#4-23: Rivalry's end [Tier 6-7] (Gameday 4) - GM Rutseg (Inactive)

Game Master Balacertar

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Iron Gods: Iron maps;

My interpretation is the encounter with the enemy is too imminent to take 10. In general it should be ok to explore around taking 10, but not in the presence of danger.
Stealth (Kleetus): 1d20 + 16 ⇒ (10) + 16 = 26

GM:

1d20 ⇒ 8
1d20 ⇒ 9

After one minute exploring the room, the clockwork soldiers, move out next to Kleetus without realizing he is there. They are moving towards the party!

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Unnvar holds his spot, waiting for the constructs to move closer. He motions to Archibald to move up and use his lightning bolt.

If the constructs reach him, he gives them a surprise.

Readied Action:

If a construct steps next to me:

+1 Adamantine Greatsword + Vital Strike + Power Attack: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 4d6 + 13 ⇒ (4, 6, 3, 6) + 13 = 32

Archibald step around the corner and blast them, then I'll step out in front of you.

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Lightning Bolt (Spell Specialisation, Varisian Tattoo): 10d6 ⇒ (3, 4, 1, 3, 4, 3, 1, 3, 5, 4) = 31

DC 19, as above. I was determined to see the lesser-used lightning bolt in play, but it's been a nightmare to aim in several melee heavy parties. Thanks for indulging me, guys!

Archibald steps up to the plate, exhaling sharply as he bounces from toe to toe like a boxer. Planting his staff into the ground, he winds up as if to deliver a haymaker, uncurls his arthritic fist and whispers a few words of Auran as a bolt of clear blue light fills the passageway, crackling louder than any flame. "बिजली!"


Iron Gods: Iron maps;

Archibald turns around the corner surprising the clockwork soldiers just in front. He pronounces some arcane words and all of a sudden a terrible electrical blast thunders through the corridor hitting two of the metallic soldiers.
Ref Green DC 19: 1d20 + 6 ⇒ (6) + 6 = 12
Ref Green DC 19: 1d20 + 6 ⇒ (7) + 6 = 13
Both of them are taken by surprise and the electricity blasts most of their circuits and heats their metallic skin almost to the point of melting. You observe the electricity had an extra effect on the metallic parts!
Great use in this case Archibald! That was a real blast :D

Initiative:

Archer: 1d20 + 1 ⇒ (1) + 1 = 2
Archibald: 1d20 + 5 ⇒ (12) + 5 = 17
Farg: 1d20 + 2 ⇒ (18) + 2 = 20
Kleetus: 1d20 + 5 ⇒ (17) + 5 = 22
Lamare: 1d20 + 1 ⇒ (16) + 1 = 17
Unnvar: 1d20 + 5 ⇒ (6) + 5 = 11
Foes: 1d20 + 6 ⇒ (12) + 6 = 18

Unnvar has a clear idea of protecting Archibald, but Kleetus, Farg and the Clockwork soldiers seem faster to react!
As Archibald marked the combat start, I will save your rolls for the next action. I will keep your movement to protect him as a surprise round action


Red: 46 damage
Green: 46 damage
Surprise round
Archibald, Unnvar, Kleetus, Farg, Lamare, Archer
Round 1
Kleetus, Farg, Clockwork, Archibald, Lamare, Unnvar, Archer
Everybody in bold can act. Those of you who did not act in the surprise round, can perform a standard action. Additionally, those of you acting in round 1 before the clockwork soldiers, can provide an extra turn of actions. Differently than tabletop, in PbP feel free to act before your colleagues and provide all your rounds in a single post (after all you could be delaying and waiting to each other if you wished so), and allows you to post when you can rather than when you should, which is needed for the PbP format.
As you see I prefer to cluster NPCs vs PCs because in my experience this helps a lot to post faster, advance at better pace and overall providing more intense combats in PbP.

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg hoists up his longspear and closes with the construct however his thrust is far off and the angry tiefling ends up scraping the wall.

Attack PA1d20 + 12 ⇒ (1) + 12 = 13 Damage 1d8 + 12 ⇒ (5) + 12 = 17

Farg cast Heroism before entering the place so I assume it's still up. Forgot about it on my last roll however... I'll also activate archaeologists luck here. Farg is threatening AoO.

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

Bit of luck on kleetus! "Good luck!"

-Posted with Wayfinder


Iron Gods: Iron maps;

I fear that will not work Lamare. First of all Kleetus is far from you while Bit of luck is a touch spell-like. And secondly, he is invisible, thus you will have problems locating him without him revealing his position to everybody :/
I would allow it if you had been next to him all the time, but not in this case, sorry.
You can look for another action though, or touch Archer whom is just next to you.

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Kleetus watches as Archibald walks up around the corner and begins his incantation. Dis gonna be good!!!. Electrical fireworks erupt, prompting a quiet "Yay!!!" to come out of seemingly nowhere, as Kleetus calls upon the favor of Abadar.

GM:
Casting Divine Favor in the surprise round

Kleetus would also like to try and identify these creatures using his monster lore. Is the check Knowledge:Arcana?

The rustling of armor in motion seems to indicate that Kleetus has moved back a little further from the others, a fact that becomes apparent when his invisibility spell shatters when his blade tries to find it's way into the second constructs' metal body. "Ah pro-noun-ce you as being in the way o' Abadar's Holy Works!"

GM:
Activating Judgement of Destruction +3

Falchion vs Green Flatfooted Clockwork soldier, Power Attack, Furious Focus: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Falchion vs Green Flatfooted Clockwork soldier, Power Attack, Furious Focus, Damage: 2d4 + 8 + 6 + 2 + 3 ⇒ (3, 1) + 8 + 6 + 2 + 3 = 23

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Acher rushes forward. So, not the sneak path then. She grins. Good.

Using surprise round to move closer.


Iron Gods: Iron maps;

Lamare@ sorry, I see now your archetype allows to use the touch at 30'
Please, tell me one of your companions and he can apply the luck this turn.
Kleetus@ they have been identified by Farg as Clockwork soldiers

Kleetus casts an spell on himself, the soldier turning towards him on hearing him just to suddenly crash under the half-orc powerful blow when he appears in front losing his invisibility. The mechanical creature is destroyed even if Kleetus feels his weapon not as effective as expected to overpass its armor.

Farg fails to stab his spear while Lamare increases his companions luck with a call to Desna. Archer moves closer to the battle.

When they see the other felling, the remaining soldiers respond mechanically attacking Kleetus. The one coated in green steps to the side and attacks twice with its hallberd.
+1 hallberd: 1d20 + 18 ⇒ (3) + 18 = 21
Piercing damage: 1d10 + 14 ⇒ (7) + 14 = 21

+1 hallberd: 1d20 + 13 ⇒ (12) + 13 = 25
Piercing damage: 1d10 + 14 ⇒ (3) + 14 = 17
The weapon pierces through both Kleetus shoulders leaving terrible wounds.

The last mechanical soldier moves out through the door and tries to disarm the half-orc, and he does such attempt so professionally he do not drops his defense avoiding any opportunity attack.
Disarm: 1d20 + 19 ⇒ (10) + 19 = 29
The hit is so terrible, Kleetus loses the grasp of his falchion disarmed by the clockwork soldier.

Green: 64 damage
Red: 46 damage
Kleetus: 19/57 hp, disarmed, divine favor (r8)
Round 1
Clockwork, Archibald, Lamare, Unnvar, Archer, Kleetus, Farg

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Seeing Kleetus hit, Acher bellows and riushes forward to strike at the damaged soldier.

Raging Earthbreaker, Power Attack, Furious Focus: 1d20 + 11 ⇒ (3) + 11 = 14 for Damage: 2d6 + 16 ⇒ (4, 3) + 16 = 23

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Looking from shoulder to shoulder, he shrugs, winces and states flatly: "Whelp, that hurt. Dontcha go nowhere, Ah'll be right back"

GM:
Withdraw action, swift action switching judgement to Healing 3

Hobbling his way backwards towards Lamare, he smiles at the cleric. "Ah would be ever so thankful for a quick patch of healing magic!"

"YA SHOULDA GOTTEN THAT WEAPON CORD KLEETS!!!" trills his inner voice.

GM:
Fast Healing 3 takes effect for the turn.

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

Archer. Kleetus seem to have no other two handed weapon

and Lamare take a scroll and cast bless +1 morale bonus to fear and attack]

Desna love me , so she loves you!

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

The bird-like appearance fades and is replaced by a bull-like look, as small horns pop from his forhead.

Swift action - Feral Focus Bull (+2 to Str)

Unnvar moves forward and attacks the construct (red).

+1 Adamantine Greatsword + Vital Strike + Power Attack(w/ Furious Focus)+Bless+Feral Focus: 1d20 + 11 + 1 + 1 ⇒ (7) + 11 + 1 + 1 = 20
damage: 4d6 + 8 + 6 ⇒ (6, 5, 3, 1) + 8 + 6 = 29

Thanks Lamare for the remind, bless added

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

Uunvar you forgot the bless

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

With the tunnel blocked Farg grunts as he can't hit anything.

Dealy or pass


Iron Gods: Iron maps;

Kleetus@ withdraw only protects you from the AoO of going out of your first square. In this case Red will still have an AoO when leaving your second square. But because Unnvar will finish that creature, we will just assume you delay your withdraw until he acts ;)

Unnvar steps to the front delivering a powerful blow over the mechanic soldier, but this one seems to dodge it. Yet meanwhile Lamare unrolls a scoll and calls for Desna's blessing, Unnvar's blade suddenly tilting just enough to find an unprotected spot in the construct, the adamantine sword cutting through its head piece as butter. The thing deactivates falling to the ground inert.

Kleetus, terribly wounded and next to the remaining monster construct, sees the opportunity to withdraw for help, and does so placing himself in the back of the party. Meanwhile, Farg awaits for his opportunity.

The remaining creature approaches Unnvar, and analysing the danger of the blade he holds, the creature maneuvers to disarm him without giving an opportunity to attack.
Disarm: 1d20 + 19 ⇒ (11) + 19 = 30
The hit is precise and strong, sending the half-orc's blade to the air and hitting the wall.


Red: 75 damage
Kleetus: 19/57 hp, disarmed, divine favor (r8)
Unnvar: disarmed
Lamare: bless (r62)
Round 2
Clockwork, Archibald (x2), Lamare, Unnvar, Archer, Kleetus, Farg
Archibald has two turns of actions, as I forced the pace before he acted. I will do this often when there is only one player remaining to act and some hours has passed (like now 12 hours). I find it keeps the pace and the game interesting for everyone, and the person does not have the pressure to come and post, because he knows he is not delaying anyone and can still contribute and enjoy without losing any action.

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Hearing Farg give a frustrated yell as he finds himself walled off from combat, Acher gives one more swing before backing up behind Unnvar.

Using the bit o' luck

Attack - Power Attack, Furious Focus, Destined Strike: 1d20 + 11 + 2 + 1 ⇒ (13) + 11 + 2 + 1 = 27
Attack - Power Attack, Furious Focus, Destined Strike: 1d20 + 11 + 2 + 1 ⇒ (2) + 11 + 2 + 1 = 16
for Damage: 2d6 + 16 ⇒ (5, 4) + 16 = 25

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Frustrated by the loss of his weapon, Unnvar realizes picking it up will expose him to the creature's attack. But knowing his battleaxe likely won't cut through the hard clockwork shell. He doesn't see any choice, but to pick it up and give the creature an open look. Hoping his reflexes are quick enough to avoid the blow, Unnvar does everything he can think of to give himself an edge.

First, he taps he's heels together activating his boots of speed. Free action
Next, his bullish horns vanish and are replaced by tiger strips and whiskers. Swift action - Feral Focus switch to Tiger - +2 Dex

AC up to 26

Reaching down he grabs his greatsword. move action
Then darts around the construct to give more room for his cohorts to fight it, hoping the creature's reactions aren't quick enough to hit him more than once as he goes. Move around the construct - standard (move) action


Iron Gods: Iron maps;

Archer hits with strength over the clockwork soldier damaging one of the arms. The hit should have destroyed the arm, but it seems it dealt less damage than expected.

+1 hallberd AoO: 1d20 + 18 ⇒ (9) + 18 = 27
P damage: 1d10 + 14 ⇒ (5) + 14 = 19
When Unnvar tries to get back his blade, the clockwork hits him with a terrible blow in his belly. The half-orc holds as he can and walks around the construct getting a better position for future attacks.


Blue: 20 damage
Kleetus: 19/57 hp, disarmed, divine favor (r8)
Unnvar: 40/59 hp
Lamare: bless (r62)
Round 2
Clockwork, Archibald (x2), Lamare, Unnvar, Archer, Kleetus, Farg

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg steps forward and tries to skewer with his longspearbut today isn't his lucky day :(

Atta1d20 + 12 ⇒ (1) + 12 = 13 Damage 1d8 + 12 ⇒ (6) + 12 = 18

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Kleetus watches as the construct slams it's halberd into Unnvar, wincing. "That hadta hurt. Hold up on the healing fer a tick Lamare." He dashes in, stepping back onto his fallen blade which he then picks up, and motions for Acher to close on in with the creature.

GM:
Move to get in, standard to a move to pick up the falchion, Judgement ticks for an additional 3 hp of healing. End turn.

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

One channel for the night! Lamare pitchs his symbol in the air.

Desna, do your thing! Hundred of butterfly come out of the symbol. It a real swarm. They go the wounds of Lamare's allies and disappear while healing it.

channel positive energy: 3d6 ⇒ (4, 3, 3) = 10

If it is not your lucky day, Farg. I will help you with the help of Desna. After this combat.


Iron Gods: Iron maps;

Farg fails his spear attack hitting the wall when the clockwork soldier steps to the side as fast as the light. Kleetus profits the movement to pick up his sword unmolested and reposition himself in the battle.

Lamare moves up behind Archibald where he can send a blast of sacred energy that heals the whole party. Fortunately the clockwork gears, screws and cogs do not seem to come back to place.

The clockwork looks to Kleetus, then Unnvar, seems to evaluate the situation and finally steps diagonally between both, like if following a script.

It then spins his halberd over his head, recovering the equilibrium and attempts to connect a couple of blows on Unnvar.
+1 Hallberd: 1d20 + 18 ⇒ (9) + 18 = 27
P damage: 1d10 + 14 ⇒ (1) + 14 = 15

+1 Hallberd: 1d20 + 18 ⇒ (11) + 18 = 29
P damage: 1d10 + 14 ⇒ (4) + 14 = 18
The hits are terrible, wounding the fierce half-orc in his chest and right leg. The blood is so significant he starts having difficulties to stand on foot, but he holds on place ready to counter-attack.


Blue: 20 damage
Kleetus: 35/57 hp, disarmed, divine favor (r8)
Unnvar: 17/59 hp
Lamare: bless (r62)
Round 3
Clockwork, Archibald (x2), Lamare, Unnvar, Archer, Kleetus, Farg

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Realizing his own personal peril, Unnvar momentarily considers retreat. But he's trained to kill and sometimes the best defense is a good offense. Again appealing to his feral side this time for self-preservation, the tiger whiskers fade and are replaced with a toothy bear snout. swift action - Change Feral Focus to Bear (+2 Con)

Then, with Boots of Speed still activated, Unnvar takes a step into the flank with Kleetus, flashing a rare smile at his half-orc brethren, before unleashing a barrage of attacks on the clockwork menace.

Full Round of Attacks
+1 Adamantine Greatsword +Power Attack(w/ Furious Focus)+Bless+Haste+Flank: 1d20 + 11 + 1 + 1 + 2 ⇒ (1) + 11 + 1 + 1 + 2 = 16
damage: 2d6 + 7 + 6 ⇒ (4, 2) + 7 + 6 = 19

2nd attack at +6: 1d20 + 6 + 1 + 1 + 2 ⇒ (18) + 6 + 1 + 1 + 2 = 28
damage: 2d6 + 7 + 6 ⇒ (6, 4) + 7 + 6 = 23

extra attack from haste at full BAB: 1d20 + 11 + 1 + 1 + 2 ⇒ (8) + 11 + 1 + 1 + 2 = 23
damage: 2d6 + 7 + 6 ⇒ (6, 1) + 7 + 6 = 20


Iron Gods: Iron maps;

Please, note furious focus only applies to the first attack. Still 21 is enough to hit ;)

Unnvar hits twice over the clockwork mouldering steel planks, hinges, gears and cogs. They jump from the main corpse hitting the wall and sprawling over the ground.

The soldier creaks as he tries to stand on place, defending himself from the greatsword falling once and again over him. He barely stands on place, but he seems still operative and willing to fight.


Blue: 63 damage
Kleetus: 35/57 hp, disarmed, divine favor (r8)
Unnvar: 24/66 hp
Lamare: bless (r62)
Round 3
Clockwork, Archibald (x2), Lamare, Unnvar, Archer, Kleetus, Farg

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

note the bless was from a scroll lamare just for other to act

-Posted with Wayfinder

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

I will delay may action until Archer can act so as not to be in her way


Iron Gods: Iron maps;

Lamare@ Good catch! Thanks! ;)
Farg@ good, please go ahead and post your actions as giving for granted Archer's movement. If something extreme happens that makes it fail, we will retcon your actions.

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

Channel!

3d6 ⇒ (1, 2, 2) = 5

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Archibald bides his time, before launching a magic missile spell at Blue, hoping to turn him into scrap before he can do anymore damage.

Magic Missile: 4d4 + 4 ⇒ (3, 3, 4, 4) + 4 = 18


Iron Gods: Iron maps;

The magical force flies from Archibald's hand hitting the clockwork who crumbles on place emitting a deep smoke for some seconds before becoming totally disabled.

Lamare heals back some of the group wounds.

Combat is over!

You find one key in one of the corpses and Archibald easily identifies the soldiers weapons as three +1 hallberds.

What/Where next?

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Unnvar relieved that the threat is down, flashes back to his last run in with constructs, it didn't go so well. Good thing cousin Guaril was is Absalom at the time to arrange for the raise dead.

Shaking off the bad mojo, he quickly pulls out his wand of cure light wounds. And begins to mend the damage made by the halberds.

Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Then taps himself with Wand of longstrider for good measure.

Let's check out this room the constructs were just in.

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

I remember also and I still affirm that we should have used the neclace of fireball in this place.

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Kleetus pouts, disappointed with the last clockwork soldier's durability as he sheathes his blade away. "Ah'll carry the weapons if ya want. But truth be told Ah would prefer if ya puddit in a magical bag of holdin'. If ya have one." Ending his statement with that distinctive avian bob of the head, he retrieves one of his magical healing wands from the wrist sheath it was kept in and begins to mend his wounds.

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Satisfied with the rejuvenating effects of the wand, he stores it back away in it's sheath, coiling the spring underneath. He then steps up by the doorway, looking in.

If the door is closed, I check it for any obvious traps from where I am. If it is open, I walk on in after our designated trapfinder and begin to search the room, quietly if possible. If I do not think it is possible to do so, or if I think thew racket of our fight outside makes such a check useless, I just search the room. Of course I take any queues from the sneakier members of the party very seriously.


Iron Gods: Iron maps;

In order to ease exploration up we will assume you are taking 10 in Stealth and Perception as you move around, as long as you do not take an active roll, and you have not spot any danger.

The door seems to have a lock, but the door was open as the clockwork soldiers were currently checking the room in their patrol. The last clockwork to exit seemed to have the key that works with this lock.

The room is lined with shelves containing a diverse array of odds and ends: racks of clothes, standing mannequins, jars with colored fluids, small boxes, and metal canisters. At the west end of the room is a narrow table supporting a waxy, human-sized figure. Above the waxy figure is a pegboard supporting what appear to be a dozen deflated heads.

This room contains several unusual items that a wealthy spy might consider useful to implicate a rival, terrify a victim, or impede an investigation. Many of the items are mundane components of disguises (such as clothing, make-up, and wigs), although the room also contains some bizarre items and inventions. These oddments include a doppelganger corpse, a severed elven hand with an ornate wedding ring preserved in alchemical fluid, a face mask containing a series of bellows for breathing tainted air, and a dozen leather bags that, when inflated, approximate the appearance of a human head.

Spellcraft (identify) DC 17:

The corpse seems affected by a gentle repose spell.

Perception DC 25:

While you are inspecting the southern wall, you find one shelve that seems to spin over itself when removing one of the candle sconces.

Among the more valuable items stored in this room are four disguise kits, two sets of masterwork thieves' tools, six containers of average invisible ink in bottles labelled
"Revidin's Expurgating Tonic," and a nondescript pouch containing dust of tracelessness. There is also a canister painted with clowns and dancing dogs, which holds 2 doses of dust of illusion.

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

"Ah, a gentle repose spell. Perfect for preserving curiosities such as these. Oh, how simply marvellous." he says, investigating the gas-mask. Running his fingers along the shelf, he seems to encounter some kind of mechanism. "Hrm? What's this? A secret door?"

Detecting magic in the cannister, Archibald will gather up the dust of illusion. Happy to split it, but Illusion is one of my barred schools.

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Seeing the last machine fall, Acher calms herself down. Feeling very tired for a moment, she follows Archibald into the room. "Good blasting. Those things were tougher than they looked."

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

She looks around the room and briefly palms through the disguises. "They weren't kidding about her not trusting anyone at least. How good do you think these clankers are at hearing? If there's any more out there listening, our brush with these two wasn't exactly subtle."

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

An ally walks in, then two, and still no cries of pain. It's prob'ly safe. Kleetus follows in, taking in the scene with his usual open mouth smile. "Wow, this is kinda gross. Ayup." He begins to gather the rest, making sure to offer everyone else the opportunity to take it from him before he stores it in his backpack. "Whatchu talkin' about Archie? Secret wut?"

Perception Check: 1d20 + 12 ⇒ (2) + 12 = 14

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg studies the findings with his companions, but as he is not nearly as knowledgeable or perceptive as Archibald there is little the rough hewn excavator can add here.

Perception 1d20 + 10 ⇒ (10) + 10 = 20


Iron Gods: Iron maps;

The party explores the room, surprised by the huge amount of disguise material.

Archibald casts a detect magic spell, and locates the magic dust with ease, identifying it's properties with his spell knowledge.

He then continues touching the southern wall looking for something more, and finds a spinning secret door.

Peering through he observes what looks like a storeroom with contents not particularly valuable. The room contains mundane goods such as casks of fresh water, spare furniture, and basic tools. Several large mirrors are also stored in there, carefully packaged and covered. They seem old, as if they have been removed from their original place.

So where do you go next? Storeroom or headback to the corridor and follow east from where the clockwork soldiers came? ;)

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Weird place fer a bunch o' mirrors. Wonder if they're magic.

Kleetus casts detect magic on the mirrors.


Iron Gods: Iron maps;

Kleetus moves inside the storeroom through the spinning secret door wall. The he casts a detect magic spell, hopping there is some magical artifact around.

The half-orc's spell detects an aura of adivination in the mirrors. The aura though seems to be some kind of lingering residual magic rather than actual magic, as if the mirrors had been part of a magical device in the past but had been replaced and abandoned losing the magic inside them.

Spellcraft and Knowledge arcana rolls might reveal more info.
Feel free to include suggestions about where to move the party next.

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

Perharps, we could move forward?

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

Kleetus racks his brain. What's all that 'bout? "Hey Archie? Lamare? Whutsa mirror wit' a divination ling'rin' aura mean to you?"

Spellcraft Check: 1d20 + 3 ⇒ (15) + 3 = 18
Knowledge:Arcana Check: 1d20 + 3 ⇒ (19) + 3 = 22

Kleetus will move back towards the way the clockwork soldiers came from, if the rest of the party follows.

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Knowledge Arcana1d20 + 6 ⇒ (19) + 6 = 25

Hmmm...

The Exchange

Half-Orc Slayer lvl 10/ Hunter (feral hunter) lvl 1
Tracked Resources:
Boots of Speed 6/10, Mask 3/3, Orc Ferocity 1/1, Spells 1st 2/2 (Cure Light Wounds, Feather Step) At Will (Detect Magic, Guidance, Mending, Resistance)
HP 113/113 | AC 2725 FF 2220 T 17 CMD 3332 | Init +6 | Saves (Fort +17, Reflex +16, Will +8)| Per +16, SenMot +7| Spd 30' Animal Focus Active: frog| Effects Active: barkskin, water breathing|

Once everyone has a had a chance to thoroughly inspect the items in the two rooms, Unnvar will stealthily peek around the corner to the right.

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

"i am not a scolar. I may know 2 or 3 things but not like you great sage."

-Posted with Wayfinder

The Exchange

Male LG Half-Orc (Varisian) Inquisitor 12 | HP:95/95| AC: 25 (13 Tch, 24 Fl) | CMB: +12 CMD: 28 | F: +12, R: +7, W: +14 | Init: +7 | Perc: +15 SM: +25 | Speed 30ft | Bane 17/17, Judgement(x2) 4/4 | Spells: lvl 0=6, lvl 1=6/6, lvl 2=6/6, lvl 3=5/5, lvl 4=4/4 | Active conditions:.

"Ah am a pa-ra-gon of wisdom. Ayup!"

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