[DM Kludde] First Steps I: In service to lore (Inactive)

Game Master Kludde

In service to lore, where Venture-Captain Ambrus Valsin sends the PCs around Absalom on their first mission for the Society


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Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar cringes under the viscous strike from Deandre, causing her to stumble back 5 ft. After regaining her balance she casts icicle dagger causing a dagger of pure ice to form in her hand.


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Zarunkumar steps back, and looks up just in time to see Deandre get hit in the face by a splash of acid. She manages to gather an Aaaah no! This cannot be! before she collapses onto the ground.

---
Dom - Fires arrow
Zahur - Hits Deandre
Slera
Zarunkumar - Casts icicle dagger
Brayden
Will

---
Ledford (Dead)
Deandre (Down)
Larkin (0)
Hallie (4)
---

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

I know Brayden is first, but this is what I'm planning to do. If things change than I'll post again.

After being fooled by Deandre's trickery. Will refocuses and takes a swipe at the real Deandre. "You won't fool me again!"

attack: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 3 ⇒ (4) + 3 = 7

DOH!


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Are you sure Will? Deandre is KO...


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Slera releases another storm burst at Larkin
Rng Touch Att: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 1 ⇒ (5) + 1 = 6
I forgot to add the damage form the previous one - sorry

while Brayden fires another arrow, and scores a solid hit on Larkin
1 for Larkin, 2 for Hallie: 1d2 ⇒ 1
Attack: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 2 ⇒ (1) + 2 = 3

Seeing Deandre go down wreaks havoc on the morale of Larkin. As Brayden's arrow hits, panic fills his eyes. He tries to run away, but almost immediately gets stuck in the thick growth again.

1d20 + 5 ⇒ (3) + 5 = 8

Hallie, oblivious to the danger, keeps flinging horrible spells at the adventurers, and shoots an acidic ray at Will.
Attack: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (2) + 1 = 3

---
Dom - Fires arrow
Zahur - Hits Deandre
Slera - Storm burst
Zarunkumar - Casts icicle dagger
Brayden
Will -Hits Deandre
---
Ledford (Down)
Deandre (Down)
Larkin (8) - Withdraw
Hallie (4) - Acidic ray
---

Dom
Zahur
Slera
Zarunkumar
Brayden
Will

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Well I guess I wasted a perfectly spell that I'll never be able to use.
Zarunkumar despells her icicle dagger and pulls out her crossbow takings aim.


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You can still throw the dagger, though

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

I forgot daggers have a range so if you wouldn't mind I would like to do a mulligan on that last post.
Zarunhumar throws her MWK icicle dagger at Larkin.
Thrown dagger: 1d20 + 4 ⇒ (4) + 4 = 8
Damage roll: 1d4 ⇒ 4+1 ice damage

Scarab Sages

Human Inquisitor 1 | AC 17 T 13 FF 14 | HP 9/9 | F +1 R +3 W +3 | Init +5 | Perc +7

Seeing that they were outnumbering the enemy three to one Dominique became calmer arming his longbow with two arrows which he would release on the man in front of him.

Attack1: 1d20 + 3 + 1 - 2 ⇒ (5) + 3 + 1 - 2 = 7
damage1: 1d8 ⇒ 7
Attack2: 1d20 + 3 + 1 - 2 ⇒ (16) + 3 + 1 - 2 = 18
damage2: 1d8 ⇒ 1

Sorry for the last post when I have forgotten to roll for damage.


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The heroes can hear Larkin scream as dagger and arrow whizz by his head Aargh! I don't want die. I'm too pretty to die!. Dom clearly does not agree with that last statement, as he plants an arrow firmly in the rogue's behind. Larkin is now is an utter state of panic.

---
Dom - Fires arrows, hits Larkin
Zahur
Slera

Zarunkumar -Throws dagger
Brayden
Will

---
Ledford (Down)
Deandre (Down)
Larkin (9) - Blind panic
Hallie (4)
---

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

Will suffering from the acidic ray doesn't pay attention to Larkin's cries of mercy and moves a few steps towards him and takes a swing with his sword.

attack: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 3 ⇒ (2) + 3 = 5

I'm not sure if we should really be killing him, but I doubt this will do it regardless. :P


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Will drives his sword through the back of the fleeing rogue, who collapses down into the vines.

Your character, your choice ;-)

It seems a bit quiet here. At this point I would be moving the battle forward for the sake of the players that are still posting. Since there should at least four players at the table, I will control Brayden (because I know he's out-of-town) but leave Slera and Zahur motionless.

Brayden, seeing Larkin's collapse, fires an arrow at Hallie, and misses.

Attack: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (3) + 2 = 5

Hallie keeps throwing spells, and this time targets Dom for an acidic ray:

Attack (ranged touch): 1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (4) + 1 = 5

Dom gets covered in a splash of acid. We all wonder what his reaction will be.

---
Dom - Fires arrows, hits Larkin Takes 5 damage
Zahur
Slera
Zarunkumar -Throws dagger
Brayden - Fire arrow
Will - Finishes Larkin
---
Ledford (Down)
Deandre (Down)
Larkin (Down)
Hallie (4) - Acid ray
---

Dom
Zahur
Slera
Zarunkumar
Brayden
Will

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

Zarunkumar pulls out her crossbow and fires it at the remaining adversary, Hallie.
Attack roll: 1d20 + 3 ⇒ (15) + 3 = 18
Damage roll: 1d8 ⇒ 8

Grand Lodge

Male Human (Garundi) Magus/1, HP 14/14, Init +6, Perc +0, AC 16, T 12, FF 14, Fort +4, Ref +2, Will +2

Just to make sure they were all down, Zahur steps up and fires a shot of acid at Haley as well. For some reason, it seemed fitting.

Ranged Touch: 1d20 + 2 ⇒ (11) + 2 = 13
Acid Damage: 1d3 ⇒ 2


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In a hail of bolts and acid, Hallie brings out last mad cackle revenge! I will have revenge! As the green robe starts showing black spots under the acid, the last of the brigands collapses. Our heroes are once again safe.

Seeing as how we're almost wrapping up the adventure, can I have people's PFS numbers, so I can start preparing chronicles?

Scarab Sages

Human Inquisitor 1 | AC 17 T 13 FF 14 | HP 9/9 | F +1 R +3 W +3 | Init +5 | Perc +7

Dominique yelps in pain as the acid makes contact first with his clothes then with his skin. Reflexively he aims his bow but sees Hallie fall down and he restrains himself from killing the last one from that group eve though she has done so much harm to him. "Unless anyone knows the reason for the surprise attack I suggest we should to question her."
PFS #78802


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Questioning the fallen brigands will require stabilising and reviving them.

That means a healing check to stabilise (DC 15), as well as some healing to revive. Larkin and Deandre would be easiest to revive.

Reviving Deandre:

Defiant of the adventurers, and her own death, Deandre spits at Dominique and explains Hah! You have defeated me! Do what you will, but know I’ll be back for you some day. She quite readily reveals that she was the mastermind behind the attack, hoping to gain a profit from adventurers that carry precious items for the pathfinders.

Reviving Larkin:

Larkin, fear in his eyes, responds I’m not dead?. Though he is of little use in his current mental state, it is clear that he was in it for the loot, and otherwise following the instructions of Deandre, who held a strong sway over him.

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

#110962

Once they are revived this will be my action. My guy is far from a healer. :P

"How can you be so sure you'll be back for us one day?" Will approaches her slowly with sword in hand. "I mean as far as anyone knows you attacked us and died in battle... You may want to keep that in mind as we ask you some questions. How did you even know we were carrying items for the pathfinders?"

Intimidate: 1d20 ⇒ 12


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Ok, noted, but let's revive 'em before we start intimidating 'em, ok?

Liberty's Edge

Female Half Elf Druid:1 HP:7/7 Init:+4 Fort:+2 Ref:+2 Will:+7 AC:16

Sorry for the absence, I've got internet again. Seems like it was just in time.

Can I attempt a heal check untrained?

Deandra seemed to like the leader and is still breathing, I wonder if I can bring her back around. With these thoughts Slera walks up to Deandre and attempts to heal her.

Heal: 1d20 + 5 ⇒ (16) + 5 = 21
Cure Light Wounds: 1d8 ⇒ 1


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Slera tends to Deandre's wounds, and despite the earlier insults the cleric hurled at Slera and her companions, even manages to spare a precious healing spell. It saves Deandre's life, but she is still unconscious.

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

"Hmm, it seems she isn't going to wake up right away. I suggest we tie her up and bring her with us." Will suggests to the group.

Do I still have my rope from the warehouse? (Thinking back, I'm not sure if I actively collected it and I just assumed I would have.) If so I can tie her up.

Scarab Sages

Human Inquisitor 1 | AC 17 T 13 FF 14 | HP 9/9 | F +1 R +3 W +3 | Init +5 | Perc +7

While Slera is preocupied with the supposed leader of the band, Dominique tries to stop Larkin from bleeding but it seams his wounds were a little too much for the inquisitor.

"I fear there's nothing we can do for this one." He throws his rope to Will "Here, use this. We can question her later."
heal: 1d20 + 7 ⇒ (4) + 7 = 11

Visiting Austria this week, please do forgive me if posting goes a little slow.

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

"Thanks!" Will says to Dom as he catches the rope and begins to tie up Deandre.


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Having captured the kingpin of the ambush, Dominique indeed is not able to stop Larkin's life from slipping through his hands.

Deandre is safely tied up. Where will the adventurers move next?

Liberty's Edge

Female Half Elf Druid:1 HP:7/7 Init:+4 Fort:+2 Ref:+2 Will:+7 AC:16

Slera will begin to search the bodies for anything valuable or interesting.

Grand Lodge

Male Human (Garundi) Magus/1, HP 14/14, Init +6, Perc +0, AC 16, T 12, FF 14, Fort +4, Ref +2, Will +2

"Should probably tell the boss or whoever about this. Word apparently got around on that we had some valuable stuff. Shame about this fellow. He was just a pawn." Zahur says solemnly

Pfs #108061

Grand Lodge

Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4

"Lets get back to the Society and get rid of this stuff before anyone else gets the 'bright' idea to try and get it from us."


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If the adventurers move to report to the Society:

Our heroes are received by Ambrus Valsin in his office, and quietly hears out the stories of the different errands. He chuckles a bit to hear about Zahur jumping in the dink, remarking very effective. A slightly worried look comes over his face as Deandre and her gang get mentioned, but is delighted to hear that they were overcome with relative ease. That is very good, and is certainly a show of your capabilities. I can ensure you, not every mission that you will be sent of will involve running errands - far from it - and you'll have to face far graver dangers than these thugs. From what I've seen from you, you are definitely pathfinder material. With that he concludes, and sends the adventures on their way.

What adventures will the future hold?

And congratulations, as you've safely reached the end of 'In service to lore'. Those of you who haven't done so already, please send me you PFS number, so I can prepare the chronicle

Thank for tuning in, it was a pleasure! Hope you enjoyed it.

...

..

What do you mean you're not reporting to Valsin? Then what are you reading this spoiler for?!

Liberty's Edge

Male Human Fighter/1, HP 2/13, Init +6, Perc -1, AC 19, T 12 ,FF 17, Fort +5, Ref +2, Will +1

Thank you so much Kludde for running this. I wish I was a little more active, but still had a great time. That was my first taste of pathfinder and I certainly hope it isn't my last. Seriously, thank you once again and thank you to everyone else for being part of the group.

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