Devil We Know, Part 4: Rules of the Swift (PFS) T3-4 (Inactive)

Game Master Mari Clock

Darklands


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Grand Lodge

F Human, with Orcish qualities Mom-12

In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.

Rules of the Swift is the fourth and final installment of the Devil We Know campaign arc.

Grand Lodge

F Human, with Orcish qualities Mom-12

Venture-Captain Hestia Themis, a woman of small stature, but great importance within Cassomir, sweeps locks of thick, raven hair away from her face. As she starts to speak, shrill horns bellow an alarm. Hestia pauses for the signal to quiet, and as the trumpeting ring fades, her
booming voice continues.

“Colleagues, the city of Cassomir declared a state of emergency this morning. Late last night, a swarm of rats poured into Cassomir’s streets, spilling from every sewer grate within the Old Cassomir district. As the city guards dealt with this infestation, a large assault force of derros penetrated Swift Prison. Within a few hours, the derros emptied the Swift, and marched their new slaves into the Darklands. Normally we defer incidents like this to the authorities, but I offered our assistance. There’s an item of interest, a church bell called the bell of obedience, that may reside in Swift Prison’s chapel. We want to catalogue it and may never have another opportunity to explore the Swift unsupervised. While investigating the derro invasion, head to the chapel and inspect the bell. If possible, I want you to determine whether the Chapel’s bell is in fact the legendary bell of obedience without taking it from the prison. Cassomir’s constabulary is as of this moment fighting Cult of Nature’s Cataclysm devotees at the south entrance to the prison. The constabulary agreed to distract the cultists there so that you might approach the Swift from its north side and enter the prison from the south gate behind the cultists.”

At that moment, a teenage boy enters through the Cassomir Lodge’s front door and Themis gestures him over. “This is Nefti—I believe some of you may know him already. Though he works with the Aspis Consortium, he helped us rescue a fellow Pathfinder when this derro business began. It seems Nefti happened to be serving a debtor’s term inside the Swift when the abductions took place. For his testimony to last night’s events we secured his release. He agreed to escort you to a spot north of the Swift where he will tell you all he knows. Any questions?”

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Just a dot for now.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar nods "Ah! Derro rats! We have to strike a definitive hit to them and finish this problem for all good!" the dwarf looks at Hestia Themis then asks "And how will we distinguish the bell from other bells? And more importantly, how can we found out it is the authentic Bell of Obedience?"

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"Ahem, the Bell of Obedience you say?!?" Sebastian asks with both shock and interest.

That particular item has come up in another scenario Sebastian has participated in, although it occurs much later chronologically.

"Yes, well, I'm sure I speak for us all when I say that we'll be happy to look into that for you. I'm afraid that my questions mirror that of my colleague Arbiscar, namely what sort of powers or effects does this Bell possess? Do you have an information about its history?"

While waiting for his answers, he turns his attention to the teenager, "So, Nefti, we meet once more. How fares your master Kafar?"

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Dotting here...

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

A somewhat tall man walks into the room, rubbing his eyes a bit.

"Morning always comes too early when it concerns missions, especially with loud sirens... So aside from this bell thing that we are supposed to investigate, there's a cult involved as well? And here I just got finished being a part of that Living God's foolishness...." Morrin groggily says in between his yawning.

Morrin was recently inducted into the cult of Razmir, and after a trying to find information and not being able to, decided that most of the people in their "church" were evil....

"By the way, the name's Morrin. I'll be helping out as I was in the area when summoned for a job."

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

A well dressed dwarf with a broad axe greets Morrin "Nice to meet you. The name is Arbiscar. We have been investigating this cult for some months now. I am sure we will do a great job together"

The dwarf scratches his beard before adding "Besides, do you think we can bring some Cassomir's bread. I missed some good food in our last mission together. Not that I digress about your culinary skills Sebastian, but only wet meals we dwarf like are those soften with beer"

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"I'm afraid that dwarves tend to lack the necessary palate to properly enjoy gourmet cuisine." The human man offers a good-natured retort. He's currently wearing a long gray coat over a mithral chain shirt, with his most notable facial feature being a pair of sideburns fashioned into muttonchops, "A pleasure to make your acquaintance, Mr. Morrin. I'm certain we can catch you up to speed so to speak as we move along. I must say that this cult is quite tenacious with all its machinations, despite employing a number of buffoons."

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"Sounds like fun to me. Every mission and outing, I believe, should provide some sort of learning experience. Whether it be of learning about new people, magics, or locals, which includes new foods!" Morrin laughs at the last statement, while patting his stomach. Upon closer inspection, the tall man is wearing a colorful vest of reds and blues over a mithral chain shirt, and at his belt two pouches, two wands, and a seemingly unused cold iron sickle. "Hopefully we will get to learn new things with this bell!"

Grand Lodge

F Human, with Orcish qualities Mom-12

Knowledge Local DC 10:

The nickname given to the Swift chapel’s bell. Former prisoners tell tales of the bell’s soothing ring.

The rat plague came from the sewers under Cassomir. Some folks say Nature’s Cataclysm druids sent the rats as the city’s punishment for greedily taking too much blackwood for their shipbuilding industries.

Knowledge Local DC 15:

Prisoners skilled in magic swear the bell strongly radiates arcane power from the school of enchantment.

A decayed, smelly undead creature ordered several mangy humans to stay behind and harass any who attempted to enter the keep.

Knowledge Local DC 20:

A bell dating back to the time of old Azlant is rumored to make those who hear its clear ring susceptible to suggestion.

After the derros abandoned the Swift, two humans who weren’t prisoners or guards were seen skulking about the Swift’s chapel.

Knowledge Local DC 25:

Some whisper that human hands did not construct the bell, but rather that the aberrant masters of a once mighty empire crafted it.

The derros rounded up the entire population of Swift Prison, but after meeting with a wealthy-looking human they released one individual into his custody.

Nefti leads you to within a block of the prison, bypassing the skirmishes with the cultists.

Nefti gestures at the towering walls of Swift Prison and the ramshackle buildings that make up the rest of the prison’s grounds. “This is as far as I go. Beyond the Swift’s thick gates, the Ismacco tunnels await. Deep below the keep, within the sewers, the derros are marching the guards and prisoners into the depths of Golarion. Be careful, several of those Nature’s Cataclysm freaks still roam the Swift’s grounds.”

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"Hmm, never explored a prison before. This'll be interesting," comments the man. As he looks at Nefti, Morrin's eyes flash a slight purple before having slight, yet visible aura about the man. "As for you, thank you for the guidance, as it it most appreciated. I do hope, even as an agent of the Aspis, you stay safe."

Taking a sling bullet from its pouch, Morrin tosses it up slightly before it begins to orbit his head.

Morrin will take 1 point of burn, 3 points of nonlethal damage, for four temporary hit points that regenerate every minute per hit point. Feel the Burn is active as well. I will update the character sheet.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Knowledge Local + Inspiration: 1d20 + 8 + 1d6 ⇒ (19) + 8 + (3) = 30

"Ah yes, I do recall some pertinent information about the Bell of Obedience after all." The investigator informs the group on the journey to the prison, "It serves as the bell in the prison's chapel, contains magical properties of enchantment, is rumored to have the power to influence individual's actions, and is extremely ancient, although it's doubtful human hands built it."

"I also have some information regarding the prison break. It would seem the rat plague originated from the sewers, most likely the work of the druids and derros we've encountered in previous skirmishes. The ringleader on the ground, however, is rumored to be some kind of undead and left humans behind inside the prison to harass anyone who goes inside. There's also been word of two other humans hanging around, as well as a wealthy appearing man who apparently paid off the derros to release one of their prisoners. Hmmm."

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar spits at the floor grumbling "Humans dealing with derros? What type of treachery is this?"

When Nefti is up to leave, Arbiscar provides him with the blessing of Abadar in an almost instinctive sign "Abadar bless you for your help. Take care Nefti. I hope we do not find you in the opposite side of a confrontation with the Aspis Consortium"

That said the dwarf casts longstride on himself and light on Sebastian. He then opens the way into the infested tunnels, waraxe at the ready, with the hope to soon find the fatal bell.

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

A golden-eyed woman run up to the party before they enter the prison. She appears grossly under-equipped, with no armour and only a dagger for protection.

"I'm so sorry for being late. I was deep in my morning study when the alarms sounded and simply failed to hear them. Hestia did not seem too pleased with me, but she has sent me along to assist you nonetheless."


A small thrush hops from Ignis' hood onto her shoulder.

"Hello" it whistles in Taldane, before hopping back into hood.

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

"This is my friend Dazzlemoon, and we had been adventuring together for a long time before joining the society. I do hope none of you mind."

Before entering the prison, Ignis will cast mage armor upon herself.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

"Pleased to meet you two, my name's Morrin," the man says as he opens another one of how s belt pouches, letting loose an ioun torch that starts to float around his head, opposite of the floating sling bullet. The man looks at the woman, taking note that she looks somewhat odd, but can't quite put his finger on as to what it was.

knowledge(planes): untrained: 1d20 ⇒ 5

Grand Lodge

F Human, with Orcish qualities Mom-12

Swift Prison-Exterior

On the south end of Swift Prison the constabulary of Cassomir battles roving bands of cultists, keeping most of the remaining Cult of Nature’s
Cataclysm druids occupied there. A few small bands roam the rest of the grounds bent on keeping anyone from gaining access to the prison.

Perceptions:

Sebastian: 1d20 + 10 ⇒ (11) + 10 = 21
Ignis: 1d20 + 3 ⇒ (9) + 3 = 12
Arbiscar: 1d20 + 3 ⇒ (20) + 3 = 23
Morrin: 1d20 + 5 ⇒ (9) + 5 = 14

Sebastian and Arbiscar will notice a patrol.

Because of my delay, I'll have you come on to the map from the top so you will see the patrol marked. They are not surprised, but neither are you. Morrin, does Dazzlemoon go on your turn, or his own?

Initiatives:

Sebastian: 1d20 + 2 ⇒ (2) + 2 = 4
Ignis: 1d20 + 8 ⇒ (11) + 8 = 19
Arbiscar: 1d20 + 1 ⇒ (6) + 1 = 7
Morrin: 1d20 + 3 ⇒ (19) + 3 = 22
Druids: 1d20 - 1 ⇒ (4) - 1 = 3
Rats: 1d20 + 3 ⇒ (17) + 3 = 20

Turn Order
Morrin
Rats
Ignis
Arbiscar
Sebastian
Druids

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

I believe Dazzlemoon would go on Ignis' turn, as I don't have an awesome pet. *sadface* Since I'm on mobile at work, could sometimes need move me four down and one left from Dazzlemoon? Thanks!

Moving through the area, Morrin sees (Red) and begins waving.

"Excuse me! I was wondering if there were any chance that I could be directed towards the prison!"

As he finishes the sentence, the sling bullet spinning around his head stops in midair and begins turning at a high rate before flying towards Red(Rat).

Feel The Burn Point Blank Telekinetic Blast: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 2d6 + 2 + 4 + 1 + 1 ⇒ (3, 5) + 2 + 4 + 1 + 1 = 16

Grand Lodge

F Human, with Orcish qualities Mom-12

My bad. Too much vodka, I think.

The sling bullet flies right past Red Rat's head.

Rats get angry at this and attack.
Three surround Morrin and one runs off to attack Arbiscar.

Red Bite: 1d20 + 2 ⇒ (6) + 2 = 8 dealing 1d4 ⇒ 4 if it hits.

Blue Bite: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 for flanking, dealing 1d4 ⇒ 3 if it hits.

Yellow and Green both double move.

Ignis (and Dazzlemoon) are up, followed by Arbiscar and Sebastian.

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Ignis will delay until after Arbiscar and Sebastian has acted. A potent toppling magic missile should help control the battlefield if an opening presents itself this round.

I will aim to get my character sheet & my familiars finished soon, thanks for your patience Mari.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"Egads, more rats! Your cult suffers from a critical lack of imagination." Sebastian says in his most pompous tone as he pulls out his shortbow and makes his way adjacent to Arbiscar. He then fires an arrow at one of the (red) rats.

Shortbow - Melee: 1d20 ⇒ 12
Damage: 1d6 ⇒ 5

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar steps in between the rats and slashes through the yellow one trying to protect the rest of the party.
masterwork waraxe (dwarven/cold iron)+flanking: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Cold iron/Slashing damage: 1d10 + 2 ⇒ (1) + 2 = 3

Grand Lodge

F Human, with Orcish qualities Mom-12

Sebastian misses the rat, but Arbiscar strikes the Yellow one with what looked like massive force, but it didn't appear to hurt the yellow guy too much.

Ignis, you can still take your turn before these actions occur.

Red Druid will move and cast Flare at Morrin.

Fort DC:
13

Blue and Green Double Move.

Yellow will cast Guidance on the green rat.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Fortitude: 1d20 + 8 ⇒ (18) + 8 = 26

The innkeeper laughs heartily as the light flashes in his face.

I'll wait for Ignis before completing my action. Also, is there anything 5 lbs or under within 15 feet of me?

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Am I able to move north from my current position? My action will vary based on the answer, so I'll post both below

If Ignis CAN 5ft step north-east

Ignis fire a potent magic, toppling magic missile for 3 missiles. 1 against each of the Blue, Green & Yellow druids.

Missile 1
Damage Vs. Blue Druid: 1d4 + 1 ⇒ (4) + 1 = 5
Trip attempt Vs. Blue Druid's CMD: 1d20 + 7 ⇒ (8) + 7 = 15

Missile 2
Damage Vs. Green Druid: 1d4 + 1 ⇒ (3) + 1 = 4
Trip attempt Vs. Green Druid's CMD: 1d20 + 7 ⇒ (13) + 7 = 20

Missile 3
Damage Vs. Yellow Druid: 1d4 + 1 ⇒ (4) + 1 = 5
Trip attempt Vs. Yellow Druid's CMD: 1d20 + 7 ⇒ (9) + 7 = 16

If Ignis CANNOT 5ft step north-east

Ignis feel cornered and fights defensively, hoping to create an opening for Arbiscar on his next attack.

Fighting Defensively, Aid another (Arbiscar), Dagger: 1d20 - 1 - 4 + 2 ⇒ (5) - 1 - 4 + 2 = 2

Ignis has +2 AC until the start of her next turn.

Grand Lodge

F Human, with Orcish qualities Mom-12

@morrin, there are probably rocks.

Yes, you can move north. I just cut the map off there, because I didn't think you needed anymore than that.

Turn Order
Morrin
Rat Red
Rat Blue
Rat Green
Rat Yellow
Ignis
Arbiscar
Sebastian
Druid Red
Druid Blue 5 dmg, tripped
Druid Green 4 dmg, tripped
Druid Yellow 5 dmg, tripped

Where did you get a magic, topling magic missle? That is awesome.

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Triat: Magical Lineage (Magic Missile)
Metamagic Feat: Toppling Spell
Arcane Exploit: Potent Magic

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Did yellow rat not take damage from the axe last turn? Do they seem to be skeleton rats perhaps?

Grand Lodge

1 person marked this as a favorite.
F Human, with Orcish qualities Mom-12

Sorry, not sure how I missed that. Yes, he did.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Alrighty, so nothing too much. I'll just eat some AoOs. Hopefully these things don't have combat reflexes.

Frowning at the rats who have him surrounded, Morrin holds up one of his hands to fend off any attackers, as he pulls a sling bullet from one of his pouches.

"Got to give these things credit, they like to surround their prey."

Total Defence and pulling out a sling bullet, provoking AoO. Current AC is 22 from total defence.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Are the rats up?

Grand Lodge

F Human, with Orcish qualities Mom-12

I'm actually confused. Maybe they are.

Dire Rat Red will Bite: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 flanking at Arbiscar and if it hits deals 1d4 ⇒ 3 points of damage.

Dire Rat Blue will Bite: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22 flanking at Morrin and if it hits deals 1d4 ⇒ 2 points of damage.

Dire Rat Green will Bite: 1d20 + 2 ⇒ (18) + 2 = 20 at Morrin and if it hits deals 1d4 ⇒ 3 points of damage.

Dire Rat Yellow will Bite: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 flanking at Arbiscar and if it hits deals 1d4 ⇒ 4 points of damage.

Turn Order
Morrin
Rat Red
Rat Blue
Rat Green
Rat Yellow 3 dmg
Ignis
Arbiscar
Sebastian
Druid Red
Druid Blue 5 dmg, tripped
Druid Green 4 dmg, tripped
Druid Yellow 8 dmg, tripped

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

Arbiscar decides the true danger is in the druids, and profiting he is prone, he steps towards the blue dressed one and hits him with all his strength.
masterwork waraxe (dwarven/cold iron)+prone: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Cold iron/Slashing damage: 1d10 + 2 ⇒ (6) + 2 = 8
"Grrr... what have you done with the prison artifacts?" shouts the dwarf.

Grand Lodge

F Human, with Orcish qualities Mom-12

Blue Druid is down.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Sebastian drops his bow and draws his Elven curved blade. He takes a step forward and engages the nearby yellow rat.

MW Elven Curved Blade: 1d20 + 5 ⇒ (19) + 5 = 24
Crit confirmation + trait: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d10 + 1 ⇒ (9) + 1 = 10
Crit Damage: 1d10 + 1 ⇒ (5) + 1 = 6

Grand Lodge

F Human, with Orcish qualities Mom-12

You killed the yellow rat.

Silver Crusade

Female Aasimar Monk 2 / Paladin 2

Ignis moves to flank the red rat. She is not a particularly skilled combatant, so attempts to create an opening for Arbiscar.

Fighting Defensively, Flanking, Aid another (Arbiscar), Dagger: 1d20 - 1 - 4 + 2 + 2 ⇒ (9) - 1 - 4 + 2 + 2 = 8

Ignis has AC 18 until her next turn.

Grand Lodge

F Human, with Orcish qualities Mom-12

Turn Order
Morrin
Rat Red
Rat Blue
Rat Green
Rat Yellow
Ignis
Arbiscar
Sebastian
Druid Red
Druid Blue
Druid Green 4 dmg, tripped
Druid Yellow 8 dmg, tripped

Now it is the Druids that go.

Red will move up to Morrin take AoO and hit with his shillelagh club: 1d20 + 2 ⇒ (16) + 2 = 18 and will deal 2d6 + 2 ⇒ (2, 6) + 2 = 10 points of damage if he hit.
Green will move up to Arbiscar and hit with his shillelagh club: 1d20 + 2 ⇒ (11) + 2 = 13 and will deal 2d6 + 2 ⇒ (5, 2) + 2 = 9 points of damage if he hit.
Yellow will cast Flare at Arbiscar

DC:
13
.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

No AoO from Morrin, as he's just finishing up Total Defense until his turn is up, and only has a ranged weapon out. Now we do CON build fun stuff!

Noticing that he was surrounded, Morrin frowns as he steps back, pulls his sickle from his belt, and aims at the Green Rat with the stone now floating around his head.

"You're all getting a bit close for my comfort. How about I try hittin' your pets?"

Feel The Burn Point Blank Telekinetic Blast:: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Feel The Burn Attack Damage: 2d6 + 2 + 4 + 1 + 1 ⇒ (2, 6) + 2 + 4 + 1 + 1 = 16 If it hits

AoO from Red Rat and Red Druid as I am attacking with a ranged object. Actions: 5' step while drawing sickle, and shooting sling bullet.

Grand Lodge

F Human, with Orcish qualities Mom-12

Unfortunately you missed.

Red Rat AOO bite: 1d20 + 2 ⇒ (10) + 2 = 12 which does 1d4 ⇒ 3 points of damage.

Red Druid AOO shilleagh club: 1d20 + 2 ⇒ (10) + 2 = 12 that does 2d6 + 2 ⇒ (3, 1) + 2 = 6 damage if it hits.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Also, add another AoO, as I can't draw the sickle and take a 5' step without Quick Draw, if they have Combat Reflexes. Since I'd rather do a normal move and be able to hit things, haha.

Grand Lodge

F Human, with Orcish qualities Mom-12

No combat reflexes.

Grand Lodge

Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10

Aww. Oh well! I'll see if actually whacking stuff may work better for me.

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

For Flase: 1d20 + 3 ⇒ (18) + 3 = 21

Arbiscar covers his eyes with his shield avoiding the dazzling effect from the druid spell. He counterattacks slashing hard over the green dressed druid while shouting "For Abadar!"
masterwork waraxe (dwarven/cold iron): 1d20 + 5 ⇒ (15) + 5 = 20
Cold iron/Slashing damage: 1d10 + 2 ⇒ (5) + 2 = 7

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

I believe the rats are up next, but to keep things moving I'll go ahead and post Sebastian's next action.

Stepping forward, the intrepid investigator attempts to slay another red rat.

Elven Curved Blade: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 1 ⇒ (1) + 1 = 2

If the rat moved, he'll move to attack the next closest target, assuming it does not provoke an AoO.

Grand Lodge

F Human, with Orcish qualities Mom-12

Oh, I guess the Rats were next, my bad.

Blue Rat bites: 1d20 + 2 ⇒ (2) + 2 = 4 Sebastian, dealing 1d4 ⇒ 1 points of damage if it hits.

Red Rat bites: 1d20 + 2 ⇒ (1) + 2 = 3 Arbiscar, dealing 1d4 ⇒ 1 points of damage if it hits.

Green Rat bites: 1d20 + 2 ⇒ (7) + 2 = 9 Morrin, dealing 1d4 ⇒ 1 points of damage if it hits.

Then Sebastian hits the Red Rat for two points of damage.

Turn Order
Morrin
Rat Red 2 dmg
Rat Blue
Rat Green
Rat Yellow
Ignis
Arbiscar
Sebastian
Druid Red
Druid Blue
Druid Green 4 dmg, tripped
Druid Yellow 8 dmg, tripped

Silver Crusade

HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2) | Senses Darkvision +7
Skills:
Acrobatics+0,Climb+3,Diplomacy+4,Heal+7,Intimidate-3,K.eng+6,K.History(dwar ven)+4,K.Religion+7,Linguistics+3,SenseMotive+7,Stealth-3,Spellcraft+5,Surv ival+3,Stealth-3,Swim-1,Concentration+7
Male Dwarf Warpriest 4 | - (Inactive)

I think my last action should happen now, hitting the green druid.
Poor rats, with those bites they are going to starve to death :P
I guess it is time for Ignis now, then the druids.
It might help us to know who has the init making bold the names which are active. I have seen it working quite good.

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