EM - [PFS] 4.15 The Cyphermage Dilemma (Inactive)

Game Master Evil Minion


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Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones nods, "I have no use for a ship. She's all yours once we're back on land."


The dwarf shakes her head, at Jones' comment.

"I do not captain another man's ship."

Clearly she means for it to be hers now, not later.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

OK, she's yours now with the agreement that you take us where we need to go."


The dwarf ponders for a moment more, her face unreadable... then nods. A moment later, she's climbing up out of the skiff onto the Lionfish, making it look simple, despite her lame leg.

The rest of the day is spent learning how to sail a ship... Well, more how to take commands on what to do... but the target of those commands is to move the ship.

Smulwarts never says much, by way of idle conversation, but when she needs something done, you hear about it... quickly. She spends the next hour examining the ship, top to bottom, ignoring any and all entreaties until she is done.

The site of Mumbuckle causes her to frown.

"Toss him in the harbor." She says... not a request.

The little grippli's eyes go wide at her words, and he starts pleading for his life once more, though she's already gone back to her inspection.

You guys will have to decide what to do with the captive, though Captain Gultrock apparently has decided already...

The rest of the day is spent learning the workings of a sailing vessel. She takes all of you around the deck, pointing out different stations and naming them. She then shows you the most basic of operations. After that, she has each of you run a series of drills, trying to determine who has more aptitude for what tasks... whereupon you are each assigned a station, an shown the basics of it.

Though if you ever wanted an excuse to take a rank in Profession (sailor) ... you now have it =)

She does not look particularly enthused with your progress by the end of the day, but seems to think it will be enough to make the half day journey to Viper Cove... though refuses to set sail until first light, not wanting to risk how you'd do come nightfall.

Was going to draw this part out a bit, but since we're trying to speed things along...

And as the sun starts to light the predawn sky the next morning, the Lionfish weighs anchor, and heads out into the Varisian Gulf... on it's original course, but under new management.

There is a lot of confusion, an entire crew of 'greenhorns' clearly evident, as the Captain has repeat instructions often, and progresses slowly.... but the ship makes its way out through the Arch, and proceeds south along the coast. Though she keeps her heading farther out to sea, not wanting to risk her fledgling crew in waters closer to shore.

Will continue to your destination later today... but figured a pause for now can't hurt.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Are grippli amphibious

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

nope, should be tho. Not sure if it's an alternate racial trait they can take or not edit: just checked, it's not. So throwing him over is probably a death sentence.

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

I think Mumbuckle is able to swim so he should be OK overboard. I am concerned with something else...

Masym looks up to the captain, "Beggin' the Captain's pardon but we may still need him to draw Alejia out. Not sure we can disguise ourselves to look like Mumbuckle."

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I think Froggy has seen the error of his ways and is more than happy to be a good froggy. Throwing him over the edge might be to our deteriment she says

Diplomacy 1d20 + 16 ⇒ (1) + 16 = 17


Smulwarts shakes her head. "At sea, you're lookin' at ship lines and colors, not crew."

"You see faces, it's too late."

"He's under her banner. Screw us all given the chance. Don't want him on my boat."

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

She shrugs.


Heh... OOC, you won't need him with you... so in the interest of expediency, Smulwarts will insist he be off the boat! (whether he survives that process is up to you)

Manning a sailing vessel seems a lot more complicated then you'd hoped when finally at sea, and what you do matters. Captain Gultrock is all business, calling instructions to her untrained crew well ahead of time, and making sure to point and repeat herself often.

At one point, someone pulls the wrong belaying in from the wrong hole, and the entire forward sail collapses to the deck. The ship nearly flounders, only some deft reactions from the Captain to compensate keep nothing unfortunate from happening. She takes it in stride however, clearly aware of the limitations of her crew, and after a delay, you manage to get the sails back up and the ship moving again.

By mid afternoon, you've managed to get into a rhythm, each of you getting the hang of the specific range of tasks you were assigned at least well enough you don't think you're in too much danger of messing it up. Your pace is slow though, and the Captain doesn't even try to get to the meeting point at sea, ensuring you've no chance of getting their at the current pace. Instead she aims for the backup meeting place.

Eventually, you spot the island on the horizon, the Captain pointing it out as your destination. Viper Cove.

Things get a little tense again, as the activities to take a ship in to dock are completely different from the ones you'd been working all day. Still, by now you at least manage not to crash it into the cliffs... and you already figured out how to lower the sails quickly... though Smulwarts insists you do it properly this time. The only landing point on the rocky islet that is Viper Cove seems to be through a cavern entrance, on the seaward side of the island, that leads to a shallow cove concealed within the rocky cliffs of the island itself. You can easily see why Alejia chose it as her base.

As the ship slowly coasts to a stop in the cavern, you see the walls of the cavern are lined intermittently with torch-adorned sconces, and another ship is already moored on the northeastern side of the embankment. You see the name, Topaz Titan emblazoned across its hull in orange letters that shine brilliantly even in the limited light. Clearly the dwarf was right to head straight here.

You see no signs of guards or other people in the cavern, though two large cave exits head out from the dock into the cliffs.

As you pull the Lionfish into the dock as quietly as you can, securing it beside the Topaz Titan, you see several hastily-sealed cans of paint, a wood rasp, and sandpaper, barely visible on the ship's deck.

Map updated!

There are boxes, crates, and barrels of cargo lines up along the northern wall of the cavern. It looks like they have already unloaded the Topaz Titan's cargo for its transfer to the Lionfish.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Aside from dropping him over the side unbound so he can at least swim, which Nella would be willing to do, she doesn't have anything to give Mumbuckle to ensure that he can make the swim back to the docks.
_______

Although she doesn't immediately see any signs of Alejia or anyone else, Nella ducks down on the deck to where she can't easily be seen.

"Okay, we're here. Check the docks or check the Topaz Titan?" she whispers.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

We should try to get in and out she says.

[ooc] For some reason I have this scene playing out

Sweet Haven

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

"Let's Check which path is most traveled." Jones looks at the cave openings for tracks.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

"I think we should try the ship first. If they were planning to leave maybe they've loaded something on the ship. Or maybe Alejia's papers are there." Malusha follows Jones' gaze towards the cave openings. "Can you see anything from here?"

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym nods in response to Jones, "Sounds like a good plan. Malusha I don't believe they will sail 'er out right now...not until they change the ship's name anyway."

He then eyes the cave entrances for any recent tracks.

Survival: 1d20 + 8 ⇒ (19) + 8 = 27


Masym will see many tracks, as there was apparently a lot of activity recently, most likely from unloading the Topaz Titan. The tracks go in to both tunnels, though the narrower eastern tunnel has has a few tracks not made by a humanoid. Something with four legs.

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

"I wasn't thinking they would sail yet. I was thinking that if they had something important that they wanted to transport, it might be on the ship already." He watches Masym search for tracks. "But if you're finding something there, I guess we could follow those."

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym nods to Malusha, "Yeah but not sure how much time we have before they return." He then glances back at the others, "I think we need to do some scouting here. How many of those invisibility potions did we recover?'


Just the one!

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The bard will frolick a little bit in the water
See, I'm a mermaid she says with a giggle.

Hey, she says. Maybe we can use the water and my ability to sing to our advantage here she says with a start

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

"I say we check the heavy traffic tunnel first. Masym, Wei Tchak, and myself are the quietest. We should take point while the rest of you hang back 30 or 40 feet. Once w scout it out we can discuss how to proceed. How's that sound?"

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

"Sounds good to me," Malusha replies to Jones. "Maybe one of you should use the invisibility potion too."

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"Who benefits the most from being unseen? Masym maybe? or myself?"


The guy with the sneak attack, I'd guess!

Oh, and its a new day, Malusha you would have regained those 3 missing hp's

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

figured that, and that's Masym, right?, just was wondering aloud

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:
EM±GM wrote:

The guy with the sneak attack, I'd guess!

Oh, and its a new day, Malusha you would have regained those 3 missing hp's

I'm assuming we all should have been able to heal ourselves up if it's a new day?


Everyone else was already fully healed!

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Unless he wants Jones to take point, which he doesn't mind doing, Jones will follow Masym in; bow at the ready.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22

Perception (if necessary): 1d20 + 9 ⇒ (2) + 9 = 11

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

How long will the potion last though?


Phoebee: The invis will last 3 minutes.

OK, going with Masym in front invisible, Jones behind him, Tchak bringing up the rear. The rest hanging back...

Rolling stealth for Masym and Tchak... in hopes of at least starting this before we hit our last day! =)

GM Screen:
Masym stealth: 1d20 + 20 + 10 ⇒ (16) + 20 + 10 = 46
Tchak stealth: 1d20 + 4 ⇒ (2) + 4 = 6

pink: 1d20 + 6 ⇒ (10) + 6 = 16
yellow: 1d20 + 6 ⇒ (6) + 6 = 12
Alejia: 1d20 + 1 ⇒ (1) + 1 = 2

Jones Init: 1d20 + 5 ⇒ (7) + 5 = 12
Malusha Init: 1d20 + 3 ⇒ (9) + 3 = 12
Masym Init: 1d20 + 4 ⇒ (6) + 4 = 10
Nella Init: 1d20 + 6 ⇒ (8) + 6 = 14
Phoebee Init: 1d20 + 3 ⇒ (16) + 3 = 19
Wei Tchak Init: 1d20 + 4 ⇒ (1) + 4 = 5

ipink: 1d20 + 6 ⇒ (19) + 6 = 25
iyellow: 1d20 + 6 ⇒ (16) + 6 = 22
iAlejia: 1d20 + 6 ⇒ (2) + 6 = 8

Masym drinks down the invisibility potion you acquired when you captured the Lionfish, and then leads the way as he, Jones, and Wei Tchak make their way quietly down the wider passage heading north. Malusha, Nella, and Phoebee wait anxiously back by the dock.

The scouting party doesn't have to go far, the northern tunnel quickly narrows and goes for about fifteen feet, before opening up into a large cavern.

Masym easily makes his way in, none of the inhabitants aware of his presence. He finds himself in a large natural cavern with several stone columns and small holes high up on the ceiling, open to the sky. Light flickers in from the holes in the ceiling, and from the water out in the main cavern where the others await, providing more then adequate natural light.

Three sets of wooden stocks hang from the far northern wall, pitons chaining the devices to the rock. All three of the stocks have someone chained in them, one of them an older tian man. There are also three other people. Two of them look your typical thuggish pirate-types... one standing idly near the cave entrance, leaning on a pillar, the other on the west side of the cavern near a tunnel heading back to the south. The last person is an attractive dark-haired vudrani woman dressed in sailor gear, standing by the tian prisoner. It looks like she is busy interrogating him.

Jones, coming up behind Masym, comes to a silent stop, at signs of the nearby pirate, the man completely unaware of his presence. Unfortunately, Wei Tchak's attempt at a silent entry does not go nearly so well, his foot accidentally kicking a misplaced piece of cargo that got dropped in the tunnel. As it goes skittering across the floor, both the men look up and over towards the entrance. The vudrani woman does not seem to notice at all.

"They finally get here?" The one by the far wall asks with an impatient growl. "Typical, after the work's already been done."

The other man laughs, as he takes a step to look down the tunnel, expecting to see the rest of their crew...

But instead he finds himself staring straight at Jones and Tchak, neither with anywhere to hide.

"What the..." He exclaims, startled...

He then starts fumbling for a weapon as he shouts: "Intruders!"

And with that, the jig, as they say, is up!

Masym you will get one surprise round action, if you want to take it...
Then its on to regular init!

- Surprise Round --------
Masym (invisible) <----------- We are here!

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym glances back at his team mates joining in the cavern. Perfect...now to make my move... He steps closer to the middle of the cavern as he eyes the vudrani woman. You are first.

Surprise Action
Move: Use Studied Target against the Vudrani woman. Draw sword as part of move.
5' Step (if allowed).


the 5' step is allowed, drawing the weapon is not, as you didn't actually move!

GM Screen:
yellow vs ff Jones: 1d20 + 4 ⇒ (6) + 4 = 10
pink vs ff Jones: 1d20 + 6 ⇒ (5) + 6 = 11

As the inhabitants of the cavern start to react to strangers invading their space, Masym takes a moment to study the vudrani woman... Alejia, based on her description.

The farther sailor hurries forward, pulling out a crossbow, which he fires past his companion down the hallway. The bolt doesn't even make the entrance, shattering on the nearby rocks as the man that fired it curses his poor aim.

"Release the hounds!" The other pirate yells at him, as he finally gets his cutlass clear of his belt. "I'll hold 'em!"

As he steps forward, not realizing someone is already past his position, he tries to stab Jones... but the archer's armor is more then enough to deflect the rushed swing.

The first man curses, as he turns to head back the way he came, towards a lever on the wall by the other tunnel.

The Pathfinders back by the boats hear the yelling coming from the tunnel that the scouts started down, so they know that they have been discovered, the backside of both Wei Tchak and Jones still in view!

- Round 1 --------
pink, yellow
Jones, Masym, Phoebee, Nella, Malusha <--------- We are here!
Alejia
Wei Tchak

Everyone but Tchak is up!

The lever is the little red arrow on the map up top

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym turns his attention to the pirate who starts to move towards the lever, thinking Not so fast, my friend...

Drawing his sword, he steps next to the pirate and stabs hard at the man hoping to catch him off guard. Unfortunately it is not to be as his blade misses its mark completely.

"Surprise."

Round 1
Move: Draw sword.
5' step.
Immediate action: Study Target against Yellow pirate.
Attack the Yellow pirate. Longsword, Flank, Study: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11
Slashing damage: 1d8 + 2 + 1 + 1d6 ⇒ (7) + 2 + 1 + (1) = 11
.
STATUS: Study Target => Yellow Pirate.

EDIT: Masym will use his Combat Boon to reroll that attack roll.
1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 14

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones acrobatics back out from in front of the sailor towards the stairs.

Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10

He yells at the clerics and the bard, "Nella, Pheobee, Malusha; get between Wei Tchak and myself. I think he's calling to send the animals from the stairs down at us. He's trying to bottleneck us. I can hold them off from this end."

Not seeing any other immediate threat, Jones will loose an arrow at Pink.

Comp Longbow: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 + 10 ⇒ (5) + 10 = 15

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Malush'a eyes grow big. "Ok!" he replies to Jones then runs towards Tchak. When he approaches the tengu he sees two pirates. Thinking that Tchak can handle the one in front of him, Malusha summons a spiritual weapon near the pirate further on.

spiritual weapon@yellow: 1d20 + 7 ⇒ (1) + 7 = 8 Really??? And I don't have a reroll boon.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The bard moves up and she begins to sing an inspiration to her comrades
Poor wandering one
Though thou hast surely strayed
Take heart of grace, thy steps retrace
Poor wandering one
Poor wandering one
If such poor love as mine
Can help thee find true peace of mind
Why, take it, it is thine

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

yay for Gilbert & Sullivan!

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Pirates is my favorite G and S

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

mine too!


Hmm.. not sure where Nella is, so botting her for now.

Guys, we're officially in extra time here, so if you could make a point of checking in when you can, that'd be good! I'd rather use as little of it as we can.

As the two guards react to spotting intruders, the Pathfinders react quickly!

Masym uses his invisibility to come up under the guard moving towards the lever's guard, thrusting his sword into the man's back. He lets out a startled cry of pain and alarm, staggering forward a couple of steps, before turning on the new threat!

GM Screen:
1d20 + 6 ⇒ (8) + 6 = 14

Jones tries to dodge backwards, out of the tunnel, but can't quite get past Wei Tchak easily, still recovery from his misstep. The pirate tries to thrust his cutlass into Jones as the archer moves away, but it only deflects harmlessly off his armor. In return, Jones fires an arrow back at him, that passes Tchak's head by inches, before sinking deeply into the pirate's chest.

The warning now out, those in the back react too. Malusha follows Jones' command, moving between him and Tchak, then summons a spiritual scimitar to harry the pirate turning to fend of Masym... though the weapon fails to connect. Phoebee starts up an inspiring tune, and Nella moves in beside her, pulling out her trusty wand and sending a blessing over all her companions.

Alejia reacts to the intrusion with a string of colorful curses.

"Who the hell are you people?" She growls, as she pulls out a cutlass, and turns towards the nearby Tian captive.

"Belay that." She adds, menace in her voice. "I don't care who you bastards are... but if you don't back off now, I'll be opening this one's neck from ear to ear!"

She moves right in beside the man, wrapping one arm around him, and holding the sharp end of her sword tight against his throat.

Up to you how you respond ...

You hear the loud sounds of more then one something, growling and howling down the side corridors, though whatever they are, they don't seem to be getting any closer.

- Round 1 --------
pink (-15), yellow (-11)
Jones, Masym, Phoebee, Nella, Malusha
Alejia
Wei Tchak <--------- We are here!

Group Buffs: Bless (+1 to hit)

Tchak is up!

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"Nella, I'll try to clear the way for you, but you've got to get close enough to heal that captive if she cuts him."

Tchak steps up and tries to remove the man blocking his way...

reposition: 1d20 + 6 ⇒ (14) + 6 = 20

Tchak tries to move the man blocking his way, keepings his blade lowered. "Alright... you want us to back off... but I'm no negotiator... I'll leave that to others who are better at it... I'm only good at negotiating with my blade. I'll stand down while you listen to our true speakers. Fair enough?"

He stands ready to attack if anything goes south from this point...

not a readied action as he's already taken a standard... just descriptive fluff


I think you have the wrong maneuver. =) Reposition is for left/right, you can't move him either direction!

GM Screen:
AoO: 1d20 + 5 ⇒ (11) + 5 = 16, 1d3 + 3 ⇒ (3) + 3 = 6

The pirate next to Tchak punches him in the beak, when the tengu tries to bully him out of the way (6 non-lethal damage to Tchak).

"Ya! Back off bird!" He growls as he brings his cutlass back up, ready to continue to fight if the Pathfinders don't do as his boss said.

The second man does the same, pointing his cutlass at Masym, clearly wanting nothing more then to cut him with it.

Both of them take readied actions

- Round 2 --------
pink (-15), yellow (-11)
Jones, Masym, Phoebee, Nella, Malusha
Alejia
Wei Tchak (6 nl)

Group Buffs: Bless (+1 to hit)

Rest of the party is up!

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

well then bullrush, but obviously it failed... I thought you could reposition away from you too.. guess I was wrong... no problem - live and learn

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Nella freezes in place and narrows her own eyes at Alejia and her captive. "Alright, fine. Maybe we can still come to some sort of agreement where no one else has to get hurt," she responds slowly. "As for who we are...consider us just one of several different parties that don't quite appreciate your activities around Riddleport lately. But like I said, we try to be reasonable and it'd help us to do that if we had some idea of why you've been attacking ships and taking hostages. Care to share? I'm all ears," she says, quite sincere.

Diplomacy (?): 1d20 + 10 ⇒ (20) + 10 = 30


"Silly wench, whatever makes you think I'm interested in parlay? And now you've shown yer hand." Alejia laughs, not a friendly sound. "I suppose Tammerhawk sent you? No matter. I'll see him buried before I'm done."

She unhooks the stocks from the hook on the wall, leaving the older tian man locked in them, helpless to do anything. Now that you have a good view of him, you can see he is gagged and his legs are hobbled. His face is swollen, bruises already forming. One eye is swollen almost shut, the other wide with fear. She pushes him in front of her, never removing the cutlass at his throat... and you see a small trickle of blood for her efforts. She starts to idle sideways using him as a shield.

"Now all of ya. Back off!" Alejia almost shouts the last, before sending a quiet command to her men, who slowly move back towards her, weapons still ready.

"Alas, we are clearly outnumbered," She continues. "And I am not one to throw myself on my own sword. So here is how this will go. I am going to march the old man here over to my ship. Then me and my crew are going to board and leave you, and him," She smacks the prisoner across the head. "To this place."

"He had nothin' useful left to say anyway." She adds with a frown.

"You try anything..." She warns, with a glare. "His head comes off. If I can't cut my losses, I'll cut something else instead."

Both her men fall back to her position, and they start slowly moving towards the tunnel as a group, as Alejia holds the man fast in front of her.

Nella & Malusha:
You know if she gets a deep enough cut, no amount of healing on your part will save him.

ie: if she coup-de-grace's him, he has to make a Fort save, or die outright. You can't heal that.

Going to drop out of initiative for the moment... let me know if you're going to let her walk, or reject her demand outright. =)
You don't think she'll let you get away with much beyond backing away and letting them get to their ship.
Anything else, and we will likely be back in init!

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak will not take any aggressive action for now, letting her and her men go as long as she doesn't kill the prisoner.

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym glares at Alejia but will stay his hand for the moment. He does watch her every move trying to determine whether she will betray her promise to allow the man to live.

Sense Motive: 1d20 + 8 ⇒ (7) + 8 = 15


Masym:
Although she looks human... she is not. Her reptilian heritage makes her face a little hard to read.

But you're pretty sure her only goal at the moment is to get away. She does not seem to care about her prisoner in any way, beyond that.

You don't think she'd risk her escape at this point.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones whispers to Phoebee, "Now would be a good time for a charm spell. Make sure you cast it while we've still got her trapped in case it doesn't take"

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