Feral's PFS Special Event - Siege of the Diamond City [GM "The Wise Fox"] (Inactive)

Game Master The Wise Fox

4 player table for characters levels 3-4
District Status Map / General Event Thread

MAP: Battlements


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Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"Oh, this doesn't look good," says Terrill with dread in his voice. "If this is written to Thurl, he's not who we think he is. Maybe he captured it from someone, but that wouldn't explain why he's disappeared."

Looking at his companions, he asks, "Anyone know who this T.D. could be?"


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

"…Has anyone seen anything that can get us into that magically sealed door? I say we clear the last room, and push this information up the food chain immediately!"

Perception/Search room: 1d20 + 3 ⇒ (17) + 3 = 20


Seon'i wrote:

"…Has anyone seen anything that can get us into that magically sealed door? I say we clear the last room, and push this information up the food chain immediately!"

[Dice=Perception/Search room]1d20+3

Which "last" room are you clearing?


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

Lower right on the map (still has fog of war) … for starters … once everyone is ready … "I still say we deal with the stuffed Vrock."


Seon'i, your wording is a bit ambiguous.
What EXACTLY are you and the party doing? Move your tokens to where you want people to be.


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

Seeoni is at the door she intends to open …

"Are you guys coming?"

Keeping an eye on the Vrock she listens at and inspects the door.

perception: 1d20 + 3 ⇒ (9) + 3 = 12


You don't hear anything on the other side, nor do you notice anything unusual about the door.

I don't know if anyone else is online right now. You should feel free to reposition Teryl and Rhyno yourself, since they are looking around with you.


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

Let's get one more to confirm our placement before continuing … I expect trouble.

Silver Crusade

{HP21/21 | AC 18 FF17 T11 CMD 16 | F/R/W 5/3/8} Male

If you want to call Strat forward into the room, go ahead. I was mostly concerned in case someone tried to escape while we weren't looking. Looks like most everything's been searched at this point.


initative:

Seon'i: 1d20 + 2 ⇒ (15) + 2 = 17
Strat: 1d20 + 1 ⇒ (10) + 1 = 11
Trrill: 1d20 + 5 ⇒ (11) + 5 = 16
Rhyno: 1d20 + 2 ⇒ (17) + 2 = 19
TAXIDERMIC VROCK: 1d20 - 1 ⇒ (10) - 1 = 9

Surprise, surprise, as Seoni finishes to inspect the door, the Vrok animates.

PARTY UP.


Kn: Arcana DC 15:
It is an animated construct. You may ask X number of questions equal to 1 + 1 for every 5 you get above 15. Categories of questions include but are not limited to: Senses, Defensive abilities, Immunities, Weaknesses, Special Attacks, Spell-like abilities.

Silver Crusade

{HP21/21 | AC 18 FF17 T11 CMD 16 | F/R/W 5/3/8} Male

Round 1

Stats:

HP 21/21
AC 19 FF18 T11 CMD 15
Saves F5 R3 W8
Channel Energy 5/5
Fire Bolt 7/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless, Sanctuary, Burning Hands, Magic Weapon
2nd - Produce Blame, Lesser Restoration, Spiritual Weapon

I'm assuming someone calls out.

Strat quickly moves forward to the aid of his companions.

Double move


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

"As I feared, the Vrok has animated … Strat!

Spoiler:

HP 26/26
AC 19 FF18 T16 (Mage Armor Activated)
CMD 16
Saves F2 R3 W5 (+2 Fear)
Spells
5/7 - 1st
4/4 - 2nd

0th - acid splash, detect magic, disrupt undead, flare (DC 15), light, read magic
1st - burning hands (DC 16), identify, mage armor, magic missile
2nd - scorching ray

Other
33/33 wand of magic missile (CL 3rd, 33 charges),

Barring a significant change is positioning, Seoni calls for an inferno on the accursed beast …

Burning Hands Reflex/Half (DC 16): 4d4 ⇒ (1, 4, 2, 2) = 9


Ref save: 1d20 + 1 ⇒ (10) + 1 = 11 - Fail
Its super effective! The flames are burning away the taxadermic stuffing of the animated construct.

Spoiler:

damage 14

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill darts forward, dodging somewhat awkwardly to avoid the creature's long reach as he moves in. He strikes hard with his curved sword, but not as precisely as he had hoped.

Acrobatics to avoid AoO: 1d20 ⇒ 12

MW Curve Blade, Power Attack: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
Curve blade damage with Power Attack: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11

Crit confirm, Power Attack: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7 Nope
Curve blade damage with Power Attack: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11


The curved blade strikes the construct, though as an object it isn't as effective as one would like.

Spoiler:

damage 20


NPC'ing Rhyno to move things along

Rhyno moves up and swings his Lucerine Hammer, breaking huge chunks off the construct.

power attack: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
damage: 1d12 + 6 + 3 ⇒ (10) + 6 + 3 = 19

Spoiler:

damage 34

The construct counterattacks Terrill, but swings wildly.

bite: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
damage: 1d8 + 6 ⇒ (7) + 6 = 13
slam: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
damage: 1d6 + 6 ⇒ (5) + 6 = 11
slam: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
damage: 1d6 + 6 ⇒ (4) + 6 = 10

PARTY UP!


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

Did Ryno move ... I think this will work anyhow ...
Trying not to singe any of the party too much, Seoni lets loose another blast.

Spoiler:

HP 26/26
AC 19 FF18 T16 (Mage Armor Activated)
CMD 16
Saves F2 R3 W5 (+2 Fear)
Spells
4/7 - 1st
4/4 - 2nd

0th - acid splash, detect magic, disrupt undead, flare (DC 15), light, read magic
1st - burning hands (DC 16), identify, mage armor, magic missile
2nd - scorching ray

Other
33/33 wand of magic missile (CL 3rd, 33 charges),

Burning Hands Reflex/Half (DC 16): 4d4 ⇒ (2, 2, 4, 1) = 9

I'll take care of that burning table later ...


Reflex save: 1d20 + 1 ⇒ (5) + 1 = 6
More of the construct burns away from Seon'i's flames.

Spoiler:

damage 47

Grand Lodge

Male Ulfen Human Mobile Fighter 3 HP: 31/31 | AC: 19, Touch: 12, Flatfooted: 17 | Fort: +6, Reflex: +5, Will +4 | Init: +2 | Perception +1

Attack: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 231d12 + 6 + 3 ⇒ (11) + 6 + 3 = 20

Rhyno continues to pound away on the thing, reveling in the directness of the challenge. This was something he could handle, no social awkwardness, no riddles, no investigations, just beat the thing trying to kill his allies.

Silver Crusade

{HP21/21 | AC 18 FF17 T11 CMD 16 | F/R/W 5/3/8} Male

Round 2

Stats:

HP 21/21
AC 19 FF18 T11 CMD 15
Saves F5 R3 W8
Channel Energy 5/5
Fire Bolt 7/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless, Sanctuary, Burning Hands, Magic Weapon
2nd - Produce Flame, Lesser Restoration, Spiritual Weapon

Seeing how effective Seoni's spell was against the creature, Strat unleashes a Firebolt at the creature.

Move to sheathe cold iron scimitar, standard to Firebolt.

Firebolt against touch: 1d20 + 3 ⇒ (4) + 3 = 7
Fire Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill strikes the animated stuffed beast again, though his strike still lacks power.

MW Curve Blade, Power Attack: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Curve blade damage with Power Attack: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11 Sheesh, another 2 on damage.


Strat's firebolt misses his target. Terrill's blow however brings down the stuffed creature.

COMBAT OVER.

Room A9e: Two beds lie opposite one another in this long, narrow chamber. An elaborate portrait of Iomedae hangs from the western wall. A single door exits to the south.

Now what?

Silver Crusade

{HP21/21 | AC 18 FF17 T11 CMD 16 | F/R/W 5/3/8} Male

"Maybe we should give each room a quick once over for any other clues?"

My suggestion is we take 10 to search each room, just in case, then if nothing else turns up report back to Jorsal what we've discovered.

Grand Lodge

Male Ulfen Human Mobile Fighter 3 HP: 31/31 | AC: 19, Touch: 12, Flatfooted: 17 | Fort: +6, Reflex: +5, Will +4 | Init: +2 | Perception +1

Rhyno nods to Terrill while thinking that he would have felled the beast if the gods were with him as much as they were with Terrill. "Shall we go south?" is all he asks.


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

"We should throughly search these rooms … we need to get through that locked door. Someone cut open whats left of that abomination and search inside."

perception: 1d20 + 3 ⇒ (16) + 3 = 19 - Search of A9E


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Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

Don't everyone go all at once now. :)

Silver Crusade

{HP21/21 | AC 18 FF17 T11 CMD 16 | F/R/W 5/3/8} Male
Seon'i wrote:
Don't everyone go all at once now. :)

Gotta admit good to see most everyone on though and taking an active part!

Grand Lodge

Male Ulfen Human Mobile Fighter 3 HP: 31/31 | AC: 19, Touch: 12, Flatfooted: 17 | Fort: +6, Reflex: +5, Will +4 | Init: +2 | Perception +1

Rhyno helps the others search through a number of rooms. Not being the keenest eye, he tends to mimic what the others do, just in the areas they cannot reach.

Making lots of rolls, take what you need
Aid another: 1d20 + 1 ⇒ (13) + 1 = 14
Aid another: 1d20 + 1 ⇒ (19) + 1 = 20
Aid another: 1d20 + 1 ⇒ (3) + 1 = 4
Aid another: 1d20 + 1 ⇒ (16) + 1 = 17


You don't find much else of value in the abandoned lodge, though you do notice a lot of books concerning demonology. You guys are pretty much done here. What are you doing with the note?

Grand Lodge

Male Ulfen Human Mobile Fighter 3 HP: 31/31 | AC: 19, Touch: 12, Flatfooted: 17 | Fort: +6, Reflex: +5, Will +4 | Init: +2 | Perception +1

"That note is damning to be sure, it needs to go to someone in charge. And perhaps we can kill some demons on the way!" says Rhyno, already stepping out the door.

Silver Crusade

{HP21/21 | AC 18 FF17 T11 CMD 16 | F/R/W 5/3/8} Male

"We need to let Venture-Captain Jorsal know of this." Strat follows Rhyno out the door.


You head back to Starrise spire. Captain Jorval rcieves the note with concern. "This is troubling news. This note implicates Thrul as an ally of Tancred Desimire.

"I thank you for bringing this note to me. I ask that for now that you please keep this information to yourselves. We have a battle to win."

You are then sent back to the Egress district, whereupon you are summoned by a local commander. “You lot! In here, now!”

Grand Lodge

Male Ulfen Human Mobile Fighter 3 HP: 31/31 | AC: 19, Touch: 12, Flatfooted: 17 | Fort: +6, Reflex: +5, Will +4 | Init: +2 | Perception +1

Rhyno follows orders, and get's in here, now!


"You may address me as Lady Talira. I am busy organizing our defences, but we are in need of our cache of blessed weapons."

She pulls out a MAP.

"Our Weapons are in this bank of Abadar here. I need you to go retrieve the weapons so that I can distribute them among our troops."

Grand Lodge

Male Ulfen Human Mobile Fighter 3 HP: 31/31 | AC: 19, Touch: 12, Flatfooted: 17 | Fort: +6, Reflex: +5, Will +4 | Init: +2 | Perception +1

"I assume they arent just sitting out in the open. How do we get into whatever vault they may be stored in?" Rhyno asks, dumbfounded that people would rush out to fight demons and forget their weapons in a temple.

Silver Crusade

{HP21/21 | AC 18 FF17 T11 CMD 16 | F/R/W 5/3/8} Male

"Hmmm, will we need any identification to get them? I have trouble seeing them just handing over some weapons to us."

EDIT: Beat me by 4 seconds Rhyno!


"Likely they have closed the bank when the attack started. Here. Take this key. It should let you into the front door."

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

”Tancred Desimire? I’ve met him – not my favorite fellow, I have to say. A slippery eel with a nasty bite, that one, though he hides it behind a polished exterior.”

After Lady Talira summons them inside and gives them directions, Terrill turns to his companions and says, ”Right, looks like we’ve got more errands to run. Who knew that running errands was the best way to defeat demons? Let’s get going.”

He turns back to the Lady and asks, ”Like my friends, I've got a few questions. Anything we should know about where in the bank they’re stored, how they’re guarded, if there are taxidermied demons waiting to surprise us?”

Wise Fox – where on the map are we? Or will we just start outside the bank?


Terrill Mayern wrote:

”Tancred Desimire? I’ve met him – not my favorite fellow, I have to say. A slippery eel with a nasty bite, that one, though he hides it behind a polished exterior.”

After Lady Talira summons them inside and gives them directions, Terrill turns to his companions and says, ”Right, looks like we’ve got more errands to run. Who knew that running errands was the best way to defeat demons? Let’s get going.”

He turns back to the Lady and asks, ”Like my friends, I've got a few questions. Anything we should know about where in the bank they’re stored, how they’re guarded, if there are taxidermied demons waiting to surprise us?”

Wise Fox – where on the map are we? Or will we just start outside the bank?

"They should be inside the bank against the wall. There shouln't be any traps or such that that key wouldn't let you get through."


Was waiting for you to finish asking questions before placing you on the map, since she is showing you a diagram of the entire area.

You can choose which street of the map you approach from except from the west.


So either north or south.

Silver Crusade

{HP21/21 | AC 18 FF17 T11 CMD 16 | F/R/W 5/3/8} Male

South sounds good to me, looks like we're there already anyway.


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

South is as good as a any


You approach from the south. When you reach the corner, there are two very, very, scary burlish demons guarding the main entrance. They don't seem to notice you. Either that or they don't care about you for the moment.

Kn: Planes DC 27:
They are Hezrou Demons, and are WAY out of your league.

Grand Lodge

Male Ulfen Human Mobile Fighter 3 HP: 31/31 | AC: 19, Touch: 12, Flatfooted: 17 | Fort: +6, Reflex: +5, Will +4 | Init: +2 | Perception +1

I'm going to abstain from posting a game post because Rhyno's first instinct would be to charge, and I don't like the DC on that check and the number of very's infront of scary.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

”My, those are very scary-looking demons,” mutters Terrill. He draws a wand from a pouch at his belt and taps himself with it, asking the party, ”Anyone else want a little protective boost before we go make our withdrawal? Any other preparations we should make, since they don’t see us?”

Anyone who wants a bit of shield of faith, for a +2 deflection bonus, Terrill will share. I’ve got a couple of oils of bless weapon also, if we think these demons are scary enough to merit it.


You characters realize that you are outmatched. The mere thought of fighting them makes you feel like you would be doomed. It may be wise to avoid them alltogether and find another way into the bank.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

We are clearly very smart. So smart that I didn’t tap myself with that wand, or anyone else for that matter. I just put it away after admiring it a moment.

Terrill steps back a few paces from the corner and says, ”They don’t seem to care that we’re here, if they even see us. I say we just stroll straight ahead and try to get to the other side of the bank, come at it from another direction, where there aren’t two big demons in the way. Or we can try to sneak across, but I don’t think any of us are especially good at that, and if they see us trying to be sneaky, they may get suspicious.”

He waits a moment for his companions to respond and, if no one objects to his idea, he walks calmly straight ahead, aiming to go around the bank and try the door on the west side.


Seoni Sorcerer 4 HP: 26/26 | AC (with mage armor): 15 (21), Touch: 14 (20), Flatfooted: 12 (18) | Fort: +2, Reflex: +3, Will +5 | Init: +2 | Perception +3 | Bluff +11 | Climb +3 | Knowledge (planes) +7 | Sense Motive +5 | Spellcraft +7

Seoni assesses the creature ... "Stay back ... we have no chance against that monstrosity."

Knowledge Planes: 1d20 + 7 ⇒ (11) + 7 = 18

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