GM Aarvid PFS PbP : The Devil We Know Series (Inactive)

Game Master GM Aarvid

Part 4 - Rules of the Swift
Cassomir City Map
Swift Prison
Prison Inside
Sewers
Tunnels and Cave


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Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Damn darkness

Hawk grumbles and does his transformation to a positive energy elemental and advances.

I don't suppose a positive energy elemental would count as 'natural' light :)

Move up 2 or 4 squares depending, on sight


Slides/maps

Holman steps up blindly, slashing with a pair of blades. One bounces off armor but the other scores a hit and elicits a yelp of pain.

Hawk transform into a glowing (for August at least) form of pure energy and moves ahead of August.

Others in the party stand around bewildered at what to do in the darkness.

To keep things moving, I will put anyone that doesn't post into delay. Just post when you can, and you will pop back into init order


Slides/maps

The two injured Derro step back and point, calling forth a deafening boom.

Holman, Hawk, August, Jacen

dmg: 1d8 ⇒ 5 fort DC15 vs stun
dmg: 1d8 ⇒ 4 fort DC15 vs stun

Party is up...

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

No save needed for Hawk, cause ya know, elemental. Also remember everyone, you can get a reroll save due to battlecry.

Also it seems like you are ruling that Hawk is giving off a very short range dim light, so cool

Hawk will advance searching for an enemy, drawing his morning star and bringing it down in a 2 handed strike.

Attack + Bull strength + Battlecry - Power Attack: 1d20 + 5 + 2 + 1 - 1 ⇒ (15) + 5 + 2 + 1 - 1 = 22
damage+Power attack + Bull strength: 1d8 + 3 + 3 + 3 ⇒ (3) + 3 + 3 + 3 = 12

miss chance (20%? Low is bad): 1d100 ⇒ 96

The Exchange

HP 31; AC/FF/T 19/15/15; CMD 16; F6, R6. W5; Init +3; Per +3

fort: 1d20 + 6 ⇒ (9) + 6 = 15

That'll do.

Apparently I can only view. Move and attack closest enemy, while raging.
1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 281d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Confirm crit
1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 231d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Fort: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Fort: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 +2 vs spells and SLA, assuming it is one

August staggers a moment but shakes off any effect. He then moves to strike another enemy! Should be able to move to the right of Holman and attack.

Attack: 1d20 + 8 ⇒ (8) + 8 = 16 for Damage: 1d10 + 16 ⇒ (1) + 16 = 17

The Exchange

Male Halfling Rogue (Knife Master/Scout) 9 [ HP 75/75 | AC 25/16T/20FF (+3 vs. light blades) | Fort +5, Ref +11, Will +3 (+2 vs. fear) | Init +7 | Perception +19 ]

Sorry, GM, I forgot the battlecry bonus to attack last round, if it mattered.

Fort Save: 1d20 + 3 ⇒ (1) + 3 = 4
Fort Save: 1d20 + 3 ⇒ (10) + 3 = 13

Holman, stunned, drops his daggers and just stands there, seemingly oblivious to the battle raging around him.


Slides/maps

Hawk moves up and finds one of the injured derro, dropping the small creature.

Jacen fort x2 : 1d20 + 6 ⇒ (19) + 6 = 25 saves
Jacen moves into the dark ness and swings blindly and steps around Holman and hacks into the head of the remaining Derro, likewise dropping it.
Miss : 1d100 ⇒ 60

August sees the three Derro are down, as are the ones that were fighting deeper into the cave. Darkness still affecting his companions. Holman snaps out of his condition.

out of combat


Slides/maps

Eventually, the darkness subsides, and you discover two letters on one of the derro corpses. The first confirms that the Aspis Consortium agent Kafar funded the smugglers who in turn supplied the cult. The second letter details plans to penetrate other Cassomir buildings (such as the Admiralty Citadel and Harbor Watch) and perform additional mass abductions in the near future.

The few mite slaves scatter as the last Derro falls. The surviving Swift inmates and guards stand dazed in the grotto. The stone table in northern alcove is a shrine to Groetus. The pool is filled with dozens of corpses of prisoners, guards, mites, and a variety of recently kidnapped Cassomir citizens.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August will lead the group down the steps in search of more enemy derros and the like. He doesn't like the fact that so many innocents have died in this place.


Slides/maps

Any actions with the corpses in the pool or the dazed prisoners?

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk will release the prisoners and he will try his best to get the citizens out and a proper burial. As far the shrine to Groetus, well a few placed blows with his adamantine spear and a Bless spell in the area to assist with destroying it.

As far as the party members who have ghoul fever Hawk will make sure they get well.

If allowed - Heal checks to assist, and lesser restorations to cure damage dealt if saves fail


Slides/maps

Hawk recognizes the floating corpses will turn to ghouls unless destroyed, and prevents such a tragedy with burning and burial of the victims.

The rescued Swift guards assist you in ushering the prisoners back up to Swift Prison.

Once there, a member of the Cassomir constabulary approaches and asks each of you

"Before you are allowed to leave, what might ye know about the stolen chapel bell? "

As you offer answers, he hands you a note .

"A fellow constable found the note nailed to the front door of the Greedy Narses. "

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