DM Panic's PbP Gameday 4 Siege of Serpents (Inactive)

Game Master wakedown

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As Cirri reaches out to touch the mirror, she finds her hand meets no resistance, turning slightly translucent about an inch from the mirror's surface and pushing into somewhere beyond...

(Somewhere that's not simply the other side of the mirror)

Grand Lodge

Human Investigator 4 — HP 31/31 — AC 16, T 11, FF 15 (+2 Nat AC: Mutagen) — Init +1, Percep +8 — Fort +3, Ref +6, Will +6 (+2 vs poison, +1 vs charm compulsion) ~ Tracked Resources
DM Panic wrote:

However, they do not see Quinn within the room anymore. In fact, they have no idea where Quinn is. They do note, however, that there is now a mirror in the room.

Go! Go! Go!

In an urgent, time sensative situation (in game and in the real-world deadline) like this the logical thing would be to proceed without Quinn. Don't linger just to be nice. After all the VC disapeared too, and we're not worried about him. Also, i'm pretty sure I know how to join you.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Oh, cool! I think we found the way in! I'll leave a note for Quinn!"

Cirri scribbles instructions down and runs through the mirror.

Grand Lodge

Human Investigator 4 — HP 31/31 — AC 16, T 11, FF 15 (+2 Nat AC: Mutagen) — Init +1, Percep +8 — Fort +3, Ref +6, Will +6 (+2 vs poison, +1 vs charm compulsion) ~ Tracked Resources

this solution is only obvious because I know what Quinn doesn't, but leaving the room via the window, and circling around through the front and thus back to the room, should get me to the mirror. Possibly Quinn should be delayed as it takes him longer to work this out.

Grand Lodge

Female Human Cleric of Sarenrae 4 | AC17, T 10 FF 17 | HP= 35/35| F+6, R+3, W+9 | CMB= +5 CMD=15 | Init+0 | Perc +4
Tracked Resources:
Cure Light Wounds 2/50, Channel Positive Energy 2d6 (DC 16) 2/5 PotioLeLR 0/2

It was right here in front of our eyes all the time...


The four Pathfinders make their way through the mirror-portal, and Quinn joins them only about a minute later, quickly scanning Cirri's note and realizing the solution to the puzzle.

You all five have arrived in a room where the southeast corner has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges.

Beyond the opening, blue sky and the Absalom’s city skyline are plainly visible. A solitary door is closed to the south and a fulllength mirror is bolted to northwest wall.

The entire structure tilts dangerously to the east, forcing you to work to move westward. Rocks and rubble skitter along the floor and off the edge, falling a deadly drop to the Grand Lodge lawn below.

Telos advances to the southern door which hangs open, where some rubble still remains, suggesting perhaps a pillar or column may have obstructed the portal earlier (and has since fallen out of the tower).

As he scans the interior, he can make out four rooms that make up this level of the tower. This floor is clear except where the walls are crumbled away. The north and west windows feature gargoyles just below them. Both gargoyles have a reservoir built into their backs so oil or other chemicals can be poured and sprayed down on would-be attackers. Numerous arrow slits are built into the walls.

Grand Lodge

Human Investigator 4 — HP 31/31 — AC 16, T 11, FF 15 (+2 Nat AC: Mutagen) — Init +1, Percep +8 — Fort +3, Ref +6, Will +6 (+2 vs poison, +1 vs charm compulsion) ~ Tracked Resources

"This is ... intersting' Quinn stammers unable to maintain his urbane facade.

He steps past Telos and opens the door directly to the south.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

"Let us hope the magic holds or we will all have a quick descent," Telos says as he looks over the edge.

The warrior swallows hard and moves to the door.

"Let's be up here as little time as possible," he adds.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri takes in the view. "Wow, you can see the horizon, the mountains and the sea from here. Usually you can't do that unless you're flying, or on a boat, or in the ocean." Cirri seems less concerned for her personal safety and more intrigued by how high up the party is.

Someone finally reels her in and points towards the Southern Door. "Oh right. The uh, mission." She clutches onto her staff.


Kyra and Keeya can feel free to post any spells or such they may have cast prior to searching this area.

You begin to systematically check the rooms on this level of the tower.

The southeast room contains ancient siege supplies stored here when Skyreach was considered a fortress in the traditional sense. Barrels of oil and a decrepit wheelbarrow are here, as well as several crates of serviceable arrows. (You can mundane versions of any weapon or ammunition in the Pathfinder RPG Core Rulebook here).

The southwest room is filled with old cots and moth-eaten blankets smothered in a thick layer of dust that confirm no one has been posted atop this tower in years. The cots are nevertheless are sturdy
and the door is functional.

The northwest room contains stairs that wind upward past tight corners. With nothing else of note, you form up and proceed...

More coming.


The top floor of the tower is an open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls.

Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist roils within the southern circle.

Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.

A trio of Aspis agents appear to have made it here ahead of you. Two half-orcs in chain shirts bearing greataxes (B1 and B2) stand before a man with apparent draconic heritage (S).

They turn their attention to you all as you quickly rush into the room and begin to draw their weapons and they are united in a single cry.

"DIE PATHFINDERS!"

Init coming next post.


GM Rolls:

Initiative
Cirri: 1d20 + 1 ⇒ (6) + 1 = 7
Keeya: 1d20 + 3 ⇒ (4) + 3 = 7
Kyra: 1d20 + 0 ⇒ (17) + 0 = 17
Quinn: 1d20 + 1 ⇒ (16) + 1 = 17
Telos: 1d20 + 2 ⇒ (9) + 2 = 11
Aspis: 1d20 + 2 ⇒ (15) + 2 = 17

B1 vs Cirri: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 for 1d12 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12
B2 vs Telos: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for 1d12 + 4 + 1d6 ⇒ (11) + 4 + (4) = 19

The Pathfinders witness a familiar sight as yet another arcane-wielder surrounds himself with a handful of images.

The two men fist bump one another as they begin to growl and hoot, charging ahead at Telos and Cirri. Both land wicked blows, clearly accomplished at striking foes before they can act.

Round 1
17 Aspis B1 : Charges Cirri, hitting for 12
17 Aspis B2 : Charges Telos, hitting for 19
17 Aspis Sorcerer : Surrounds self with 1d4 + 2 ⇒ (1) + 2 = 3 images
16 Quinn :
15 Lura :
11 Telos :
8 Keeya :
7 Cirri :

Now Up: Everyone!

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Not that it would have mattered here, but Cirri would have used her Wand of Shield.

Cirri is still busy staring at the sky when one of the Aspis goons tears into her. "Again with the Mirror Images?"

Drawing the last of her arcane energies into her Quarterstaff, Cirri swings at B2, trying to trip him.
Improved Trip, +1 Quarterstaff: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12 Dicebot...! Well, they charged, so maybe?

Grand Lodge

Female Human Cleric of Sarenrae 4 | AC17, T 10 FF 17 | HP= 35/35| F+6, R+3, W+9 | CMB= +5 CMD=15 | Init+0 | Perc +4
Tracked Resources:
Cure Light Wounds 2/50, Channel Positive Energy 2d6 (DC 16) 2/5 PotioLeLR 0/2

Sarenrae, please give me the strength to quickly give justice to these evil doers

Kyra cast Bull's Strength on herself

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Telos cries out in pain as one of the agents wounds him seriously, but lunges to the side and counterattacks. B2

MW Bardiche (power attack, overhand chop): 1d20 + 6 ⇒ (12) + 6 = 181d10 + 10 ⇒ (7) + 10 = 17

Grand Lodge

Human Investigator 4 — HP 31/31 — AC 16, T 11, FF 15 (+2 Nat AC: Mutagen) — Init +1, Percep +8 — Fort +3, Ref +6, Will +6 (+2 vs poison, +1 vs charm compulsion) ~ Tracked Resources

Seeing yet another mirror image Quinn spits out an Osiriani curse.

Sensing this may the final confrontation, Quinn drinks his ace-in-the-hole: his mutagen.

Then he surveys the area hopeing to figure out what the agents are up to-- and if he can disrupt the ritual or mechanism.

perception: 1d20 + 8 ⇒ (15) + 8 = 23
knowlege all: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (6) = 21


Telos nearly cuts down the brute that wounded him while Cirri's trip fails to dislodge the half-orc's thick legs.

@Quinn and Kyra: I'm actually okay if you cast those while coming into this room, given that you'd know they'd last some time if you wish to make another round 1 action with the assumption the mutagen and bull's strength were cast as you hustled up the stairs to (likely) confront Aspis who stole the key.

Still Up: Keeya

Silver Crusade

Female Sylph Wizard 7 HP 17/27; AC 16; TCH 15; FF 13; F +1; R +6; W +5; CMB+3; CMD 17; Speed 30FT; Init +3; Perception +6;

Keeya moves next to the Aspis B1 and releases a lightning flash. DC16 Reflex
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Dazzled: 1d4 ⇒ 4

Grand Lodge

Human Investigator 4 — HP 31/31 — AC 16, T 11, FF 15 (+2 Nat AC: Mutagen) — Init +1, Percep +8 — Fort +3, Ref +6, Will +6 (+2 vs poison, +1 vs charm compulsion) ~ Tracked Resources

Having wisely imbided his mutagen before mounting the stairs, Quinn stepps forward, muscles bulging, and strikes the nearest agent. ... b2

swordcane 2-handed: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d6 + 6 ⇒ (2) + 6 = 8

Grand Lodge

Female Human Cleric of Sarenrae 4 | AC17, T 10 FF 17 | HP= 35/35| F+6, R+3, W+9 | CMB= +5 CMD=15 | Init+0 | Perc +4
Tracked Resources:
Cure Light Wounds 2/50, Channel Positive Energy 2d6 (DC 16) 2/5 PotioLeLR 0/2

Kyra casted already her spell before entering the room she will cast another spell.

She target the mage with her Hold Person (DC 16)


Reflex DC16: 1d20 + 5 ⇒ (4) + 5 = 9
Will DC16: 1d20 + 6 ⇒ (16) + 6 = 22

Lightning ripples from Keeya shocking one of the half-orc while Quinn's swordcane sinks deep into the brute's shoulder.

(11 damage total + dazzled)

The sorcerer shrugs off Kyra's magic.

All three Aspis shout and gesture at Telos.

"Get that one!"

"The one with the polearm!"

"He almost killed Gorat!!"

"These two are in my way!!"

The two half-orcs try to advance to Telos, but realize they must make their way through Cirri or Quinn first.

Acrobatics DC16: 1d20 + 5 ⇒ (11) + 5 = 16

One narrowly gets past Cirri while they try to coordinate in striking her down.

B1 vs Cirri: 1d20 + 5 + 2 - 1 ⇒ (8) + 5 + 2 - 1 = 14 for 1d12 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
B2 vs Cirri: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 for 1d12 + 4 + 1d6 ⇒ (12) + 4 + (4) = 20

Both swings miss, but Cirri gets the feeling that if both connected, she may have lost her ability to... keep breathing.

The sorcerer chimes in.

"I'll handle him!"

He begins gesturing, invoking his magic and targeting Telos.

@Telos: DC15 Will save vs Cause Fear. Again. 1d4 ⇒ 4 rds, or shaken 1 rd on a made save.

Round 2
17 Aspis B1 (11dmg, dazzled): Acrobatics, misses Cirri
17 Aspis B2 (17dmg): Misses Cirri
17 Aspis Sorcerer : Cause fear at Telos
16 Quinn :
15 Lura :
11 Telos :
8 Keeya :
7 Cirri :

Now Up: Everyone!

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Jeez Telos, they don't like you, huh- Hey, get back here!" Cirri watches one of the men flow around her. "Man, I wish I could do that- eee!" Cirri gasps as one of their weapons bounces off her shield. "Or maybe they're out for me."

Cirri applies some Combat Expertise this time, knowing she needs to trip or disrupt these foes so the casters have some space. So she begins spell combat using Daze.

Concentration Check DC 15: 1d20 + 3 + 3 + 4 ⇒ (9) + 3 + 3 + 4 = 19
"Watch the birdy, buddy!"
Will Save DC 13 or B1 loses their next action.

Improved Trip, spell combat: 1d20 + 5 + 2 + 1 - 2 ⇒ (13) + 5 + 2 + 1 - 2 = 19
"On the floor with you, Gorat!"
Cirri tries to trip B2.

AC is 19 for this round.

Grand Lodge

Human Investigator 4 — HP 31/31 — AC 16, T 11, FF 15 (+2 Nat AC: Mutagen) — Init +1, Percep +8 — Fort +3, Ref +6, Will +6 (+2 vs poison, +1 vs charm compulsion) ~ Tracked Resources
Quinn Mulari wrote:

Then he surveys the area hopeing to figure out what the agents are up to-- and if he can disrupt the ritual or mechanism.

perception: 1d20 + 8 ⇒ (15) + 8 = 23
knowlege all: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (6) = 21

Asy result to the above? Action depends on weather B2 is tripped....


Will DC13: 1d20 + 1 ⇒ (18) + 1 = 19

"Boss, this one's castin' spells!"

The second half-orc falls flat on his arse.

"Boss, this one's trippin'!"

Not much for knowledge here. Half-orcs with class levels in something (rogue based on the sneak attack damage you've observed) and a half-elf with some sort of sorcerous bloodline. It's hard to tell what the agents were up to... perhaps they ran up here with the Sky Key hoping for an airlift out?

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri continues dancing and keeps her defenses up. She can't help but giggle as the enemies comment on her.

AoO:

Add +4 if the target is prone and +2 if I'm flanking!
Quarterstaff+1: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Cirri slaps her staff down midstride on her foe.

Grand Lodge

Human Investigator 4 — HP 31/31 — AC 16, T 11, FF 15 (+2 Nat AC: Mutagen) — Init +1, Percep +8 — Fort +3, Ref +6, Will +6 (+2 vs poison, +1 vs charm compulsion) ~ Tracked Resources

Believing that Cirri and Telos have the fallen half-orc well in hand he rushes forward to deal with the caster and his doubles.

swordcane 2-handed: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d6 + 6 ⇒ (3) + 6 = 9

1 to hit the real: 1d4 ⇒ 1

"Why must you Aspis repeat this cowardly trick?!? It doesn't work with me!"

I realize I may invoke AoO going past the fallen B2. AC is 18 from the mutagen

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

An unnatural dread, caused by the spell, falls over Telos, which takes control of his emotions and causes him to flee.

will save: 1d20 + 2 ⇒ (11) + 2 = 13
Bah...have a nice fight!


Quinn connects with the sorcerer while Telos drops his weapon and flees, falling victim to the sorcerer's magicks.

Still Up: Kyra, Keeya

Liberty's Edge

Regional Venture Coordinator - Online


***********************************
**Overseer Announcement**
***********************************
THE END: Siege of Serpents
***********************************


As Farabellus and a dozen other Pathfinders storm into the room, a cleric of Abadar catches Telos as he flees and quickly dispels the magical fear affecting the warrior.

The trio of Aspis are quickly laid low and the Master of Swords picks up the sky key from the fallen sorcerer.

The portals crackle as a pair of lightning elementals form up and attack (wave 2). Just as the pair is defeated, a third lightning elemental forms up and attacks (wave 3). These are no match for your combined efforts with your reinforcements. (yep.. subtier 3-4 was just a few lightning elemental waves).

With a nod, he leads you back through the floating tower and out through Arliss Hall to the Grand Lodge's lawns where Pathfinders are gathering after the battle's climax.

Be sure to read the end here

And thanks for playing. Please check into the OOC thread for any last book-keeping to report your IDs for chronicles.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri breathes a sigh of relief as Pathfinder agents arrive to defeat the Aspis guards and repel the elementals.

Cirri cheers with the best of them during the closing speech. "Those Aspis goons lost! All because we worked together. It was great hanging out with you guys!"

Cirri starts writing in a notebook. "I gotta find out more about those owl guys and the wyverangs. Who are they? Why were they stuck in the tapestry? Whoo are they?" She slams her book shut.

"It's been a blast, guys. But...I'm gonna take a bath and get some sleep!"

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

That was super fun! Thanks for running it! I do wish we had just a little more time to complete each objective (seems we should be able to do it with 1/day posting average), but it was still great. I really liked this format, and hope to see more of it!

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