DM Beckett's "CITY OF STRANGERS" PFS PbP (1-2) (Inactive)

Game Master Beckett

INIT:

[dice=Alastor]1d20+6[/dice
[dice=Maldoc]1d20+6[/dice
[dice=Variel]1d20+5[/dice
[dice=Zedril]1d20+2[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice

Venture Captain Dreng is convinced that someone is setting up an unauthorized, and potentially harmful Pathfinder Lodge within the city of Kaer Maga. A letter from an ally, one Horis Collgardie says as much, and Dreng has asked you to investigate, locate these Pathfinders, and order them to stop immediately, or risk having all Pathfinders banned from the city. Sending you from the Grand Lodge in Absolam across the Inner Sea to Varisia, you have made it to the Halflight Path, so near the city, when a horde of goblins breaks through the wall to attack!!!
Fighting your way through, you finally make your way to the city itself, only to find it is a massively crowded den of villainy and scoundrels. Locating your contacts house, you arrive to find him dead, and are immediately attacked by a group of thugs looking for his murderer.

MAP OF VARISIA
MAP OF KAER MAGA
CURRENT MAP
The Sanctuary


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, forgot to change it to Round 3.

Variel falls down, but his familiar wakes him back up, while steps up to attack the Goblin before it can flee to safety.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26 <HIT, and enough to drop it>
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Zedril, still holfing the charge on the Shocking Grasp moves up to try and fry the other Goblin, likewise trying to escape to safety in numbers.
Attack: 1d20 + 3 ⇒ (12) + 3 = 15 <HIT, and enough to drop it>

Alastor tries to swing by and attack the Shaman, and manages to slash it across the chest, killing him.

@ Alastor:
You can not attack with both weapons if you move more than a 5ft step. Two Weapon Fighting requires a Full Attack Action, which itself is a Full Round Action. Also, in this game, Flanking requires you and another player to be on opposite sides of a target, not "behind" it. There is no facing in this game, so everyone is assumed to be looking in all directions, (most of the time). <I wasn't sure if you knew that, or where just using "and flank it" as more flavor text>.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

After the combat is over, you find that you are completely blocked off from the rest of the travelers. The ceiling collapsing left a massive pile of stone cutting off your only exit, and it will take a long time to clear a path.

Perception DC 15:
If you investigate the hole that they came from, it looks like the Goblins had ben camping there for some time from all the trash in the area, and slowing working at weakening the bricked up wall, forcing I to collapse.

Know Dungeoneering DC 15:
You also know that Goblins are generally very capable diggers, and are known for having a knack at setting up traps.

Amongst their gear, (which is all small sized), you find an assortment of mundane gear, but also a small assortment of oddly marked magical potion (of CLW). What is odd is that it has a strange symbol on it, one you feel is important, but are not familiar with. It depicts a human male on his knees holding his arms up to the sun, and is etched into the glass of the potion vials.

-----------------------------------------------------------------------
Small break to next scene, let me know if there is anything you want to do at this point before moving on.
-----------------------------------------------------------------------

After about an hour, after having activating the amulets, the Duskwardens clear out the tunnel in about an hour. Their leader apologizes, stating "Haven’t seen these here in a long time”, as he gives the dead goblin a solid kick. “Our duty is to keep our charges safe—we failed. We’ll have to shut down the Path for a while we plug these holes again and figure out where these goblins came from."

Gathering the bodies of the dead merchants, you continue your journey upwards. Finally, you reach a massive bronze gate, called the Twisted Door. The gate itself is covered in strange glyphs, said to have predated even the Thassalonian Empire that has now long since fallen to dust. Scholars come from all over to study the strange language. But more importantly to you, it marks the end of the Halflight Path, and that you have finally reached the city of Kaer Maga.

Entering the massively crowded city, in all directions, you can see that every inch of it is covered in buildings: cliff side buildings, buildings built on the atop thin balconies around the interior of the walls themselves, and buildings crammed together on the floor of the ancient ruin. Except for the lake at the center of the city (even then, only at midday), the entire city is drowned in permanent twilight.

Up at the top of the page, I have a map of the city. You have just entered the to left section known as the Warrens.

Some massive calamity seems to have blown a hole in this section of the city's walls (which are 80ft high and something like 15ft thick), all the way down to the bare earth. The Warren is something of the ghetto of the city, tending to house more of the poorer. On one corner, you see a female troll shaman, offering to cast auguries to see the future. Down the road you se a market run by orcs, and across from it gnolls hawking goods from far off Qadira. Vendors and proprietors of all types can be found wherever you look.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Trolls, orcs, gnolls? What kind of place is this, really? Maldoc constantly turns his head from one surprising sight to another. Why would anyone wish to live among all this filth? The elf subconsciously keeps one hand near his weapon and the other near his coin.

Looking at the gaping hole in the wall and then at all of the makeshift buildings that have seemed to have come out of the hole like puss out of a festering wound Maldoc comments, Surely our search does not begin here, does it?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just to be clear, there are Human, Elves, Dwarves, Drow, Aasimar, Tengu, etc. . . also, all clearly visible, and seemingly living together in relative peace as well.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Yep, clear to me but maybe not to Maldoc, at least not in what appears to be less than idea conditions, unless its not as bad as I envisioned after reading the post you gave. Maldoc thinks himself of a station higher than what he sees.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Perc: 1d20 + 4 ⇒ (10) + 4 = 14
Perc Familiar: 1d20 + 5 ⇒ (8) + 5 = 13
Variel searches the bodies of the shaman and its minions for anything of value and Casts Detec Magic. also heals himself and offer his aid to anyone who is injured.
Healing Hex: 1d8 + 1 ⇒ (5) + 1 = 6

Upon arriving at Kaer Maga Variel is amazed by the city's sight. As strange as the legends say! What an interesting place.
Anyone interested in unusual lore would be my first guess. I may come back here myself when time is not such a pressing matter anymore. He says answering the other elf's first question.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Yeah, I meant flank more as a tactical decision on Alastor's part, not the combat modifier. I'll try to use a less generic word for that time of thing.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Well, where do we start. This seems like we may get some resistance from the more monstrous races but they may like what they have here and be more free to provide information.
Zedril seems to be overwhelmed by the diversity of Kaer Maga. This is amazing, everyone is here together regardless of their backgrounds. How does this work. Why aren't they all fighting?

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

This Collgardie is a merchant. Someone around here has to have traded with him. I guess we ask about until we discover his location.

Maldoc is not the best conversationalist, however. Somebody else will need to take the lead if this is the method we end up using.

Maldoc will let the others do the asking. Instead he will further take in his surroundings and try to take notice of what the people are doing. However, with so many people milling about, the elf can't seem to keep track of any of it.

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Please give me a Diplomacy (Gather Information) or Know Local (not really sure why it includes this option, but it does) check. IF you are rolling for yourself, also give me a 1d4 roll. IF INSTEAD you are going to Aid Another, you do not need to worry about that d4.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Aid Another in Diplomacy: 1d20 - 2 ⇒ (15) - 2 = 13

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Alastor searches around in his memory for something he might have heard about.

Knowledge: Local: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Variel starts talking with the local merchants and the people walking in the street. He asks for information about Collgardie.

1d4 ⇒ 4
Diplom: 1d20 + 9 ⇒ (6) + 9 = 15

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Aid Another Diplomacy: 1d20 ⇒ 7

<--not very diplomatic

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Oops, forgot my 1d4

1d4 ⇒ 3

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Travelling from bar to bar, inn to house of prostitution, (if that's what you can call it), you ask around, spending the last bits of VC Dreng's coin, you finally find an answer on where to find the man. It takes a few hours, but you head to his manor. It must be late evening, but it is nearly impossible to tell the time in this place, as it always seems to be dusk for all the dang buildings and towers all but blocking the sun's rays.

Arriving, you see that every single window is not only covered from within by heavy curtains, but also from without heavily barred. Horis Collgardie’s house is small but in good repair; judging by the decrepit state of the other homes in the neighborhood, this merchant friend of Drandle Dreng must be relatively well off. This home is made of a hodgepodge of brick and stone matching the city’s walls. Several windows look out onto the thin balcony walkway some 60 feet above the city streets that serves as the access for this neighborhood, but all are heavily barred with the shades pulled. The house appears dark and quiet. As you begin to knock, the unlocked door slides open, practically begging you to enter.

Just past the doorway is what seem to be a common or living room. Unlike many manors, this one does not have a mudroom or pantry for guests to place their coats, indicating that the owner either rarely invites guests, or prefers a sense of familiarity to his guests than most "gentlemen" are known for. Unfortunately, as you step inside, it's pretty clear that the owner's home has also become his tomb, as he lays at the far end of the room, (X on the NEW MAP), dead in a pool of his own blood.

Dun, Dun, Dun!!!

It is obvious someone bashed his head in with something heavy, and only a day or two ago, at most. Then the realization sets in, leaving you to wonder, "Damn, now what are we going to do???"

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

"We should search for information quickly and get out. We don't want to be found here."

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Alastor looks around the room, looking for anything out of the ordinary. Particularly, he wants to make sure the killer didn't leave any surprises or traps.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25 (+1 for traps)

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Damnation!
Yes, we must search this place and hope for clues!
A. Another Perc: 1d20 + 4 ⇒ (20) + 4 = 24

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Zedril will walk with his companions, searching the room and body using DETECT MAGIC.

Who's surprised? This journey began with an ambush. We should have known it would take a turn for the ugly at every corner.
Zedril...a bit of a skeptic begins rubbing his hands together as he is all but certain he will be jumped again. I've got a bad feeling about this.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Please move your mini's in on the map and indicate which area's you are actually searching. Also, there are two doors leading from this area, which might be hard to see on the map. If you zoom in to 200%, it makes it a little easier to see, (but it also tends to make me want to mov the map around to see (like reading a PDF) rather than scrolling up and to the side like a website).

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc strides in and goes to examine the body and the door he was near. Is the door open or closed? I wonder if he was trying to get into this room when he was attacked. Maldoc will open the door after searching the body and the door for traps.

Perception for door: 1d20 + 4 ⇒ (17) + 4 = 21

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The front door was closed, but as you knocked, it opened, showing an empty room with a dead body inside. The other two doors are closed.

Nothing else is obvious, (even with a perception 29 so far, assuming that people are aiding another), (ie there is nothing yet to find, and no traps). :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, being that you have basically just opened the door and found a recently dead body, it would probably be a good idea to get yourselves inside and close the door behind you. Kaer Maga does seem like a very different place than you are used to, but you are not entirely sure how the locals will react to this sort of thing. Mob justice?

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Alastor closes the door behind him and locks it.

He walks over to the closest door and looks at it with a frown. He draws out what looks like a small leather bound book. Opening it he takes out a lockpick and begins to pick the lock.

Disable Device: 1d20 + 9 ⇒ (6) + 9 = 15

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

After we do this maybe we should call the guard. Today we spend hours asking around the town for this guy. That may become an issue later.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As you enter and close the door, Variel goes to the body to search him, with Zedril nearby beginning to cast Detect Magic to scan the room (nothing). Nearly as soon as you enter and close the door, you hear someone shout from the far room "Now!". From the room near the body, and also from the room to the far left of the entrance charge out four thuggish looking individuals. They begin to move in to set up a flank and quickly take you down, so it seems they are fairly competent and organized. Each has a dagger in one hand and wears a cestus (sort of brass knuckle-like Ryu glove), except one (Rogue #1), that stand back and begins swinging around a sack, like they are planning to toss it. On closer inspection, it is not a sack at all, but the skin of a humanoid head, sown shut and stuffed with something inside. They use the "surprise round" to basically open the door and move.

Looking at Alastor, the leader says, "Keep that one alive. The others, make them suffer for this".

Init Rolls:

Alastor: 1d20 + 6 ⇒ (5) + 6 = 11
Maldoc: 1d20 + 6 ⇒ (16) + 6 = 22
Variel: 1d20 + 5 ⇒ (9) + 5 = 14
Zedril: 1d20 + 2 ⇒ (12) + 2 = 14
Rogues: 1d20 + 6 ⇒ (13) + 6 = 19

Init Round 1
Maldoc
-------------------------------------
Rogue 1, Rogue 2, Rogue 3, & Rogue 4
-------------------------------------
Variel, Zedril, & Alastor

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

OK! Lets try this magus thing again!

Maldoc try to cast Arcane Mark defensively DC 15: 1d20 + 4 ⇒ (4) + 4 = 8 Nope! and then 5' down and attack the thug!

Attack: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Nope again!

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

"Take out the one with the sack" asserts Alastor, drawing his blades.

When my turn comes around.

Alastor runs and leaps through the air toward the leader, tumbling as he reaches the ground. As he reaches his feet he spins around to attack the man.

Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
Main Hand: 1d20 ⇒ 16
Damage: 1d6 ⇒ 3
Sneak Attack: 1d6 ⇒ 5 (if applicable)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Thug 1 hurls the stuffed head at. . . Variel = 1, Alastor = 2 random roll: 1d2 ⇒ 2

Attack: 1d20 + 2 ⇒ (14) + 2 = 16, Hitting Alastor in the chest even through cover from his ally. Damage: 1d6 ⇒ 2

and Fort Save DC 11 or:
Nauseated for 1d3 ⇒ 3 Rounds. If you fail the save, you also take 1 point of Damage in those Rounds as well
as the head explodes, freeing rats, insects, and all sorts of vermin clawing, biting, and stinging.

Variel also takes one point as some of the vermin also hit him, but is otherwise safe.

#2 then advances then charges at Variel, attacking with it's cestus. Attack: 1d20 + 4 ⇒ (12) + 4 = 16 <HIT> Damage: 1d4 + 1d6 + 3 ⇒ (4) + (3) + 3 = 10 <Nonlethal + sneak attack>

#3 and #4 move as one, trying to keep Flanking against Maldoc, and ignoring Zedril for the moment, hoping to take down individuals quickly, but both miss in their haste. Attack: 1d20 + 6 ⇒ (5) + 6 = 11 <miss> Attack: 1d20 + 6 ⇒ (7) + 6 = 13 <miss>

#3 also can't 5ft step due to the couch being difficult terrain, so does draw an AoO from Maldoc.
AoO: 1d20 + 3 ⇒ (17) + 3 = 20<HIT>
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Init Round 1
Rogue 1, Rogue 2, Rogue 3 (-3), & Rogue 4
-------------------------------------
Variel, Zedril, & Alastor, -> Maldoc

Alastor & Variel:
Variel takes 11 points total, no save. 1 point is lethal, and 10 are nonlethal. Alastor, you took 2, and I need a Fort Save please. Just repeating the above, in case it was missed with all the info going on. :)

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Fort Save: 1d20 + 2 ⇒ (19) + 2 = 21

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Unfortunately, that does not beat their CMD, so does provoke from #2.

AoO: 1d20 + 4 ⇒ (18) + 4 = 22 <HIT>
Damage: 1d4 + 3 ⇒ (3) + 3 = 6 <nonlethal>

Alastor and Variel:
So, that actually 1 lethal to Variel, and 10 Nonlther, and to Alastor that's 2 lethal, and 6 Nonlethal (total).

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

GM:
So I take 8 HP damage?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yes, if you want to go after that one.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Is there another option? I already made the move right?

Also I forgot my racial! "Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects."
Does that help me overcome the shrunken head of creepiness?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sure, I'll let you switch up your actions. I think Variel might be out cold :(, and Zedril goes before you anyway. The Undead Resistance probably would apply, but you made the save (it was only a DC 11), so you are fine.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

How about I throw a dagger at Rogue #3 to try and get him off my friend. I'm in no position to help Variel until we clear out these thugs.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 ⇒ 3

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc will swiftly 5' step out of the flank and try to Defensively cast Arcane Mark, DC 15: 1d20 + 4 ⇒ (20) + 4 = 24. Maldoc then stabs with his rapier!

Attack: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Touch: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6

OK, one thing at a time! At least next round I can drop the -2 for casting.

Grand Lodge

Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]

Yep, I am out. -3 nonleathal.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

GM:
So now I take 2 damage instead?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Alastor Draper wrote:
** spoiler omitted **

Yes, that is correct. Things are not looking so hot, so I hope Zedril pulls out something cool here.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Agreed. If I can get off a full round of attacks I could do some proper damage. But I don't want to leave Variel on the ground in order to flank one of the others. I usually have wands or potions for this kind of occurance but it's a fresh character so I guess we'll just have to do our best with what we've got.

Liberty's Edge

Emberkin Sorcerer Elemental-Fire- HP-19/19|AC-13|Touch-13|FF-11|CMD+12|Fort+2|Reflex+2|Will+3|Resistances - Elec/Cold/Acid-5|Knowledge Arcana - +5 Knowledge Planes - +5 Perception - +2 Spellcraft - +7| UMD - +8
Spells:
Wand of Mage Armor|Elemental Ray (Bloodline Power)|Pyro Technics|Acid Splash|DM|Daze|Light|Burning Hands|Whisper|Shocking Grasp|BONUSES Havoc of the Society - +1 dam. to spells Pyromancer - +1 dam. to fire spells

Zedril will cast Elemental Ray at #4.

ATK: 1d20 + 3 ⇒ (16) + 3 = 19
DAM: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4 Fire Damage

Zedril rubs his hands and as they begin to smolder unleashes a blast of fire at the thug.

Back off or perish... ...Zedril says calmly.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Alastor will try to defend Variel as best as he can. He will attack any who approaches.

Them moving against Variel or attempting a Coup de Grace should provoke an AoO, yes?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

yes, a CdG does Provoke.

Variel drops unconscious like a sack of potatoes while Zedril blasts the closest thug with a beam of pure flame, leaving a burning wound on his chest, but not enough to take him down. Alastor flings a dagger at his attackers, but she bat it away. Maldoc casts a spell, and then strike, but can't seem to get his blade in for a decent strike.

Thug 1 begins to advance on Zedril and Maldoc, grabbing another humanoid head from her belt and flinging it at Zedril, hoping to catch both while avoiding hitting her allies.
Attack: 1d20 ⇒ 15 <HIT>
Damage: 1d6 ⇒ 4 And Maldoc takes 1 "Splash" Damage

Zedril, Fort Save DC 11 or:
You are also Nauseated for 1d3 ⇒ 2 Rounds, and take 1 more Damage for each of those rounds.

Thug 2 strikes at Alastor with her cestus.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11 <miss>

Thug 3 5ft Steps up towards Zedril, punching at him with her cestus.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11 <miss>

And finally, thug 4 flings his dagger, then begins to circle around and get a flank against the mage, who they see as the greatest threat.
Attack: 1d20 - 2 ⇒ (12) - 2 = 10 <miss>

Init Round 2
Rogue 1, Rogue 2, Rogue 3 (-3), & Rogue 4 (-4)
---------------------------------------------
Variel, Zedril, Alastor, & Maldoc

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

Alastor goes in with both of his swords on Thug 2.

Main Hand: 1d20 ⇒ 7
Damage: 1d6 ⇒ 4

Off Hand: 1d20 ⇒ 20
Damage: 1d6 ⇒ 1

Crit Confirm: 1d20 ⇒ 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 (Killer Trait)

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc turns the tables on the thug and moves to flank him, hoping to bring the enemy down! He will also use his Arcane Pool to enhance his weapon (finally!) as he does.

Rapier: 1d20 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 9
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Touch: 1d20 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Wow, just wow.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

After a flurry of misses on both sides, Alastor manages to take down the thug near him, barely avoiding the AoO for retrieving his second short sword after flinging the dagger last round. I'll assume you used your move action from last round to do it since your BaB is +0, just kind of hand wave it. :)

Init Round 2
Rogue 1, Rogue 3 (-3), & Rogue 4 (-4)
---------------------------------------------
Variel, Zedril, Alastor, & Maldoc

Things are still looking pretty bad, (a single good roll could really tip the scale and lead to a TPK here), so, out of character, now is the time to go all out.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc tries, yet again, to strike his foe!

Rapier: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10
Rapier Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Spellstrike: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
Rapier Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Ugh, 7 swings and my highest die roll is an 8.

Liberty's Edge

Male Dhampir, Rogue 1 | HP: 11/11 | AC: 16 FF: 12 Touch: 14 | Saves: Fort: +2 Ref: +6 Will: +1 | Perception: +7 (+8 Trapfinding) | Init: +6 | CMB: 0 | CMD: 14

A few good rolls and we'll be back in it. Appreciate the kindly interpretation of my clunky combat directions!

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