses the boy and turns back to you. "I imagine you may have some questions for me?"

Two knowledge checks can be made. Each PC knows all of the information with a DC less than or equal to the result of her check.

Knowledge (local or planes) about Zjarra

Knowledge (local) DC 20+ or Knowledge (planes) DC 25+:
Quite possibly the second largest city on the Elemental Plane of Fire, Zjarra is devoted almost entirely to trade, and it is one of the most popular destinations for extraplanar merchants traveling to the plane. In order to accommodate these travelers, the city boasts a massive, crystalline dome that protects the inhabitants from the plane’s broiling temperatures.

Knowledge (local) DC 25+ or Knowledge (planes) DC 30+:
Designed to accommodate travelers from all kinds of locations, Zjarra has embassies representing a number of different planes and worlds, many of which host creatures even stranger and more alien than the Plane of Fire’s own inhabitants. The city features a diverse array of climates and conditions to support these unusual guests.

Knowledge (local) DC 30+ or Knowledge (planes) DC 35+:
Creatures from the lawful plane of Axis founded Zjarra, and even though the original axiomites left long ago, many of their inevitables still frequent the city, keeping the peace.

Knowledge (planes) about the Plane of Fire and its inhabitants.

Knowledge (planes) DC 10+:
Almost everything on the Plane of Fire is made of fire, lava, or something else that burns. Outside of rare safe spots where powerful magic keeps the plane’s flames at bay, it is extremely dangerous.

Knowledge (planes) DC 15+:
The main inhabitants of the Plane of Fire are azers, efreet, fire elementals, magmins, mephits, and salamanders. The City of Brass, a magnificent hub of interplanar trade and the capital of an efreeti empire, is the plane’s largest city by far.

Knowledge (planes) DC 20+:
Efreet are among the most powerful of the plane’s inhabitants, and they consider themselves the plane’s rulers. Most efreet are cruel and callous, and the City of Brass is renowned for its extensive slave markets.

Knowledge (planes) DC 25+:
Most efreet pride themselves on their cleverness, and many are shrewd negotiators. Efreet are often summoned by mortal spellcasters hoping to coerce them into granting wishes, but most efreet are able to grant the letter of a wish while subverting its spirit, causing it to backfire on the wisher.

Grand Lodge

We still have about 3 weeks or so until game start, hope you get well soon.

Grand Lodge

A weathered missive arrives for the following Pathfinders, beckoning their quick arrival to the Katheer lodge overseen by the Venture-Captain Esmayl ibn Qaradi: Felicitas, Amarthecthel, Garmit Kee-ow, Malusha, Piety Angelbane, and Sickly

Players Helikon, Tarondor, Greenclaw, MindXing, Baerlie, and Aaron please ninja dot in gameplay and post in discussion to confirm your seat at the table.

This announcement is for the players in my Forged in Flame Series (#8-09 Forged In Flame, Part 1 - The Cindersworn Pact and then #8-11 Forged In Flame, Part 2 - Cleansed With Fire) commencing August 13th.

Grand Lodge ****

Game Day Overseers... kindly mark games #34 and #35 as full.

A weathered missive arrives for the following Pathfinders, beckoning their quick arrival to the Katheer lodge overseen by the Venture-Captain Esmayl ibn Qaradi: Felicitas, Amarthecthel, Garmit Kee-ow, Malusha, Piety Angelbane, and Sickly

Players Helikon, Tarondor, Greenclaw, MindXing, Baerlie, and Aaron please ninja dot in gameplay and post in discussion to confirm your seat at the table.

This announcement is for the players in my Forged in Flame Series (#8-09 Forged In Flame, Part 1 - The Cindersworn Pact and then #8-11 Forged In Flame, Part 2 - Cleansed With Fire) commencing August 13th.

Grand Lodge

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@JDDyslexia Not a fan of 7-person tables personally, but you can certainly be first on the waitlist if someone decides to drop.

Grand Lodge

If this is the group, it looks like we would play 8-9 with the 4-player adjustment (APL 7.33).

Grand Lodge

This is the discussion thread.

Grand Lodge

This is the Gameplay thread. Please ninja dot to indicate you are ready to go.

Grand Lodge

This is a recruitment thread for:

#8-09 Forged In Flame, Part 1 - The Cindersworn Pact
and
#8-11 Forged In Flame, Part 2 - Cleansed With Fire

That will be run in the two slots of PbP Gameday VII. Part I will be run in the first slot from August 13th, 2018-September 30, 2018. Part 2 will be run in the second slot from October 1-November 12th.

Selection preference will be given to players who desire to play both scenarios, otherwise I will select on a first come/first served basis, with the only exception being to form a proper sub-tier. I will finalize the roster (hopefully) a few weeks before starting.

If you are interested please provide your:

Player Name
Character Name
PFS ID
Faction
Race/Class/Level

Thanks everyone.

Grand Lodge ****

Bob, is there any way of updating your block commitment from 5 to 6 to be eligible for the hardcover at this point?

Grand Lodge

Game is reported and chronicles sent. PM if you have any questions.

Good luck in your next adventures!

Grand Lodge

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I think Property Broker makes more sense for a paladin. You can grease the wheels for Secure Market Lease transactions... get your name and picture on billboards.

Grand Lodge

All done, but I do need an email address from a couple of you.

I'll send chronicles soon, and then close the game in a few days.

Grand Lodge

Torch turns in time to acknowledge each of the agents speaking, raising his mug emphatically high to Raynor's toast.

"Thank you Bo, a simple answer from such a quiet man. And thank you Raynor for the toast, always worth remembering the agents in the field. You must know that hits close to my heart."

"Ah, Nergi, it was simply a reassurance that I can expect minimal damage control with this particular episode. As you can see, I am not fond of fighting fires."

"As to what I want from the Society in the future? That remains to be seen. There are... things... in play all over this grand world of ours - and beyond, of course. To many more years of cooperation."

He lifts his mug once more.

-----------------------------

Your venture captain stores the statues securely, even by Raynor's standards, and the ship sets sail the next day for Absalom and beyond.

The Secure Market proves a tough nut to crack. There's nothing in the scenario about purchase of a license (they really are uniquely valuable and rare), but if you wanted to purchase a vanity (such as caravan or a shop), you could probably flavor it as such.

With that we are complete...thank you all for playing. The success conditions were satisfied (recovering the statues for the society without activating them unnecessarily or causing additional damage to the town, so 1 XP and 2 Prestige for everyone.

Grand Lodge

The group reaches the Venture Captain and returns the statues, which she ceremoniously arranges on her desk. "Well, this is quite impressive, you handled this task with speed and aplomb. I will make a note of that in your Pathfinder Chronicle."

Looking around her study for a suitable container, she continues.

"I'll need you to return these to the Grand Lodge for further study. I will pack them up nice and secure tonight for the journey. I believe I can arrange passage for you on some merchant vessel or another heading west tomorrow. For now, enjoy your night in glorious Sedeq."

-----------------------------

For those attending the Grandmaster's dinner that night, the wind just after sundown is markedly cooler as it passes through the lower level of his open-air inn. A lavish table is set out for you, filled with a sampling of local cuisine mixed with delicacies from around the Inner Sea. Torch looks strikingly different than the last time you saw him in the baths, his hair expertly combed and wearing a multi-hued coat of leather and strange furs. Even his guards (one noticeably different from the one with the hasty kukri earlier in the day) are dressed in impeccable style.

He greets you from the head of the table.

"Welcome to the Cockatrice, I do hope you find the meal to your liking. It was the least I could do for the Society and its newest batch of elite agents. From what I understand of the centipede attack, the statues were far more dangerous than most anticipated, it is good thing they off the streets and will soon be safely tucked away in the vaults under Absalom."

He smiles dramatically.

"I should hope that our interactions today are buried as deeply. There was no mention of my name to the various buyers you encountered today? I do have to maintain a certain amount of deniability to the locals, you understand."

Grand Lodge

As you might surmise, we are nearly at the end of this adventure. Make sure I have an email address (PM me or in the forum here) for me to send your chronicle sheet.

Also, we have a possible boon available (1 or 20 wins):

Bo Goh Boon Roll: 1d20 ⇒ 14
Khouri Boon Roll: 1d20 ⇒ 20Choice: 1d4 ⇒ 4
Nergi Boon Roll: 1d20 ⇒ 3
Raynor Boon Roll: 1d20 ⇒ 4
Smarmy Boon Roll: 1d20 ⇒ 18

Congrats Khouri, you won #8: Niche Specialist (Darkness / Haunt / Swarm)!

Grand Lodge

That's why its called "RuleFinder" sometimes...so many to deal with

The rest of the group eventually exits the factory and meets up with Smarmy in the alley.

A quick search of Buri's pliant form uncovers the smallest statue yet, a 2 inch tall common house cat (in the seated position) that weighs about 8 ounces. He also has magical bracers and some nice sapphire rings on his meaty fingers.

As you are tidying up the scene, a young boy approaches and hands Nergi a note.

The note..:
Well done, Pathfinders. Please accept this humble invitation for me to express my sincere gratitude on the completion of the tasks appointed to you. A sumptuous feast awaits you at sundown at my inn "The Stalwart Cockatrice".

Truly, GMT

Grand Lodge

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You can draw as part of a charge if you move your speed or less, going more than your regular speed, you need quick draw feat.

The local populace is strangely uninterested in a dwarf dragging an unseen body across the town square. There is a Kelish saying that applies, "What's done is done, there are always more mouths to feed than eyes to see."

Grand Lodge

@Smarmy I couldn't get the drop weapon, draw and charge actions to work out for you, since you were moving more than your speed on the charge, so I changed your nat 20 back to another crossbow shot, it still confirmed.

Raynor upon Mozza continue their patrol of the upper reaches of the factory. Khouri trudges out into the daylight, a small band of workers following at a slight distance to indicate they had something to do with it. Through sheer determination and a powerful spin move, Nergi wrenches free from the worker grabbing her own collar and stumbles to the door on her own accord.

Bo Goh takes a pair of long distance shots on the rapidly moving target and one luckily connects. Smarmy gets a shot off as well and with decreasing speed the dusty footprints receding away from the factory grind to a halt and a large plume of dust suddenly rises, indicating exactly where Buri Buri-Ban now lies - motionless.

Smarmy perception: 1d20 + 7 ⇒ (16) + 7 = 23

Round 4 - Combat Over
Buri Buri-Ban <Purple> -36 hp

Grand Lodge

@Smarmy, look to the west of Smarmy

Grand Lodge

Yes, that's why you all moved up the ramp a bit.

Grand Lodge

Bo Goh's point blank shot slams into the dust and Buri takes off past the group to escape outside. Khouri is able to slink out of his hold, but Nergi is held tight and dragged to the door.

To the Kelish shouts of "The crazy knight is going to jump the fire lizard into the vats and kill us all!" more workers try to grab the runaway lizard and its dodgy rider.

maintain grapple on Khouri: 1d20 + 2 + 5 ⇒ (1) + 2 + 5 = 8
maintain grapple on Nergi: 1d20 + 2 + 5 ⇒ (20) + 2 + 5 = 27
grapple on Raynor: 1d20 + 2 ⇒ (18) + 2 = 20
grapple on Mozza: 1d20 + 2 ⇒ (12) + 2 = 14
grapple on Bo: 1d20 + 2 ⇒ (11) + 2 = 13

Round 3/4 - Full Round - Bold may go
Raynor <Need Fort Save on your turn>
Mozza <Need Fort Save on your turn>
Khouri <Need Fort Save on your turn>
Nergi (grappled) <Need Fort Save on your turn>
-------------------------------
Bo Goh <5 foot step and flurry of arrows> <Still need Fort Save on your turn>
Smarmy
Buri Buri-Ban <Purple> -11 hp
Workers

Grand Lodge

@Smarmy Ah, you did hit, I had the range increment for crossbow wrong.

Grand Lodge

@Bo That's fine. They are guards but they haven't joined in yet. Just observing the strangeness so far. I'll assume you instead moved to follow the cloud of dust. Fifty feet of meove could put you right next to him. Let me know if you want to attack with your standard or something else.

@Smarmy No extra safety equipment at the entrance. Not a whole lot of govt oversight here. What with the exploding dust and all.

@Raynor The dust is not a poison, so the antitoxin doesn't really help you here

Mozza is too wily to be held onto for too long and scrambles up the walkway. I think this is the way you wanted to go? Khouri and Nergi struggle to free themselves from the burly workers, to no avail. Bo Goh moves to intercept and Smarmy takes a quick shot but the bolt passes through the dust without stopping.

Just waiting on Bo Goh's standard, as that will determine what he does.

Round 2/3 - Full Round - Bo Goh may go
Raynor
Mozza
Khouri (grappled)
Nergi (grappled)
-------------------------------
Bo Goh
Smarmy
Buri Buri-Ban <Purple> -9 hp
Workers

Grand Lodge

@Bo, I'm a bit confused. Who are you targeting, and how are you moving after a flurry?

Grand Lodge

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@Khouri, they look like they are just grabbing for the purpose of pulling you out of the factory, but yes, you could "attack of opportunity" them.

@Raynor and Smarmy, yes, your bluff and diplomacy did have some effects. Some of the workers are backing off.

Grand Lodge

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There is enough confusion in the warehouse as Bo Goh races to the back door that Smarmy's ventriloquism act only increases the hub-hub. Variations of "Get the fire lizard and his minions out!" fill the room as the rumor spreads. Seeing the back way sealed off by the zen archer, the "dust cloud" abruptly changes direction and heads the other way. As it does Khouri, Nergi and Mozza are grabbed by the frenzied workers.

grapple on Raynor: 1d20 + 2 ⇒ (16) + 2 = 18
grapple on Mozza: 1d20 + 2 ⇒ (20) + 2 = 22
grapple on Khouri: 1d20 + 2 ⇒ (18) + 2 = 20
grapple on Nergi: 1d20 + 2 ⇒ (20) + 2 = 22
grapple on Bo Goh: 1d20 + 2 ⇒ (15) + 2 = 17

Wow. Nice rolls by the workers, they must be in a union.

Round 2/3 - Full Round - Bold may go
Raynor <Need Fort Save on your turn>
Mozza (grappled) <Need Fort Save on your turn>
Khouri (grappled) <Need Fort Save on your turn>
Nergi (grappled) <Need Fort Save on your turn>
-------------------------------
Bo Goh <Need Fort Save on your turn>
Smarmy
Buri Buri-Ban <Purple> -9 hp
Workers

As mentioned before there are workers all around. Consider one is directly next to you if you are grappled.

Grand Lodge

Maybe it was a triangulation. He is that fast though.

Grand Lodge

Smarmy, it was the total concealment...

Bo's initial shot also catches the dust cloud. taking the first damage roll and miss chance though

--------------

Parting somewhat reluctantly for the paladin on the lizard, the workers' hoots and hollers intensify as the rest of group moves in. Some start to approach aggressively and the outlines of more formidable guards (leather armor and scimitars) appear on the upstairs balconies.

Khouri and Nergi move into the congested workfloor, Nergi taking the opportunity to swipe a handful of the green iridescent spice from a box on the way.

Unfortunately, there wasn't a line of sight for Khouri's crossbow, so I double moved you.

fort save Raynor: 1d20 + 9 ⇒ (18) + 9 = 27
fort save Mozza: 1d20 + 6 ⇒ (20) + 6 = 26
fort save Khouri: 1d20 + 7 ⇒ (3) + 7 = 10

DC 10 knowledge nature to identify the spice from the smell and texture:
This place is likely used for refining Sianti chaff into the extremely potent and fairly valuable spice of the same name, that goes well on Qadiran meats and vegetables.

Round 2 - Full Round - Bold may go
Bo Goh <Need Fort Save>
Smarmy <Need Fort Save>
Buri Buri-Ban <Purple> -9 hp
Workers
Raynor on Mozza <Need Fort Save and also one for Mozza>
Khouri <Need Fort Save>
Nergi <Need Fort Save>

Grand Lodge

As Smarmy steps in to the dusty room, the foreman and several workers abandon their posts and yell, trying to get them to leave, screaming at him in Kelish about "The devil dust! Danger! No fire! No fire!" Each wears a special colored headscarf to protect from the dust.

Smarmy's dagger hits the mark, but not enough to cause any lasting damage to the man. However, it is not difficult to follow the "dust bubble" as it races towards the only other apparent exit to the facility. Yellow door

smarmy fort save: 1d20 + 5 ⇒ (12) + 5 = 17

Everyone else (who moves into the refinery) will need to make a DC 10 fort save each round vs sneezing (treat as nauseated condition for that round).

Round 1 - Full Round - Bold may go - Don't forget the fort save versus the dust if you move in
Bo Goh
Smarmy
Buri Buri-Ban <Purple> -3 hp
Workers
Raynor
Khouri
Nergi

There are dozens and dozens of workers milling about in the plant, they don't hamper your movement (yet) but realize they are there.

Also, the grey circles are large vats (10' high)

Grand Lodge

With everyone feeling tip-top, time to retrieve the last statue...

Buri Buri-Ban, as promised, sits at the crowded Fetching Fan café on Sengali Square. Though he doesn’t seem to see you, the moment you see him, he reacts to someones words, stands and retrieves a potion out of his waist-sash. As he drains the potion, he begins running, package in hand out a back door. By the time he’s taken three steps across the square, he’s already invisible.

The invisible Buri Buri-Ban streaks across the square and into the Jenji Combine Sianti Refinery. Bo Goh notices puffs of dust kicked up by his haste which point toward the refinery. Shortly afterward, a passerby in front of the refinery is knocked off of his feet by an invisible force further pointing you in that direction.

The refinery is a two-story building with no windows. It looks well and frugally made, and the only decoration consists of the name painted above the door and a stark sign by the entrance that says, in Kelish, “No Open Flame.” For those who don’t read Kelish there is a helpful icon of a stylized flame with an X through it.

The refinery is a large square space, 100 feet on a side, and is full of spice vats, wooden stairways and catwalks; chains and rope hang from elaborate pulley systems and the lamps are continual flames completely enclosed in glass globes.

The refinery is lit only by natural light that spills in throw large windows on the ceiling and upper walls. A quick glance as your eyes adjust to the relative dimness inside reveals “No Open Flame” signs in Kelish painted all over the vats. The refining process creates a tremendous amount of dust which is constantly settling on everything and swirling around as the refiners go about their work. Luckily, you can see a ripple in the dust moving across the refinery floor about 20 feet from the main entrance.

Initiatives!:

Nergi Init: 1d20 + 0 ⇒ (1) + 0 = 1
Smarmy Init: 1d20 + 2 ⇒ (17) + 2 = 19
Khouri Init: 1d20 - 1 ⇒ (5) - 1 = 4
Raynor Init: 1d20 + 0 ⇒ (6) + 0 = 6
Bo Goh Init: 1d20 + 8 ⇒ (11) + 8 = 19
Purple Init: 1d20 + 5 ⇒ (10) + 5 = 15

Round 1 - Full Round - Bold may go
Bo Goh
Smarmy
Buri Buri-Ban <Purple>
Raynor
Khouri
Nergi

Make perception checks to notice where Buri moves to when it is your turn.

Grand Lodge

Khouri stands in amazement as near simultaneous attacks from Nergi, Raynor, Smarmy, and Bo Goh finish off the last two monstrous vermin.

The body of the largest of the centipedes suddenly shrinks back into smallish silver form upon expiration. The resulting statue is six inches tall and weighs a single pound. It resembles a centipede curved around a branch or twig, but no longer radiates magic.

Among the detritus left by the violent rampage is Arpani’s box, which he must have left in his haste. The box contains two potions and an oil.

Three Spellcrafts DCs 21/16/16:
In order: a potion of barkskin +2, an oil of bless weapon, and a potion of cure light wounds.

It also contains a scrap of paper.

contents of said paper <Osiriani>:
It looks much like a shopping list of arcane items with notations next to each one. Halfway down the list is noted “Osirian statuette—GT.”

stabilize: 1d20 + 1 ⇒ (8) + 1 = 9
red bite on Nergi AOO: 1d20 + 11 ⇒ (6) + 11 = 17 red damage: 2d8 + 9 ⇒ (5, 2) + 9 = 16

Round 3/4 - Full Round - Combat Over
Khouri (-1 hp)
Nergi (-7 hp)
Smarmy -24 hp
------------------------
Raynor (antitoxin)
Bo Goh (-7 hp)
Centipede <Yellow> -45 hp (dead)
Centipede <Red> -86 hp (dead)
Centipede <Orange> -57 hp (dead)

I have included the damage from the previous encounter in parentheses so we could figure that out before moving on to the last statue...

Grand Lodge

It is, and there wasn't a comparable CR centipede from the bestiary to translate it to, so 3.5 monster it is. I have a feeling Bo Goh will finish him off, though.

Grand Lodge

The dazzling array of legs prove to much for Khouri to focus on, and he ends up splitting the difference instead of the creature. Nergi hops to the closest one, and with the help of Bo Goh's rapid fire assault, drops the first of the monstrous vermin.

Unaffected by the venom, Smarmy does his best impression of a straight-up warrior and slashes through the creature's undulating plates while Raynor plunges his lance deep into his centipede just under the head, avoiding all of its frenzied bites.

Smarmy is not as fortunate, as the centipede catches a piece of his arm, delivering far more poison to his system.

red bite on Raynor (AOO): 1d20 + 11 ⇒ (7) + 11 = 18 red damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16
red bite on Raynor: 1d20 + 11 ⇒ (10) + 11 = 21 red damage: 2d8 + 9 ⇒ (8, 2) + 9 = 19
orange bite on Smarmy: 1d20 + 5 ⇒ (16) + 5 = 21 orange damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14

Need another DC 14 fort save from Smarmy or take dex damage: 1d8 ⇒ 7 this round.

Round 2/3 - Full Round - Bold may go
Khouri
Nergi
Smarmy (7 Dex damage pending save) -24 hp <need fort save>
------------------------
Raynor (antitoxin)
Bo Goh (gravity bow)
Centipede <Yellow> -44 hp (unconscious)
Centipede <Red> -36 hp
Centipede <Orange> -12 hp
Viraj Arpani <Blue>

Grand Lodge

You can move off the map, bugs are not hindered.

Grand Lodge

Smarmy, that is the price of a life of crime... :)

P.S. Don't forget your action this turn. Everybody acts

Grand Lodge

Raynor and Bo prepare for the tough battle ahead. The centipedes ignore Viraj entirely (to his obvious surprise) and fan out to attack the group, clambering with some effort over the stalls and wares, but are only able to harm the lone dwarf.

yellow bite on Bo Goh: 1d20 + 5 ⇒ (8) + 5 = 13 yellow damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
red bite on Khouri: 1d20 + 11 ⇒ (5) + 11 = 16 red damage: 2d8 + 9 ⇒ (2, 3) + 9 = 14
orange bite on Smarmy: 1d20 + 5 ⇒ (13) + 5 = 18 orange damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10

Smarmy, DC 14 fort save or take dex damage: 1d8 ⇒ 3 this round

Viraj, for his part, hastily casts a spell and disappears.

DC 17 spellcraft:
invisibility

Round 1/2 - Full Round - Bold may go
Khouri
Nergi
Smarmy (3 Dex damage pending save) -10 hp <need fort save>
------------------------
Raynor (antitoxin)
Bo Goh (gravity bow)
Centipede <Yellow>
Centipede <Red>
Centipede <Orange>
Viraj Arpani <Blue>

If anyone needs to move off the printed map, consider that there is ample space to maneuver.

Grand Lodge

I am assuming everyone heals one way or another before this encounter...

"Be gone!" A wary Arpani shouts out as you approach. "I have important business to attend to!"

As you all get closer (Smarmy with the sneaky rear pincer action), he pulls out a wand and warns "I am a powerful magician and certainly not to be trifled with!"

Arpani chants and moves his fingers in intricate arcane patterns. His form loses substance and turns to a wispy cloud, but as it does, the bundle under his arm begins to vibrate, crackle, and grow. His eyes widen as his body resolidifies and the statue bursts out of its wrappings, seemingly absorbing the arcane energy from Viraj’s failed spell. Linen, strings, and little bells skitter across the pavingstones. On the ground now, the statue continues to grow, taking on the form of writhing, giant centipedes.

As the centipedes materialize, the crowded market empties quickly as dozens of merchants and customers flee in terror.

Initiative:

Nergi Init: 1d20 + 0 ⇒ (5) + 0 = 5
Smarmy Init: 1d20 + 2 ⇒ (1) + 2 = 3
Khouri Init: 1d20 - 1 ⇒ (10) - 1 = 9
Raynor Init: 1d20 + 0 ⇒ (13) + 0 = 13
Bo Goh Init: 1d20 + 8 ⇒ (4) + 8 = 12
Red Init: 1d20 + 2 ⇒ (9) + 2 = 11
Yellow Init: 1d20 + 2 ⇒ (10) + 2 = 12
Orange Init: 1d20 + 2 ⇒ (8) + 2 = 10
Blue Init: 1d20 + 0 ⇒ (9) + 0 = 9

DC 12 Knowledge Nature:
These are Monstrous Centipedes and have a poison that harms one's dexterity.

Round 1 - Full Round - Bold may go
Raynor
Bo Goh
Centipede <Yellow>
Centipede <Red>
Centipede <Orange>
Viraj Arpani <Blue>
Khouri
Nergi
Smarmy

Grand Lodge

Tandir's face shifts from fear to anticipation to relief, as you only relieve him of the strange statue.

I purchased it only just recently from a broker, a man named C'haim, I think. If you happen to see him again, let him know I'm in need of another trinket for my granddaughter. Praise the dawnflower for your mercy."

His face returns to anticipation as you leave him in the warehouse with the dozing thugs.

------------------------------

Wandering about the Overmarket, you focus your search on seeking out Viraj Arpani, the man with bells on.

No more than several hundred feet from the warehouse, you hear those bells in the distance...

Picture Added

What Torch said was true—he is unmistakable. Sitting on the rim of a fountain, the man appears to be contemplating the contents of a small intricately carved wooden box. The many pouches of his flowing, bell-covered robes bulge with various small items, and wands and rods stick out from odd folds.

Under his arm he casually carries an item wrapped in shipping linens but by its shape it is almost surely a statue.

Grand Lodge

Nasir Tandir slowly rises as the group searches the warehouse. As Bo pulls out the statue, he answers Raynor.

"No, my good sir, I know of no other statues, I purchased this one as a gift for my granddaughter." Nodding to the handfuls of platinum that surround it, he adds. "That is the bounty of good business sense... and my life's fortune."

Responding to Nergi, he incredulously continues "No, no, no...I couldn't do that, they are the authorities around here. Well, local street shahs -- to be exact-- for the local thieves guild. You...you are not here to replace them?"

Nergi determines from a failed stabilize that Belal is dead.

Obviously - you need to take the stolen statue, but you also need to decide if you are taking his platinum as well...

Grand Lodge

Combat over as that was just.. too appropriate.

Smarmy's shield connects solidly with Belal's chin, and the poor man goes down without even a whimper. From the corner of his eye, Smarmy can see the two men that were following earlier approaching carefully from a distance, but as they see Belal fall, they stop -- shake their heads, and quickly disappear back into the maze of the city beyond.

Inside the warehouse, Nasir curls up into a fetal position "Ah! Take whatever you want, if you're the new protection you certainly are.. proficient!"

DC 15 Perception to examine the warehouse:
A check of the counter discovers a secret compartment with a strongbox containing 600 pp. Also in the strongbox is one of the linen-wrapped Osirian statues, a golden giraffe (roughly 8 inches tall and weighing 2 pounds). It’s an accurate depiction of a giraffe, including carved markings to represent spots, eyes, and so on.

Belal himself has a couple of potions, a magical dagger and armor, and a pouch with 200 gp, his thugs just have mundane equipment and a few gold pieces.

Grand Lodge

With Khouri's swing going awry, Belal spits outs "I'll be back! You can count on that!" grabs his limp shoulder and trips through the boxes to the warehouse door, whipping it open to reveal the sneaky dwarf and cold stare waiting for him outside.

Round 3 - Full Round - Bold may go
Belal <Red> -33 hp <withdraws>
Nergi -7 hp
Bo Goh -7 hp
Raynor
Smarmy
Yellow -18 hp <unconscious>
Orange -13 hp <unconscious>
Khouri - 1 hp

Grand Lodge

Thrusting his lance across a stack of boxes, Raynor finds the leader's shoulder quite malleable. A look of horror crosses not only Belal's face, but Nasir's too.

Round 2 - Full Round - Bold may go
Belal <Red> -33 hp
Nergi -7 hp
Bo Goh -7 hp
Raynor
Smarmy
Yellow -18 hp <unconscious>
Orange -13 hp <unconscious>
Khouri - 1 hp

Grand Lodge

Nergi moves forward between the two buildings to strike the thug at the door and with near simultaneous thrusts they both draw blood. Bo Goh uses the melee fracas to finish him off with an arrow then steps forward to fire around the corner at the other thug, piercing him as well, and he drops to the ground with a sickening thud.

Raynor, feel free to redo your action seeing no foes in sight.

Smarmy finds the back entrance unlocked and prepares to open it.

yellow AOO vs Nergi's movement: 1d20 + 4 ⇒ (18) + 4 = 22
yellow damage vs Nergi: 1d6 + 2 ⇒ (5) + 2 = 7

Round 2 - Full Round - Bold may go
Belal <Red> -15 hp
Nergi -7 hp
Bo Goh -7 hp
Raynor
Smarmy
Yellow -18 hp <unconscious>
Orange -13 hp <unconscious>
Khouri - 1 hp

Grand Lodge

Khouri is unable to back up his words with his waraxe, and Belal retreats to the relative safety of the warehouse.

Round 2 - Full Round - Bold may go
Belal <Red> -15 hp
Bo Goh -7 hp
Raynor
Smarmy
Yellow
Orange
Nergi delayed
Khouri - 1 hp

Grand Lodge

Red gets a turn first, but if you need to post actions for next round go ahead and I'll work them in at the proper time

Grand Lodge

Raynor, I'll assume you cast that upon yourself

One of the monk's arrows strikes true. The two thugs further in move to protect their leader. Nasir slides down behind the counter, evading the swings and stray arrows.

Smarmy slinks to the back of the warehouse and can see two large cargo doors.

Round 1 - Full Round - Bold may go
Belal <Red> -15 hp
Bo Goh -7 hp
Raynor
Smarmy
Yellow
Orange
Nergi
Khouri - 1 hp

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