GM TOP #9-10: Signs in Senghor (Core) (Inactive)

Game Master Pete H.

Signs In Senghore (Core) Maps


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Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

No bot instructions and Tishka has shown to rarely want to do any sortove fighting, so I'll just have her toss an intimidate check out there.

Tishka pulls out her weird hooked hammer weapon and growls at the Aspis Agent, "surrender NOW!"

Intimidate - Size: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16

Oooh! Success for... 1 round.

A bit concerned about the two small growling creatures around him, the Aspis agent steps back and then swings his heavy mace at the dinosaur. With an obviously practiced motion, he follows up the swing with a backhanded blow with his spiked gauntlet.

GM Screen:
Heavy Mace - Shaken - TWF: 1d20 + 3 - 2 - 2 ⇒ (12) + 3 - 2 - 2 = 11 for Bludgeoning: 1d8 + 3 ⇒ (6) + 3 = 9
and
Spiked Guantlet - Shaken - TWF: 1d20 + 3 - 2 - 2 ⇒ (19) + 3 - 2 - 2 = 18 for Piercing: 1d4 + 1 ⇒ (3) + 1 = 4

Croaki ducks the mace but is smacked upside the head with the gauntlet (4 damage).

In the other room the Aspis regain their composure and move to strike. The one behind the boxes drops his dart and moves up while drawing a heavy mace. He takes a hack at Ren, hoping his ally on the other side can keep the priest distracted enough to get in a good shot.

GM Screen:
Heavy Mace + Flanking: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 for Bludgeoning + SA: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (1) = 5

The mace goes wide but is enough of a threat to make Ren be concerned about him for at least a moment. That moment, the other Aspis attempts to take advantage of by pulling a large mace and swinging it for a vital spot.

GM Screen:
Heavy Mace + Flanking: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 for Bludgeoning + SA: 1d8 + 3 + 1d6 ⇒ (7) + 3 + (6) = 16

The universe aligns for this Aspis and Ren is struck hard, seeing the stars of Desna flashing across his vision as he is almost sent directly to her (16 damage)

The final agent steps off to the side and pulls another mace, attempting to finish off the holy man.

GM Screen:
Heavy Mace: 1d20 + 3 ⇒ (2) + 3 = 5 for Bludgeoning: 1d8 + 3 ⇒ (6) + 3 = 9

His mighty blow is easily dodged by the deft elf.

Round 4 Bless 16/20
Ahmande
Sarathori (-0) & Croaki (-4)
Tishka
Kord (Shield of Faith 17/20) & Boggard
Ren (-16)

Aspis (Pink Shaken 1/1, Blue -9)

Bold may Act

Boxes provide cover and act as difficult terrain to move through.


AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size) Fort +6, Ref +7 Will +2 evasion hp 25 (bot is bite it or if swarm run Croaki hates swarms and steers well clear)

Croaki takes offence at the pummeling and tries to savage the nasty guard

dice rolls:

left claw attack damage: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 171d6 ⇒ 5
right claw attack damage: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 101d6 ⇒ 2
bite attack damage: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 131d4 ⇒ 3

The Concordance

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Fort +4, Ref +3, Will +4; +2 vs. enchantments Immune sleep low light vision CLW wand 43 charges remaining hp 25 (bot instrctn hit with staff/buff croaki if dr encountered)

"Oi! He was just being friendly" Sarathor admonishes the guard before emphasising his point with a swing of his staff using both hands

Spoiler:

Claiming +1 for height advantage as well as bless and shillelagh (also adding +1 to damage
shillelagh;damage: 1d20 + 4 + 1 + 1 + 1 ⇒ (6) + 4 + 1 + 1 + 1 = 132d6 + 5 ⇒ (5, 5) + 5 = 15

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmande begins sharing a tale that he heard of a clash of Pathfinders and the Aspis Consortium in a warehouse in Diobel, and how badly that turned out for the Aspis then. He begins to move into a flanking position opposite Kord, staying close against the wall and even climbing boxes in order to stay out of reach of errant swings.

Actions:

Standard: begin bardic performance to inspire courage
Move: 30', includes 2 square of difficult terrain (boxes), drawing longsword

Bardic Performance: 17/18 rounds remaining

The Exchange

F CN Gnome Barbarian 2 | HP: 25/25 (27/27) | AC: 20 Tch: 14 FF: 17 (18/12/15) +4 vs Giant | CMD: 16 (18) | F: +5 (+7), R: +4, W: -2 (+0); +2 vs Illusion | Init: +3 | Perc: +6, SM: -2 | Speed 20ft | Rage: 6/8 |
Spell-Like:
1/day: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
Active conditions: Uncanny Dodge, Darkvision.

"I said STOP!" shrieks the little woman as she steps forward. "You must be dense!"

As smoke begins to pour out of her ears, she swings the strange weapon. First she tries to bash him with it, before shoving the pointed end towards his thigh. "I'm sick of this!"

Mechanics:

5ft step. Begin Raging. Full attack

Blunt Attack, Rage, TWF, IC: 1d20 + 6 + 2 - 2 + 1 ⇒ (11) + 6 + 2 - 2 + 1 = 18
Cold Iron Blunt, Rage, IC: 1d6 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Piercing Attack, Rage, TWF, IZC: 1d20 + 5 + 2 - 2 + 1 ⇒ (19) + 5 + 2 - 2 + 1 = 25
Alchemical Silver Piercing, Offhand, IC: 1d4 - 1 + 1 ⇒ (2) - 1 + 1 = 2


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Ahmande, trusting his allies, darts through the office into the back room. With his entertaining tale of Aspis failures, he inspires his teammates' strikes.

Croaki takes a swipe, gashing deep into the muscle of the agents leg. Blood soaks down into his boot and he drops briefly onto one knee. This saves him from Sarathor's bludgeoning swing that snaps just over where his head used to be.

Tishka, enraged with disrespect brings her weapon up at his now reachable jaw. It strikes with a sickening thump and his eyes roll back into his head as he collapses to the ground. Already bringing the point down for another hit it impales him as his body thuds to the floor.

Still Round 4 (Bless 16/20, Inspired Courage +1/+1)
Ahmande
Sarathori (-0) & Croaki (-4)
Tishka
Kord (Shield of Faith 17/20) & Boggard
Ren (-16)

Aspis (Blue -9, Pink -17 & Down)

Bold may Act

Boxes provide cover and act as difficult terrain to move through.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Kord points toward the red Aspis attacking Ren. "Convert, hurt the bad Aspis men! and sends the boggard into the melee.

Swamp Stick of Eagerness {flank/Bless}: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22 Swamp Vengeance {b/p}: 1d6 ⇒ 6
Took the attack & damage from our fight against them. I doubt he understands the language enough to get the benefit from Inspire Courage.

The paladin's eyes light with a special rage at the man emerging from the boxes. He leaps on top of one and chops down with a tremendous swing.
[dice=Flail of "Oh no you didn't!]1d20+4+1+1; 1d10+7+1[/dice]
Confirm? {PA/Bless/IC}: 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 261d10 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Ren lets out a loud groan, "ARGH!" as the Aspis smashes him to within an inch of his life.

He thinks to himself, "I'm sorry friends. A tactical withdraw to heal is something I must do." and then he ducks back from the combat, slides past Kord and scrambles past the boxes to get a clear moment to heal.

Withdraw action. I'll be back soon.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The boggard does not have a weapon. He will be attempting to sticky tongue (-2 Hit vs. touch, 10 ft range) whomever Kord points at.

The boggard rears back onto his haunches and a sticky tongue snaps out at the nearest Agent, smacking wetly around his leg and holding him in place.

Kord dashes forward past his injured ally and takes a huge overhand swing at his head. At the last second the Aspis shifts out of the killing blow and takes the hit on his shoulder. Blood sprays as the flail is pulled back and the agent is seriously injured but not down.

Ren darts away from the danger and can now see the felled and bleeding agent in the other room.

GM Screen:
Stabilize DC 17: 1d20 + 1 ⇒ (9) + 1 = 10

The puddle of blood around the human continues to grow.

The back office door bursts open and a female humanoid rushes out yelling commands. "Idiots! Finish off the priest. I'll take out this... green skin." She spits at the last words and rushes up to Kord.

The agent entangled attempts to rip the tongue off his leg.

GM Screen:
Opposed Strength Agent: 1d20 + 3 ⇒ (17) + 3 = 20 vs. Boggard: 1d20 ⇒ 2

2nd agent double move.

He easily succeeds and uses the rest of his move to dash after Ren as ordered. The other agent not engaged with Kord dashes after his companion and overtakes him, coming up next to the Cleric of Desna.

The last agent sidesteps to gain the advantage of fighting with his boss and swings a heavy mace followed by a quick stab of his gauntlet.

GM Screen:
Heavy Mace + Flanking - TWF: 1d20 + 3 + 2 - 2 ⇒ (3) + 3 + 2 - 2 = 6 for Bludgeoning + SA: 1d8 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11
and
Spiked Guantlet + Flanking - TWF: 1d20 + 3 + 2 - 2 ⇒ (19) + 3 + 2 - 2 = 22 for Piercing + SA: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5

The mace misses wildly and as Kord begins to chuckle at the ineptitude he feels a small stabbing pain as the agent's followup strike slipped through a gap in his armor (5 damage)

Round 5 (Bless 15/20, Inspired Courage +1/+1)
Ahmande
Sarathori (-0) & Croaki (-4)
Tishka
Kord (-5, Shield of Faith 16/20) & Boggard
Ren (-16)

Aspis (Blue -9, Green -9, Pink -18 & Down)

Bold may Act

Boxes provide cover and act as difficult terrain to move through.

K: Planes DC 13:
The woman is an Asimar, a race of Native Outsiders. For each 5 you beat the DC you get an extra question.

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Ren steps away from the perusing agent and fumbles for the wand at his belt. Once in hand he wastes little time in activating its magic, but the healing it provides is minimal at best.

CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2 Ouch!

Desna! Now is not the time to be stingy with the healing!

He glances sidelong over his shoulder at the raging gnome behind him and excitedly says,"Hey Tish! This one said your dyes are boring and dull and not worth a single copper! He even came to complain about it to you.", while pointing his finger at the oncoming Aspis agent.

5' step, draw wand, then activate it. He is wearing a buckler so doesn't need to drop anything to use the wand.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Just curious, did she move and get a second attack?

Second Entry wrote:

Pathfinder Core Rulebook pg. 184 wrote:

Multiple Attacks: A character who can make more than one attack per round must use the full-attack action (see Full-Round Actions) in order to get more than one attack.

I just don't know if that has been errata'd or modified somehow.

*****

GM TOP wrote:
The boggard does not have a weapon.

I figured once he had proven to be non-hostile that we would have been okay with him being armed. Definitely would have gotten him a club or something before going against the Aspis in any case had I know he was heading into combat without a weapon of some sort. Could he have borrowed one from the guards? I would at the very least hand him my pick if he had nothing.

Kord turns his full attention to the newest arrival. He call upon Torag to strengthen himself. "The Father of Creation condemns you. Personally, I'm just going beat you within an inch of yer life. Then, I'll send your sorry soul to whoever wants it."

Flail {PA/Bless/IC/SMITE/Flank}: 1d20 + 4 + 1 + 1 + 3 + 2 ⇒ (12) + 4 + 1 + 1 + 3 + 2 = 231d10 + 7 + 1 + 2 ⇒ (2) + 7 + 1 + 2 = 12

Boggard (hopefully armed with ???){Bless/Flank}: 1d20 + 2 + 1 + 2 ⇒ (17) + 2 + 1 + 2 = 22

Swift action for Smite, 5' step, Attack.

Rolls above assume she is evil. If she is not, it was an 20 to hit and 10 to damage. If she is evil, my AC against her rises from 20 to 23.

The Concordance

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Fort +4, Ref +3, Will +4; +2 vs. enchantments Immune sleep low light vision CLW wand 43 charges remaining hp 25 (bot instrctn hit with staff/buff croaki if dr encountered)

Sarathor hops down from the desk and swings at Blue collar guy "Don't stand there if you know whats good for you"

Spoiler:

shillelagh attack;damage: 1d20 + 4 + 1 + 1 + 1 ⇒ (9) + 4 + 1 + 1 + 1 = 162d6 + 6 ⇒ (2, 1) + 6 = 9
Ihate that bottleneck I will use reroll
shillelagh attack shirt reroll 4 GM stars: 1d20 + 4 + 1 + 1 + 1 + 4 ⇒ (10) + 4 + 1 + 1 + 1 + 4 = 21
Hoping these guys are statted alike

As the blue collar guy falls Sarathor asks Croaki to attack the other remaining guard.If blue collar still standing Sarathor goes "uh oh!"

Spoiler:
If blue still standing Croaki remains where he is otherwise red Croaki is his final position handle animal dc10: 1d20 + 8 ⇒ (10) + 8 = 18
croaki attack;damage: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 181d6 + 3 ⇒ (4) + 3 = 7

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

"...I hear they were so disgraced that the Kortos Consortium won't even work with the Aspis anymore. Let's do it again here!"

Ahmande continues to inspire his allies even as he begins to work out an attack of his own. First, he steps to the door and gives it a loud rap with the butt of his longsword. "Guards!!! There's no flight risk, we could use you in here!"

He then wastes no time dipping his other hand into his pouch. He draws out a pinch of fine sand, and begins an incantation as he slowly rolls the sand between three fingers, summoning arcane energies to power his next attack.

Actions:

Free: continue bardic performance
5' step
Full round: cast sleep (1 round casting time)

The Exchange

F CN Gnome Barbarian 2 | HP: 25/25 (27/27) | AC: 20 Tch: 14 FF: 17 (18/12/15) +4 vs Giant | CMD: 16 (18) | F: +5 (+7), R: +4, W: -2 (+0); +2 vs Illusion | Init: +3 | Perc: +6, SM: -2 | Speed 20ft | Rage: 6/8 |
Spell-Like:
1/day: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
Active conditions: Uncanny Dodge, Darkvision.

Only works if Blue is down

"I TOLD YOU TO STOP!" screams Tishka at the bleeding man before her, raising her weapon to smack him again, she hears the battle raging in the other room. Turning, she rushes through the door and hops up onto the crates.

Looking around the room, she cries out "We killed one of yours already and saved another! Choose wisely as your next actions seal your fate!"

Intimidate Green: 1d20 + 1 ⇒ (8) + 1 = 9

If blue is still up, she would end up next to Sarathor screaming through the door


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

She? Are you talking about the lady with green eyes? She never attacked. She just moved up to flank you with the other Aspis agent who took a 5 ft step and full attacked with twf.

**********

I'm a pretty strong believer of things occurring only if they were actually done. I'll retroactively change stuff if a rule was screwed up or someone got screwed by my mistake. But there was a ton of time to equip the boggard if you wanted him to be attacking with a weapon. Also... his tongue attack is much better than anything else he can do (it's vs. touch and prevents fleeing and adds a -2 AC penalty).

**********

I'll get the resolution of this round up soon, good quick responses!


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

GM Screen:
Pink Stabilize DC 18: 1d20 + 1 ⇒ (8) + 1 = 9
and
Blue Stabilize DC 18: 1d20 + 1 ⇒ (6) + 1 = 7

Ahmande bangs on the large barricaded door and then begins casting a spell (going into effect at start of your next turn).

Sarathor moves over to the doorway and with a powerful whack over the head, the Aspis agent drops to the ground. Blood and fluid start oozing out of his ears. His companion dino heeds the command and darts past him, talon tasting more Aspis blood as he takes a gash out of the human. The human who seems surprised to see his own blood pouring out of a gash on his belly. Anger and fear in his eyes, he abandons his mission and flails away with both his weapons at the small bitey/slashy creature.

GM Screen:
Heavy Mace - TWF: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12 for Bludgeoning: 1d8 + 3 ⇒ (5) + 3 = 8
and
Spiked Guantlet - TWF: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9 for Piercing: 1d4 + 1 ⇒ (3) + 1 = 4

Both swings miss wildly.

Tishka dashes through the door and hops over a crate. Yelling at an Aspis Agent, her voice cracks and turns to a squeal. He is not impressed and brings his mace down at her, adding the quick stab of his gauntlet afterwards. "I'll finish this one off boss!"

GM Screen:
Heavy Mace - TWF: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7 for Bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10
and
Spiked Guantlet - TWF: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20 for Piercing: 1d4 + 1 ⇒ (4) + 1 = 5

Just like with Kord, the first swing is wildly distracting and Tishka fails to dodge the second stab (5 Damage)

The Boggard's tongue snaps out again and slams into the otherworldly lady. Kord turns and his weapon flames with holy power. It leaves a charred mark as it smites. She remains standing and curses you, "PUNY GOD! MINE IS BETTER!" With that she ignores the tongue and sways briefly before attacking with a a jumping double kick.

GM Screen:
Flurry 1: 1d20 + 5 ⇒ (2) + 5 = 7 for Bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6
and
Flurry 2: 1d20 + 5 ⇒ (11) + 5 = 16 for Bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4

Her flurry of kicks do not inspire one's confidence in the power of her god as both fail to do any damage.

There is banging on the door next to Ahmande as the guards try to break it down. It does not fall.

Round 6 (Bless 14/20, Inspired Courage +1/+1)
Ahmande
Sarathori (-0) & Croaki (-4)
Tishka (-5)
Kord (-5, Shield of Faith 15/20) & Boggard
Ren (-14)

Aspis (Lady -12 & -2 AC, Red -7, Green -9, Pink -19 & Down, Blue -18 & Down)

Bold may Act

Boxes provide cover and act as difficult terrain to move through.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmande finishes the casting of the spell even as he internally curses himself. Of course the door was locked, you fool! As soon as he sees the shimmer in the air indicating the spell's effect, he turns to the double door and begins working to remove the barricade so the guards can come in.

"In Diobel, the warehouse battle was even crazier. There were Aspis reinforcements coming through the skylights... did that cause the Pathfinders to fail? No! Do them proud!"

Actions:

Sleep Will DC 16 (target area shaded on map)

Sleep wrote:

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Free: continue bardic performance

Standard: open door
Move: 30' (only if he successfully opens the door)

Sleep: 3 minutes

Bardic Performance: 15/18 rounds remaining


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

GM Screen:
Will Save DC 16: 1d20 + 1 ⇒ (4) + 1 = 5

The Aspis agent fighting Croaki yawns and collapses, unconscious.

The Concordance

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Fort +4, Ref +3, Will +4; +2 vs. enchantments Immune sleep low light vision CLW wand 43 charges remaining hp 25 (bot instrctn hit with staff/buff croaki if dr encountered)

Sarathor moves up and tells Croaki "No that one!" meaning him to attack the god mocker as he kicks the Aspis weapons away from the sleeper

Spoiler:

handle animal: 1d20 + 8 ⇒ (3) + 8 = 11
croaki attack: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 1 ⇒ (4) + 1 = 5

Not that it make a great deal of difference but red is only -5 Croaki only gets +1 to damage rolls from Ahmande Not sure where the extra +2 came from. Also I have removed sleep spell zone as it has done its job

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

"I beseech you Desna, Goddess of Fortune and the one dearest to my heart, please let this magic bring me back to the fight so that I might aid my friends!"

CLW wand once more with FEELING!: 1d8 + 1 ⇒ (8) + 1 = 9

Having heard his prayer, Desna lends a little luck to one of her favored sons and heals him to the best of the wands abilities.

"Thank you my Goddess! I will strive to make you proud!"

Ren then runs back to the group where the combat is still underway. He again moves over the large crates, this time moving north to skirt around the green clothed Aspis, ready to provide aid where needed.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

"Puny sounds about right fer whatever that wuz. You should stick to pickin' on practice dummies an' yer incompetent lackeys. It's obvious they've instilled a false sense of skill in you. Try another taste from a true warrior, forged from Torag's Anvil!"

Flail of DEFENDING TORAG's HONOR! {PA/SMITE/Bless/IC/Flank}: 1d20 + 4 + 3 + 1 + 1 + 2 ⇒ (2) + 4 + 3 + 1 + 1 + 2 = 131d10 + 7 + 1 + 2 ⇒ (9) + 7 + 1 + 2 = 19
Flail of GM Reroll because HONOR Demand's it! {PA/SMITE/Bless/IC/Flank}: 1d20 + 4 + 3 + 1 + 1 + 2 + 1 ⇒ (20) + 4 + 3 + 1 + 1 + 2 + 1 = 321d10 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
Flail of CONFIRM-ation Redemption? {PA/SMITE/Bless/IC/Flank}: 1d20 + 4 + 3 + 1 + 1 + 2 + 1 ⇒ (4) + 4 + 3 + 1 + 1 + 2 + 1 = 161d10 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20

OH COME ON! lol


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

The Aspis agent collapses over the barrel, breathing heavily. Croaki dashes up and slashes into the Aspis leader's leg, barely missing the Boggards tongue.

With divine power and just a tiny bit of luck, Kord brings his flail down again as the woman taunts, "strike me down now and I will become more powe..." *THUNK*

The flail obliterates her skull, popping both her eyeballs out in the process. She collapses like a wet sack of potatoes that are also dead and crushed and mauled into paste. She's dead. Really really dead.

(interesting note, the -2 AC allowed the crit to confirm)

Everyone around her, even the other Aspis Agent still upright, is sprayed with her blood and brain matter. He immediately drops his mace and rips off his gauntlet, throwing it to the corner. Dropping to his knees he begs to surrender, "please don't kill me! I give up!"

GM Screen:
Pink Stabilize DC 19: 1d20 + 1 ⇒ (3) + 1 = 4
and
Blue Stabilize DC 18: 1d20 + 1 ⇒ (7) + 1 = 8

Combat Over but you can stay in Initiative if you wish to attempt Heal/Stabilize checks (Round 7)
Ahmande
Sarathori (-0) & Croaki (-4)
Tishka (-5)
Kord (-5) & Boggard
Ren (-5)
Aspis (Lady Dead, Red -5 & Asleep, Green -9 & Surrendering, Pink -20 & Down, Blue -19 & Down)

The Boggard slurps his tongue back in and gleefully runs around collecting the two eyeballs off the floor. He bows before Kord with the eyeballs in his hand as an offering, "для вас, новая маці."

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Kord spins on the Aspis as the agent throws downs his weapons. "This was the best you had? I heard she was tough. Apparently, she was just tougher than alla you." The paladin looks to the boggard "Yeah, yeah, blessing of Torag on you. Live a full life and enjoy metal." Noticing the amphibious sidekick eagerly swallowing the eyes from the ground, the half-orc loudly asks no one in particular, "We have been feeding this guy, right?"

Kord helps to assist the guards as they clear the warehouse, making certain none of the prisoners get out of line.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

"We?" Ahmande asks with a smile. "He's clearly been following you around. It's your magnetic charm, I think." The elf allows himself a small chuckle.

Ahmande then begins to help tie up the conscious Aspis agents so that the guards can take charge of them.

Ahmande has no healing other than his wand, and isn't willing to use charges to help Aspis agents, so no need to run Ahmande's actions in initiative.

The Concordance

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) Fort +4, Ref +3, Will +4; +2 vs. enchantments Immune sleep low light vision CLW wand 43 charges remaining hp 25 (bot instrctn hit with staff/buff croaki if dr encountered)

Sarathor will try stabilise the one that tried blocking the doorway

heal untrained dc15: 1d20 + 1 ⇒ (13) + 1 = 14

next two rounds after that probably too late:

heal untrained dc15: 1d20 + 1 ⇒ (11) + 1 = 12

heal untrained dc15: 1d20 + 1 ⇒ (19) + 1 = 20

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Ren moves so that he can see everyone that is injured and then channels the power of Desna so as to stem the loss of life.

"May fortune be upon us, and let the healing power of Desna wash over us all."

And a pure light radiates out from his holy symbol to catch even the Aspis agents near death, though curiously enough the rays never fall upon Shinri.

I know she is dead dead, but even then, after her blasphemous commentary Ren can't include her in the channel. Selective channeling to keep her out of it.

channel positive energy: 1d6 ⇒ 6

That should more than stabilize anyone that was dying.


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

For future reference, a burst channel doesn't go around corners. For this case though, I really just wanted to know if Ren was willing to stabilize the Aspis close to death. He still has enough time to easily use the orison Stabilize to get the one in the other room and stop them from bleeding out (-24 would have been dead-dead).

In addition, this is pretty much the wrap up point for the scenario. You have succeeded on your two primary success conditions. I was hoping for a little bit of RP (I loved the Kord and Ahmande comments about the Boggard, lol) before wrapping everything up and I got it, so thank you! Final wrap up and some details will be shared soon and then I'll start working on your sheets, hopefully finished by Monday or earlier.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

Can I just say that I really appreciate this group. Just lots of fun playing with this crew.

Liberty's Edge

{CORE}Half-Elf Cleric of Desna 3 | HP 24/24 | AC:18 T:10 FF:18 CMD: 13 | F+4* R+1* W+6*| Init +0 | Perc +8|SM+7 Channel(2d6/DC14) 7/7|Agile Feet 6/6|Liberation 3/3|Conditions: none| Effects:

Yes Ren wants to stabilize the dying man. I know that a burst doesn't go around corners and that's why I had him move first to see everyone(so his burst would get the one in that room), I just couldn't move him on the map at that time. He would definitely use the orison Stabilize if that was required. BTW, I particularly enjoyed your recaps of the combats. The little details made everything really pop and personalize the scenario.

Sovereign Court

half orc Paladin / 4 | AC 20 {T:11/ FF:19} | HP: 40/40 [ F:+9 / R:+6 / W:+7] Perception:+0 | Initiative: +1

^^^ Seconded!


Spell Templates by GM Tiger | Citadel Core | Core To Scale the Dragon |

Thanks! Reading that made my afternoon much better. I enjoy being able to narrate combat a bit.

Ren moves around, healing and stabilizing the Aspis Agents but specifically ignoring the blasphemous Shinri. The guards come in quickly after the door bar was removed by Ahmande. They help secure the Aspis agents and start interrogating the surrendered one, who spills everything he knows hoping to get a lenient sentence after one of the guards suggests that might be a course of action. Most of the blame for the searching in Boali is placed directly on Shinri.

After the questioning is complete two of the guards leave with the four Aspis, having the two conscious ones carry their unconscious companions. The remaining guard smiles at the group, "they'll all probably end up in the salt mines for their sentence. That line about leniency is just a tactic we use, we don't have that power, only the council does... but it gets em talking!"

The guard captain follows you around as the building is searched top to bottom. Anything found (see below in spoilers) is taken back as evidence of the crimes in this town, but the council decides to just make copies of the notes and return all items found to the group (4 more of the 12 rites were found in the search).

Letter's in Shinri's Office:
Shinri’s journal rests open on the desk, with several letters tucked within its pages. The letters are several pieces of correspondence that she has received from various Aspis agents. It is clear from the replies that Shinri has been asking everyone to keep an eye out for tablets matching the description of the Twelve Rites, promising to pay well anyone who can bring one to her. One of her pieces of correspondence is with a man named Lutebu Alrati. Lutebu informs Shinri that his mining enterprise has been quite successful and that he has located an object that matches her description. He requested that she come to Bloodcove to inspect it personally and come to an arrangement for its purchase.

Shinri's Journal:
the journal documents her darkening thoughts in unerring detail. The last pages of the journal reflect an obsession with recovering the Twelve Rites and studying them to “reach enlightenment.”

Tishka Wisdom: 1d20 - 2 ⇒ (11) - 2 = 9
Sarathori Wisdom: 1d20 + 1 ⇒ (4) + 1 = 5
Kord K: Religion: 1d20 + 5 ⇒ (19) + 5 = 24
Ahmande K: Religion: 1d20 + 6 ⇒ (16) + 6 = 22
Ren K: Relgion: 1d20 + 5 ⇒ (6) + 5 = 11

By delving deeper into Shinri’s erratic and confusing contemplations within the journal, the PCs may be able to glean further insight. Based on the result of a Knowledge (religion) or Wisdom check, the PCs might know more about Shinri’s activities and those of her peers.

Several months ago, Shinri made contact with a malign presence during her meditations. The presence offered Shinri forbidden martial techniques so long as she continued to contact it regularly.

After continued contact during her meditations, Shinri realized the being was in fact a powerful fiend. The fiend offered Shinri blasphemous knowledge of blood magic in exchange for her loyal servitude, and Shinri accepted.

Shinri soon learned her master was bound somewhere within the Mwangi Expanse, and that a number of Ghol-Gan relics would be required to hasten the fiend’s return. Her task was to acquire the Twelve Rites, which were taken to the now-ruined city of Boali centuries ago by the Boalisi people.

Shinri’s strict adherence to the fiend’s teachings and continued contact with a growing number of the Twelve Rites have allowed the fiend’s essence to manifest itself within Shinri’s psyche. She appears as a grotesque six-armed female giant with blackened flesh and three heads. Each of her heads sports a dozen eyes and a splayed crown of golden horns.

Treasure:
A tall cabinet in the southwest corner of the office is unlocked and contains several Ghol-Gan relics that Shinri collected during her explorations in Boali before her descent into madness. It contains a Large masterwork cold iron bastard sword and a set of special muleback cords. (see chronical sheet for item details)

K: History Ren: 1d20 + 5 ⇒ (1) + 5 = 6
K: History Ahmande: 1d20 + 6 ⇒ (9) + 6 = 15

The blade of the sword is engraved “Oathkeeper,” while the leather cords are emblazoned with a rune for “Indomitable,” both of which are in Cyclops. It takes a bit to translate, but using her notes and your knowledge of history you know the items predate the fall of Ghol-Gan, when the Cyclops’ civilization declined from a gathering of high-minded scholars and warriors into a tempestuous and brutal society.

The last chamber is dark and currently bears no illumination of any kind, and its lamp beside the north door has been shattered. A circle is drawn in the center of the room in blood, surrounded by a ring of twenty-four unlit candles of various heights. Small stone tablets are laid out along the circle, forming an irregular ring. (4 tablets here, 6 total recovered by the pathfinder society)

Scenario Summary

With Shinri Dells defeated and several of the Twelve Rites in the hands of the Pathfinder Society, the PCs stop one of Parveen’s plots. If the PCs successfully allied with Senghor, they can proceed with their plans to strike against the Apsis Consortium in Bloodcove and hopefully gather further intelligence about the mysterious mining operation.

If the PCs recovered at least two of the Twelve Rites, each PC earns the Student of the Twelve Rites boon on their Chronicle sheet. The PCs earn all three checkboxes on this boon only if they recovered all six of the tablets that appear in this scenario.

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