DaWay's PFS Rivalry's End (Inactive)

Game Master DaWay


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Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

How the ... did you get 1100 lol

After getting inside and being away from the ears of the guards,

"The cellar is right there beneath those stairs, surprisingly it is not locked, giving me the feeling that perhaps we are already in the spider's web."

"You guys want to pay her a visit now or later?"

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

770 gp here.

"Do we have a reason to keep up the ruse?" asks Sir Terramor.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Let's just get this over with.

Eolowyn seems to stroll aimless through the crowd, watching a table here and there. While she is doing this she steadily moves closer to the stairs.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

The Chellish man graps his Priestley friend on the arm and motions the others closer.

Have a care, rumour also has it that the mistress of this lair employs constructs for security - clockwork guardians. When we descend we may also want to consider any long term magical enhancements we can employ... and also think on what we have that will be most effective against such creatures.

What do I know about these type of constructs ? Knowledge Arcana 1d20 + 8 ⇒ (4) + 8 = 12

Lantern Lodge

Male

Valdrim, you have no idea.

The unlocked entrance to the wine cellar is discreetly tucked beneath the stairs leading up to the second-story balcony. Because of the constant bustle of boisterous gamblers and their entourages, this entrance is not closely watched, so you can descend to the wine cellar with ease.

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Once on the stairs Gimble produces a wand and taps himself with it. A matrix of force surrounds him before it fades from sight.

"Constructs, you say? Illusions are rarely effective against such things." he whispers unhappily. "I hope you are all prepared."

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"Aye, my friend,"says Sir Terramor, "That I am. But fear not. You'll still have their mistress to dazzle with your spells. Stay close to me if we meet any metal men."

With only the slightest attempt at stealth, Terramor opens the cellar door and slips in, drawing his sword as he goes.

Lantern Lodge

Male

Inside the cellar are three other gamblers though these seem to be drilling crude holes and attaching periscopes to the holes.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"Why how now, Gentlemen?" says Sir Terramor with a wry smile. "That seems hardly fair. One might almost suspect that you three were planning something less than sporting. Hands where I can see them, please."

Grand Lodge

Holes in the ceiling?

What's all this then? Cheating!?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Hmm, why are these gamblers down here?"

Knowledge Local: 1d20 + 7 ⇒ (16) + 7 = 23 Do we have any idea who these gamblers are?

Edited:

Did the gamblers heed Sir Terramor's arrest?

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Jakarno? I believe these are yours to manage

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Just to note, he's never referred to himself as 'Jakarno', only as Gimble.

Gimble the Gnome steps forward, his hands held at the ready after retrieving a pinch of sand from a pouch at his belt. "Do as my associates suggest and you will not suffer any serious harm." he says.

Ready to cast Color Spray if they try to do anything other than surrender peacefully.

Lantern Lodge

Male

They hold their hands up and move past you in order to leave the scene.

perception checks please.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Terramor's Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Would it have killed them to spread the pregen's skill points around a little?: 1d20 ⇒ 2

Valeros is distracted by Merisiel's cleavage.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Eolowyn is distracted by Valeros' strong muscles.

To the men that try to leave
Did we give you permission to leave?

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Perception 1d20 + 5 ⇒ (5) + 5 = 10

Valdrim is confused, wondering why everyone is starring at each other and fails to notice anything else meaningful.

When the priestess speaks, he turns his attention back to the 'cheats'.

In exchange to some honest answers to a few questions this can go quite painlessly and even profitably for you - what say you? Will you talk for a few moments or groan in pain for a weeks? Its your call but think carefully... broken bones generally mean you're not earning any money.

I can do a credible aid another on intimidate but I'll need someone to do the hard core intimidate first

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Gimble smiles at the men. "Yes, don't go waltzing off just yet. Anyone got some rope?" he says.

Perception 1d20 + 5 ⇒ (18) + 5 = 23


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Merisiel covers her cleavage upon seeing the distracted warrior's look on her.

"Why don't we go back to business Valeros? Shouldn't you be checking out your surroundings instead of me?"

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"See what you've done, Valeros?" observes Sir Terramor, drily. "My life is now that much less interesting."

Turning back to the gamblers, he speaks as he withdraws rope from his pack. "A brief inconvenience, I assure you, gentlemen. We have no interest in harming you and will release you when our night's work is done, though if certain lovely elves charge your coin purses a fee for the pleasure of their company, that is the cost of doing such business as you were about to conduct."

He restrains all three gamblers by lashing their hands behind them to a support beam and gagging them with their own silken handkerchiefs.

"Let us make haste while the night is young," he says and moves forward through the room.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

So much for getting information, Valdrim says dryly.

Can some one check the portal beyond for traps? I would have the enterence to my own Sanctum Santorum as secure as possible. I imagine our friend will be no different.

Lantern Lodge

Male

Jakarno or Gimble as he prefers to be called finds a trap door in the cellar The lair is an ancient Thassilonian ruin made of reinforced masonry with ceilings uniformly 15 feet high. Ouidda has decorated the stark stone rooms in the latest Andoren style and erected several good wooden doors throughout.

This wide stone room is deep underground, but decorated as though in a country manor. Standing lamps illuminate the decor, which includes pastoral paintings of landscapes typical of southern Avistan. A steep staircase leads up to the east. Hallways extend to the north and south.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Perception: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 +2 is from trapfinding

Merisiel scouts ahead for traps,
"I agree Valdrim,"

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

With painstaking precision, Gimble whispers a short arcane phrase and gestures with one hand, casting a spell.

Cast Detect Magic

Lantern Lodge

Male

Are you going north or south?

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

1: North, 2: South

1d2 ⇒ 1 North

Assuming there are no real differences beween the directions and Merisiel's scouting and Gimbles casting don't show anything

Grand Lodge

Valeros stage-whispers to the party, "I'll guard the rear, Sir Terramor on point with Merisiel looking for traps, maybe? Or vice-versa?"

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"Sounds good," says Terramor.

Sir Terramor stays close to Merisiel. If anything attacks her he will use his Bodyguard feat as an immediate action to give her a +4 bonus to AC.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Stay on guard - we could be facing those clockwork things.

Valdrim pulls out his wand of Magic Missiles [cr3] while drawing his sword and holding it low.

Any magic that would inhibit or stop those creatures if they come our way will be welcome. Gimble - do you have any knowledge of these constructs?

I never want to get this guy into melee but I love that he is more melee competent than your average wizard


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Any information on how to stop them or how to go against them will put he favor slightly towards us."

Merisiel will take each step carefully as if she suspects there's always a trap ahead of her.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Eolowyn checks her scimitar and touches the holy symbol that she wears around her neck.

She joins Valedros at the rear of the party.

Lantern Lodge

Male

Heading north the hall way turns to the east. 20' along there is a door to the south or the hallway turns south 10' beyond the door.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

I am for following the hallways and mapping those but leaving doors may not be prudent, the lawyer says quietly. Whats your opinion Merisiel?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

[b]"We are here to arrest the spider, alive, but that doesn't mean that she will be willing to go with us. Examining all doors together with mapping these hallways will provide us a better layout in planning our moves. I'll go scout ahead."/b]

Merisiel will walk towards the door carefully, with one hand holding on to her dagger.

Perception: 1d20 + 10 ⇒ (1) + 10 = 11
- Can she hear something from the outside? Is there light coming out of the door?

Stealth: 1d20 + 11 ⇒ (12) + 11 = 23
- She will proceed with caution, open the door and check what is inside the room or to where it leads.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Eolowyn casts detect magic and scans the door.

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Gimble continues to scan with Detect Magic for anything unusual.

"I say check the doors, but beware we don't come across anyone who can raise the alarm!" he whispers.

Lantern Lodge

Male

The door is locked. Nothing can be heard, flickering dim light, no magic on the door.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Let's first check the hallways, before we go messing about with locked doors.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Let's head back or shall we continue this way?"

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Hallway

Lantern Lodge

Male

The hall way turns to the south to a large reception room there is a hallway directly south that turns to the west. There are also doors to the NE and SE.

This grand reception hall holds a table and eight ornate chairs. A small sideboard holds an empty decanter and a silver serving set. A wide fireplace in the east wall holds a thick bed of ashes, and a neat stack of firewood lies nearby. Two narrow doors stand to the northeast and southeast. Wide passageways lead out of this room to the northwest and southwest. The fireplace in this room vents into the chimneys of the Weaver’s Parlor above. The doors leading out of this room to the northeast and southeast are locked.

Around the table are three clockwork sentinels, this four-armed, human-sized clockwork construct balances on three legs that rise into a central body, who turn to great you with resistance for the intrusion in their masters layer.

init: 1d20 + 6 ⇒ (9) + 6 = 15

Initiatives and actions please.

Grand Lodge

initiative: 1d20 + 3 ⇒ (16) + 3 = 19

If the constructs appear to have reach, Valeros will charge any that he beats in initiative, if he can do so while avoiding the threatened area of any construct that is not flat-footed. If they do not appear to have reach, Valeros will move to the front of the group and ready an action to attack with his sword the first construct that comes in range of the attack.

Would some kind of dice roll be needed to determine if they have reach, or would it just be a simple observation that their arms are long?

Attack: 1d20 + 9 ⇒ (2) + 9 = 11 +2 if charging
Damage if that hits, which seems unlikely: 1d8 + 6 ⇒ (7) + 6 = 13

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Oh S~%!

Initiative 1d20 + 2 ⇒ (9) + 2 = 11

Now that I can see these things can I get another Knowledge check? My action depends on that


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Perception: 1d20 + 10 ⇒ (7) + 10 = 17
- Did Merisiel spot the clockworks?

Stealth: 1d20 + 11 ⇒ (9) + 11 = 20
- Did the clockwork spot Merisiel?

Initiative: 1d20 + 6 ⇒ (17) + 6 = 23

If Merisiel can act on the surprise round, she will pull out her dagger.

"Speaking of the devil, I think you're wishes just came true Valdrim. Watch out, I'll try to flank them, anything I need to know before I do that Valdrim?"

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Has we got a map?

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

waiting on dm and crapping my self. They'll have DR apart from that I have not idea for the moment

Grand Lodge

A lot of constructs have hardness, which the only way to bypass is with adamantite or just a lot of damage. Wish this pregen had Power Attack. Oh well.

Lantern Lodge

Male

Merisiel 23
Valeros 19
Clockword 15
Valdrim 11

Kyra, Jakarno, Terramor?

Merisiel were you looking for the clockwork servants. They certainly weren't stealthing, though that would be awesome, ninja clockwork sentiniels. They have not seen her.

Valadrim-Go ahead with a knowledge check.

Sir Terramor - I will try and get a map up tomorrow. I have been pretty sick the past couple days and trying to recoup.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Knowledge arcana 1d20 + 8 ⇒ (2) + 8 = 10

must have been daydreaming when they covered these - Two crap rolls

Valdrim fires off two magic missiles at the closest from his wand and then moves back.

2d4 + 2 ⇒ (3, 1) + 2 = 6

these will bypass DR. Spells are our best bet unless you have adamantium or hit like a Mack truck

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