DALSINE AFFAIR CORE (Inactive)

Game Master JASON RODARTE

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Sarenrae


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Dalsine Manor is a modern, two-story structure set back from

the main road and surrounded by a twelve-foot brick wall. Its

main gate is shut and guarded, but through it can be seen a

well-kept garden surrounding the house. A carriage covered

in gold filigree and inset with gems stands parked inside the

gate, while another, constructed of modest wood with drawn

shades, waits just outside the gate.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Equipped with the location of Chalfon Dalsine’s home

in the Senate’s Hill district, the PCs should have no

difficulty navigating Oppara’s night-shrouded streets.

Before they can confront Chalfon, however, they must

first deal with two other problems: Baron Jacquo Dalsine,

head of the Pathfinder Society’s Taldor faction, and

Pasha Muhlia Al-Jakri of the rival Qadira faction.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The PCs must gain entry to the manor in order to

retrieve the confiscated documents implicating the

Pathfinder Society in abetting the illegal Sarenite cultists,

and they have several options to do so.

Diplomacy:
Diplomacy: The most straightforward means of getting

into the manor is for the PCs to convince the house guards

to let them enter, a task complicated by the presence of the

Pasha’s retinue. The guards know that they can’t easily let

one group pass without the other group entering as well,

and have no intention of risking their necks by granting

access to the Qadiran scum with whom they now argue.

If the PCs can calm both sides of the argument, they can

convince the guards to let them pass without further

enraging the Qadiran guards.

Convincing one of the two entourages to back down and

take a breath requires three successful Bluff, Diplomacy,

or Intimidate checks. The PCs may increase their chances

by mentioning several pieces of key information to each

side, granting a cumulative +2 bonus on all future Bluff,

Diplomacy, and Intimidate checks to influence that party.

Mentioning that Chalfon is allied with faceless stalkers or

that Chalfon acts against the will of his family each grants

a bonus to the PCs when they interact with the Taldan

house guards. Mentioning that they rescued the Sarenite

refugees, that they hope to avenge Khismia themselves,

and that they hold evidence that can weaken the Dalsine

name each grants the PCs a bonus when speaking to the

Qadiran guards.

in Tier 3–4, they

must make three DC 19 checks
Once both sides of the conflict have been satisfied, they

back down and allow the PCs to enter the compound,

though they still struggle to hold back rage their at the

opposing faction.

Bribery:
Alternatively, the PCs can pay each side 100

gp in order to quell the conflict long enough to enter the

manor grounds.

Stealth:

The PCs may instead take the opportunity of

the distraction to follow the Pasha’s example and sneak

past the guards entirely. They must first get over the

paizo.com #4304997, JASON RODARTE <jasonrodarte@hotmail.com>, May 14, 2017

paizo.com #4304997, JASON RODARTE <jasonrodarte@hotmail.com>, May 14, 2017

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paizo.com #4304997, JASON RODARTE <jasonrodarte@hotmail.com>, May 14, 2017

paizo.com #4304997, JASON RODARTE <jasonrodarte@hotmail.com>, May 14, 2017

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Optional Encounter

Chalfon’s guard dogs prowl the yard, but may be on the far

side of the manor from the PCs when they cross from the

wall to the house. If less than 1 hour of playtime remains,

skip this combat and jump directly to the battle with

Chalfon Dalsine.

The Dalsine Affair

17

walls, which are 12 feet tall and made of smooth stone,

and require a DC 25 Climb check. While this may be a

difficult task in lower tiers, only a single PC needs to

make the check before dropping a rope and reducing the

difficulty of the check to DC 5 for all other Pathfinders. If

the PCs move to the opposite side of the manor, they may

attempt to gain entry without needing to make Stealth

checks. If they attempt to sneak in within earshot or sight

of the arguing guards, they must first succeed at a DC 15

Stealth check.

Combat:
Should the PCs fail to utilize these three

options and resort to combat, they face a sizable force of

foes through which they must battle to gain access to the

manor grounds. While the initiation of combat brings

both sides of the conflict into the fray and many of the

combatants fight one another

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Let's... ignore the spoiler info for the moment and just pick what general option the group thinks we have the best chance at. Diplomacy: Do we have anyone good at diplomacy?, Bribery: Are we all willing to part with some gold?, Stealth: Are any of us particularly bad at stealth?, Combat: Do we feel like going through 1 or more extra combat encounters? Typically only one person needs to be good at Diplomacy, Bribery is cheaper then a Raise Dead or two, Liminy doesn't have any stealth penalties but 1 bad role can cause problems, And I feel the less combat the better.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Evarice has a +6 to Diplomacy and no Stealth bonuses. She would try the diplomatic route and resort to bribery if it failed.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I am fine with what the consensus becomes.

Grand Lodge

Deinonychus Druid L5 | HP: 8/48 | AC:16+6 T:14 FF:13+6 | CMB:+8 CMD:22 | Saves F:7 R:4 W:7 (+4 vs fey, plants) | Init:+4 | Per:+10 | Spd: 60+10 | Reroll: 1/1 | Wild Shape: 0/1 | Conditions: mage armor (1h), longstrider (1h), endure elements (1h); barkskin (50m)

Garn is unfortunately indisposed towards speaking any form of speaking at this time, although even in normal times, that can hardly be claim to be one of his strengths. But he certainly would welcome diplomacy first.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

GM - Something weird happened with the stealth spoiler and it also gave us info you probably didn't intend.

Hadanka would be disposed toward stealth. He is willing to take his armor off to be sneakier (that would give him a whopping +3). He can be talked out of it if no one else in the group is up to sneaking.
Combat he is ok with, but seems like a stupid option even to him.
He could probably assist on an intimidate(+4), but is more likely to fail a diplomacy (-2).
He has enough for the bribe, but generally dislikes bribery.
But he is not a leader personality, so will go along with the group. Of course like most followers, he will probably grumble under his breath no matter what decision is made. ;)

I think we should sneak in the back and jump the traitor like a jaguar after a hog. While the group is discussing options, Hadanka makes a careful inspection of the perimeter looking for week points to enter. If the sides or back have no visible guards, he will climb the wall to peak inside the grounds.

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Ragnar is not diplomatic. He'll allow someone else to do it.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Sounds like we try diplomacy first, then. Note that Bluff, Diplomacy and Intimidate are all usable here.

Evarice asks Shelyn for guidance.
"Everyone, please calm down. We need to pass and speak to Chalfon Dalsine. He is suspected of persecuting the Saraenites. Did you know we rescued several of them from capture and brutal torture? We found another group of them, led by one of Dalsine's servants. It was some kind of abberant shapeshifter, and it tried to drain the life from our friends to delay us for as long as possible."

"Dalsine is clearly trying to do something terrible tonight, and I think it has to do with why you're here." She points to the Qadrian guards. "Where is your leader? Let us pass and we shall look in your stead."

Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20

Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25

Diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7
Using my GM Reroll, here.
GM Reroll: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

Much better.
"Now then. May we pass?"


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Reluctantly the guards allow you though.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hadanka cautiously approaches the door and listens without touching if he hears nothing he will move over to look in the left window.

stealth: 1d20 + 0 ⇒ (13) + 0 = 13
perception: 1d20 + 5 ⇒ (19) + 5 = 24


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The grounds within the manor’s walls are well tended and

decorated with small statues, topiaries, and the occasional

bench. Everburning torches burn inside colorful lanterns

from many of the grounds’ trees.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The front porch of the manor sports a stylized compass inlaid

in the masonry, and a similar symbol graces the lintel above

the open double doors. Within, the sound of clashing blades

echoes off the marble floor. Suddenly, the sound of combat

ceases with a gruesome thud, and the sound of a laughing

man replaces the metallic din. The furniture in the foyer has

been thrown about, and a growing pool of blood escapes from

a crumpled corpse at the foot of the wide, carpeted stairs.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

I placed us and added a dead body at the foot of the stairs.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Grazie!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

What do you guys do?

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Evarice doesn't see anything in the area besides the dead body. "Whatever happened, it's recent." She casts Shield Other on Garn. "There we go. We'll share any wounds you take. See if you can get a closer look." She draws her bow. "DALSINE! SHOW YOURSELF!"

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

How much time did it take for us to get to the mansion? Before entering the grounds Liminy would have used his wand of Mage Armor on himself. And reapplied it on Garn and Snowball if the duration was mostly over and Garn agrees. As for here it might be time for initiative. Remember to only bold the characters who can act before the next enemy's action.

Grand Lodge

Deinonychus Druid L5 | HP: 8/48 | AC:16+6 T:14 FF:13+6 | CMB:+8 CMD:22 | Saves F:7 R:4 W:7 (+4 vs fey, plants) | Init:+4 | Per:+10 | Spd: 60+10 | Reroll: 1/1 | Wild Shape: 0/1 | Conditions: mage armor (1h), longstrider (1h), endure elements (1h); barkskin (50m)

As soon as Garn hears the combat in the adjoining room, he starts growling and snarling, while waving his short foreclaws in the air. In succession, he lays a spell on Snowball, then on himself, then on Hadanka. Their skins thicken to bark-like hardness. Gesturing to Snowball, he then quickly move into the room, standing in front of Evarice, scanning the area with his sharp eyes and sniffing the air for anything hidden.

Cast barkskin on himself, Snowball and Hadanka. Hadanka, you get a +2 to natural AC for 50m.

Garn has scent, i.e. he can detect presence of opponents within 30 feet. If he does, he will take a move action to note the direction of the opponent. In addition, he would do the usual perception.
perception: 1d20 + 10 ⇒ (17) + 10 = 27

Evarice, Garn already has a ring of protection and a cloak of resistance, so does not gain from the +1 deflection bonus to AC or the +1 resistance bonus to saves.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hadanka rushes into the room, leaps onto the table, and looks about for source of the maniacal laughter.
acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15
perception: 1d20 + 5 ⇒ (4) + 5 = 9

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Liminy will move in a bit and ready a Glitterdust for if there is a clear indication of where the enemy is. Attacking or being pointed out by one of the animals.

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Ragnar used his wand of Mage Armor on himself, as well.

"Bodies. Laughter. Sounds like a wee party at the old Acadamae!" Ragnar chuckles as he creeps with the others.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

You should have had time to re apply those spells.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As you enter into the room you see the following:

Chalfon Dalsine stands

laughing at the top of the stairs, an awkwardly aloof look

on his mustachioed face.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Pasha Muhlia al-Jakri stands in a pool of blood over

Baron Jacquo Dalsine’s beheaded corpse, twirling her

twin kukris around her nimble fingers. As the PCs

approach, she bitterly declares that with Khismia’s death,

she’s “done with this whole ‘shadow war for Absalom,’”

and they can keep scouring the world for useless treasures

and risking their lives for delusional fame and worthless

fortunes if they like. She spits on Jacquo’s corpse, then taps her boots and disappears.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Go, Go, Gadget Liminy!

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

"What in the Hells have you done, Dalsine?!? He was your cousin, man!" Ragnar shouts up at Chalfon.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The figure continues to laugh hysterically!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Laugh

The Exchange

Halforc Male| 33/33HP| AC 20/13/17| Fort +5 Ref +5 Will -1| Initiative +2| Perception +3| Rage 7/7

Gorok looks at the corpse, confused as to what is so funny.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"You're insane." Evarice notches an arrow. "And you're under arrest. Surrender now."


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I have always loved that laugh from Ren and Stimpy


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Liminy: 1d20 + 8 ⇒ (4) + 8 = 12
Hádanka: 1d20 + 2 ⇒ (13) + 2 = 15
Evarice: 1d20 + 5 ⇒ (14) + 5 = 19
Ragnar: 1d20 + 0 ⇒ (9) + 0 = 9
Gorok: 1d20 + 2 ⇒ (1) + 2 = 3
Garn: 1d20 + 4 ⇒ (15) + 4 = 19
Dalsine: 1d20 + 4 ⇒ (8) + 4 = 12

Order:
Evarice
Garn
Hadanka

Dalsine

Liminy
Ragnar
Gorok


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The dino does notice a smell coming from behind the pillar by the kitty.

Grand Lodge

Deinonychus Druid L5 | HP: 8/48 | AC:16+6 T:14 FF:13+6 | CMB:+8 CMD:22 | Saves F:7 R:4 W:7 (+4 vs fey, plants) | Init:+4 | Per:+10 | Spd: 60+10 | Reroll: 1/1 | Wild Shape: 0/1 | Conditions: mage armor (1h), longstrider (1h), endure elements (1h); barkskin (50m)
Quote:
When a creature detects a scent, ... [it] can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

Garn raises his snout and sniffs the air, alarmed that there is some hidden creature, waiting to ambush his party. Choosing to leave the enemy at the top of the stairs to the rest of the party, Garn dashes in the direction of the scent, roaring at the top of his voice when he reaches the source of the scent.

Move action to determine direction, another move action to move towards the scent until he is within 5 feet. Garn currently has 70ft movement which should be more then enough to reach. I did not move his token because I do not know exactly where. Would trouble the GM to do so.

Gesturing to the location of the hidden creature, Garn commands Snowball to attack.

Grand Lodge

Companion Cat, Medium (Snow Leopard) L5 | 17/42 | AC:18+6 T:15 FF:13+6 | CMB:+6 (+8 w weapon finesse) CMD:21 (25 vs trip) | Saves F:7 R:9 (evasion) W:4 | Init:+5 | Per:+5 | Spd: 50 | Conditions: greater magic fang (5h); mage armor (1h); endure elements (1h); barkskin (50m)

The obedient creature that he is, Snowball races towards the location that his master had indicated. Although he similarly is unable to see the hidden target, he can smell it as well. As he reaches, he bites down, hoping to still connect.

bite, greater magic fang: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 for dmg: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10 and if it hits trip: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
miss chance: 1d100 ⇒ 29 --> missed

I similarly did not move Snowball's token, not knowing where the hidden creature is. Again, trouble the GM to move him. Thanks.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9
Hadanka drops to the floor and goes around the couch moving toward the stairs.

double move

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"So be it. We'll take you down by force!"

Evarice shoots at the man atop the stairs.

Masterwork Composite Longbow: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Maybe it will hit him because he's flatfooted?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The arrow goes wide which causes another rush of laughter from the man on the stair case.

The dino and kitty are not able to connect with anything.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

So if I'm understanding things correctly, Pasha Muhlia al-Jakri was standing over the corpse and just went invisible and Chalfon Dalsine is visible and standing at the top of the stairs laughing at us. Correct?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The two animals sense the scent heading away from them.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As the cleric feels the bite of a weapon, twice, one jabs her through the side and a shock of electricity shots through her body
1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
1d6 + 3 ⇒ (2) + 3 = 5 damage
5d6 ⇒ (2, 5, 4, 3, 2) = 16 shock
1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
Confirm 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
3d6 + 3 ⇒ (3, 3, 2) + 3 = 11

Total: 32 damage

As another Dalsine appears next to her with another laugh.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Liminy
Ragnar
Gorok

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

That puts me at -8 hp.

Evarice feels something go through her, but she's too late to react. She collapses, bleeding out severely.

Stabilization DC 18: 1d20 + 0 ⇒ (17) + 0 = 17 dammit

Now I'm at -9. I have 10 Con so if someone doesn't stabilize me I'm probably going to die.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Having no way to heal Liminy will focus on what he can do,
He will move next to Evarice while pulling his CLW wand and then Glitterdust the Dalsine that stabbed Evarice.

-40 to stealth and DC 20 Will save or blindness.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

where are you focusing the glitterdust, it has a 10'radius spread.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Evarice Bue wrote:

That puts me at -8 hp.

Evarice feels something go through her, but she's too late to react. She collapses, bleeding out severely.

[dice=Stabilization DC 18]1d20+0 dammit

Now I'm at -9. I have 10 Con so if someone doesn't stabilize me I'm probably going to die.

It would be once you hit -11 correct?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

There are still 2 other people that need to act that might be able to help you

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

The white square.

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