GD VII: Redelia's Raiders of Shrieking Peak (Inactive)

Game Master Dennis Muldoon

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Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

I didn't think these guys were undead. If they are, that would change my approach. I thought they were living but enthralled. We saw them struggling against their own actions.

Seeing Doreen go down hard, Clara immediately casts Stabilize upon him. The soft glow of positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
two actions

"Grab the rod! Maybe we can break the enchantment and release these fellows."

Final action - maintain Shield

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Unlike the ghasts you fought on the way here, these are not undead, they appear to be enchanted humans.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Banterknell batters blue with a psychically-hurled rock (I believe you count as trained for that attack, so you would add your level. I believe you also should benefit from your Inspire Courage spell, which would bring the attack up to a 25 and the damage to 11). Pierce fires three arrows at the same guard, only managing to connect with the first one (I added the effects of inspire courage). Clara, meanwhile rushes to stabilize her fallen ally while shouting advice for how you might end the battle early.

-----

The green guard relocates, trying to reduce the threat of Pierce's ranged attacks, then slashes at the goblin twice. Stride, strike, strike.

Kukri: 1d20 + 11 ⇒ (18) + 11 = 29
Slashing damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16

Kukri (agile 2nd attack): 1d20 + 7 ⇒ (6) + 7 = 13
Slashing damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12

The blue guard, badly wounded, switches his assault to the dangerous bard, but finds his target elusive.

Fancy kukri: 1d20 + 12 ⇒ (2) + 12 = 14
Slashing damage: 3d6 + 4 ⇒ (2, 5, 6) + 4 = 17

Fancy kukri (agile 2nd attack): 1d20 + 8 ⇒ (8) + 8 = 16
Slashing damage: 3d6 + 4 ⇒ (3, 4, 6) + 4 = 17

Fancy kukri (agile 3rd attack): 1d20 + 4 ⇒ (7) + 4 = 11
Slashing damage: 3d6 + 4 ⇒ (5, 6, 2) + 4 = 17

-----

Initiative!

  • Banterknell
  • Clara
  • Doreen Unconscious.
  • Pierce
  • Harpy
  • Guard 1
  • Guard 2

    Banterknell, Clara, and Pierce may act.


  • Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

    Not sure where it is so I have not moved my token but...

    Clara, ensuring that all team mates are still breathing, races to follow her own advice and pick up the rod.


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    If Clara's taking the rod has no effect, Banterknell once again toots on his flute for all he's worth, sending another rock at blue and inspiring courage.

    To hit: 1d20 + 9 ⇒ (17) + 9 = 26
    damage: 1d10 + 1 ⇒ (9) + 1 = 10


    HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
    Trained Skills:
    Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
    | Speed 20 ft. (25 ft. w/o armor)

    Pierce steps away from the attackef and fires his bow at the not-so-undead.

    Step: Strike x2

    Ranged (+1 shortbow): 1d20 + 10 ⇒ (17) + 10 = 27
    Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
    Ranged (+1 shortbow): 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13
    Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The moment Clara touches the rod, the two men stop their assault and drop their kukris. "Wait!" one shouts, as Pierce draws his bow and Banterknell summons a spell, "I surrender! I'm sorry!" "Me too!" adds the other. "We didn't want to, the harpy made us! Please don't kill us!"


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    "I do like puppets, but these harpies take things a bit too far. How long have you been enthralled?"

    Banterknell gives the men a sniff, expecting the worst.


    HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
    Trained Skills:
    Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
    | Speed 20 ft. (25 ft. w/o armor)

    "Harpy screech'd with rod in hand, but not defeat this fighting band. Now harpy lay upon the ground, others quit before they're down'd. With bad rod now in our grasp, all we need do is retrieve the clasp!" sings Pierce as he starts pouring over harpy's form, pulling on pockets and feather's alike, searching for the magical object.


    Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

    Clara looks at the rod and shivers.

    To the newly functioning humans she says, "Surrender accepted, though quite unnecessary now you are yourselves. Once everyone is patched up and we have found what we came for I would love to hear your stories. We can also escort you back to town."

    Her first action is to head over to Doreen where she calls upon Sarenrae to provide healing.
    Healing with healers blessing: 5d8 + 4 + 10 ⇒ (8, 8, 7, 8, 5) + 4 + 10 = 50

    Clara then joins in the search of the cave looking for the relic and anything else of interest, being careful to check for traps both physical and magical.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The guards both shudder at the thought of their enchantment. "It's been days, maybe weeks. He forced us to attack the minotaurs, and his hold was so strong that even when our friends were killed in the raid, they rose up as ghasts and kept serving him!"

    Searching the cavern, you easily locate the harpy's stash of shinies, which includes a scroll of paralyze, a +1 weapon potency rune etched on a runestone, and an expert-quality coffer that holds a simple, scuffed, metal clasp (which matches the description of the Inheritor's Clasp that Inisa could have given you).

    Last decision to make: Where to now? Back to visit the minotaurs? Back to Diobel to meet up with Inisa and sail on to Absalom? Or straight on to Absalom along the path?


    Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

    "We should probably escort these fine fellows back to town, though if they are up for it we could swing by the minotaurs to show them that we have not only defeated the harpy but freed those being so cruelly used.

    "It would be good to set up communications between their tribe and the Society and see if we can provide them with some temporary aid. It never hurts to build good relations."


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    "Yep, yep. Back to the bull headed ones with us. Unfinished business and all."

    BK grabs a handful of shineys testing out their suitability for juggling. He also examines the scroll to see if he could make use of it.

    "Mind if I take this? I do believe I could cast the spell on this scroll."


    HP 56/61, Res 6/6 |AC 23, TAC 19 | F:+9 R:+12 W:+7 | Perc +6 (darkvision), Stealth +9 +1 Initiative
    Trained Skills:
    Acrobatics (E) +10, Arcana +8, Athletics +8, Crafting +7, Deception +6, Diplomacy +6, Lore +7, Medicine +5, Occultism +7, Society (E) +8, Stealth (E) +10, Survival+5, Thievery (E)+9
    | Speed 20 ft. (25 ft. w/o armor)

    Pierce kicks the form of the harpy one more time and then follows the party back to the minotaurs.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    "Well, I'm glad to see you return triumphant" Mildora says, coming out to greet you as you approach the Minotaur camp. "I have to admit that I had my doubts as to whether you would be able to beat that horrible harpy. Still, we owe you our gratitude. Thank you for freeing us of his menace."


    HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
    Skills:
    Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

    Doreen comes to consciousness on the ground, abdomen and arms sore from the gashes. He slowly lifts himself off the ground and glances at blood on his outfit, and then up to Clara.

    "Well, that was more interesting than I intended it to be. At least I have perfected my lightning recipe! Thank you, M'dear... for everything." He gives her a sheepish smile before turning his attention to the rest of the cave with the other pathfinders.

    "To the minotaurs it is!" as he offers agreement.


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    Banterknell poses in what he thinks is a heroic pose and proclaims "It was nothing! That's what heroes do!"

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    "Hmph. Well, anyway, you may camp here for the night, if you wish, before returning."

    Anything else you want to do before fast-forwarding through the trip back? We're essentially at the end.


    N/N male gnome bard/3 | Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +4, Performance +11, Stealth +8, Thievery +8 | HP: 30/38| AC: 15 | F/R/W: +4/7/4| Active Conditions: none

    Sing, dance, and generally make a nuisance of himself is BK's plan.


    Female NG Human (Ulfen) Cleric 5 | HP 32/53 RP 4/8 SP 4/4 Hero 1/3 | AC 23 TAC 20 | F: +8, R: +8, W: +11| Perc: +9, +1 Initiative

    Clara will make sure everyone is healed up as best she can including the guards and minotaurs. She will do her best to build positive relations with the minotaurs, hoping to set up the possibility of longer-term cooperative agreements.

    If it is feasible, she will also suggest they return to town to see the guards safe, check on the others who were injured, and escort Inisa back to Absalom.

    Ready for the wrap-up. :-) Thanks again, Dennis, for taking this over and providing a fun game.


    HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
    Skills:
    Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9

    "First contact with the Minotaurs. How many Pathfinders can claim THAT! Now we just need to get someone up here who can help bridge those relationships! The Society could surely benefit from the local knowledge and customs of these beasts. Even their magics are strange compared to what we have seen!"

    The halfling continues to talk excitedly about the prospects for publication and new knowledge to anyone who will listen, and likely anyone who wont.

    Thanks Dennis!

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    You return to Diobel at a triumphant and leisurely pace, meeting with Inisa at the safe house where she had stashed the survivors of the ambush. She's relieved when you open the chest, and confirms that you have, indeed, recovered the clasp. After a night of rest and celebration, you find passage on a swift ship back to Absalom, where Venture-Captain Valsin is impressed with your success. He promises that the society will immediately begin studying the artifact, and that they have already reached out to the Iomadaean church to work together to understand it.

    That's the end! Hope you had fun, even as we worked through the kinks of a new and not-fully-formed system.

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