GM Black Powder Chocobo's PbP Case of Missing Persons (Inactive)

Game Master Black Powder Chocobo

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Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Perhaps. Though we should decide on a game plan. Are we trying to convince them to transfer the prisoners? Are we gonna help them fortify weak points? Declyn turns to ask the party, looking from person to person as if looking for ideas. Normally I'm fine with having people in a prison for rehabilitation, but one must admit that in this situation, having so many potentially dangerous people in one place could be a juicy target for the Agenda.

Grand Lodge

Male Aasimar DEAD

Nixkamich shrugs.

"We were told that there was a safe house we could transfer them to. Why don't we simply see what is happening inside, and then assess whether fortifying, or transferring, is the better option?"

Grand Lodge

Male Oread Summoner (Shaitan Binder) 11 - HP: 48/91 - AC: 28, FF: 24, T: 16 - Fort/Ref/Will: +9/+10/+11 - Perception: +2 - Initiative: +3 - Treacherous Earth: 1/1 - Maker’s Call, 1/2 - Summon monster VI - 7/7 - Spells: 1st: 0/6, 2nd: 0/5, 3rd: 0/5, 4th: 2/3

Nadil joins Nixkamich with another shrug.

"My companion and I are spell-slingers and warriors. I doubt we'll much assistance until the Korholm Agenda strikes, so I'll let the decisions be up to you for now."


Missing maps Missing handouts

Sounds like the plan will be knock politely, and talk to them and see the plan of action.

Lamare uses the knocker, a clanging echo ringing the party's ears as well as whoever would be inside. It takes a minute, but the door behind the portcullis opens revealing a guard in leather armor, a pair of short swords, and a crossbow on his body. "Oy there, state your business!"

Map updated!

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin will take the time to detect for various alignments while the knocking and the discussing is going on, just to be on the safe side.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn tips his hat as the guard reveals himself. Greetings, effendi. We're hear to ask if we could take a look at your fine prison? I hear it's the greatest in Aspenthar, and we were coming to see if it was in fact the truth.

Declyn hesitates for a moment before continuing, And uh... We also have reason to believe that there may be an attack incoming on your prison and wanted to see that you and yours were prepared to defend against that eventuality.

Diplomacy: 1d20 + 14 ⇒ (14) + 14 = 28


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"What why would you want that?", the guard mentions at first before Declyn continues. The guard looks towards Pelkin's direction as he performs his noticeable magical action. "And why the magical mumbo-jumbo?", the man questioning Pelkin's motives.

@Pelkin: Want to know if you wish to continue your obvious spell-like usage in front of him. It will cause a Diplomacy penalty fo the party while you're doing it.

When Declyn mentions the prison break, though, the guard gives a quizzical look. "What now? An attack on us? And what proof of that?", the guard showing some concern.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I don't have any physical proof for you, but we have it on good authority, as I said, though they wished to remain anonymous. It's supposed to happen during the Sun Orchid festival though, while you're going to be at your weakest. Declyn shuffles his feet in the sand a bit before continuing, again, I do trust that your prison is excellent, but... Certain parties are concerned that whatever may be wanting to cause the prison break is more powerful than even you would be prepared for. Please let us come take a look around, see if there is anything to be done to help prepare

Declyn looks back to the party, seeing if they have anything else to add, and if they might know how to help convince the man to let them in.

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

I was hoping to get an idea of who was around only, not doing much for specifics. Its a prison. :)

Pelkin just stops what he was doing. Just a little something to help with air here.

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

"Yes as my friend said we'd like to look around if we can."


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"Alright, I'll take you in to see the lieutenant."

The guard reaches around a pulls a lever, raising the portcullis up. "Follow me; the office is this way.", the guards motioning for you to come in.

Several pairs of double doors line the hallway from the receiving hall at the entrance. A barred doorway blocks entrance further, but using a key, the guard unlocks it and calls for you to follow. Beyond the guard is the cells; a prisoner can be seen mulling in his cell, presumably more around either end from him. "This is the lieutenant's office.", the guard tapping on the northern set of double doors he stands adjacent to. "You guys sure about this, though? I'd hate to bother him over a bunch of gossip."

Map updated

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Amarthecthel steps close to Pelkin and whispers "Don't stop. These could be Pashow's agents for all we know."

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin holds out a calming hand. We'll see what the lieutenant says first.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

I'm very sure, yes. If we greatly inconvenience your lieutenant, I'm sure I can find a way to compensate him for his troubles. Declyn looks back to the party and waits for their ready signal before adjusting his vest and hat, then knocking on the doors and announcing his presence to the lieutenant.

Thank you very much for allowing us into your prison, by the way, he says to the guard who allowed them in and brought them to the door of the person currently in charge, I understand this isn't exactly standard procedure.

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

Lamare don't talk but observes the guards and the prisonners.

I don't like prison but i need to observe.

Take 10 for a 23 in sense motive.


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@Amarthecthel: The bad guys you're trying to stop is the Korholm Agenda; Pashow is the city-state that hired the Society to stop these attacks that will be going on falsely in their name.

"Very well.", the guard saying nothing as he lets the Sheriff knock and make his case.

GM Dice:

Amarthecthel SM: 1d20 - 1 ⇒ (4) - 1 = 3
Nadil: 1d20 ⇒ 19
Nix: 1d20 + 4 ⇒ (20) + 4 = 24
Pelkin: 1d20 + 14 ⇒ (1) + 14 = 15
Rogar: 1d20 + 2 ⇒ (18) + 2 = 20
Shaitan: 1d20 + 12 ⇒ (17) + 12 = 29
Lamare stated his roll, Declyn is the only one who has been totally trusting and is busy trying to talk to the lieuetenant. And doggie is a dog.

While Declyn speaks, Lamare, Nix, and Shaitan notice a wry smile on the guard's face he opens the door. Aka, you get to act in the surprise round shenanigans! And Declyn, I know you get to act, too, because a marshal is always ready :P The lieutenant, a large man in heavy armor and holding up a sword almost the size of Archibald, grins cruelly as the doors opposite of him fly open, revealing two more guards armed with a pair of blades. At the end of the hallway towards the cell another guard without armor stands ready. The lieutenant then speaks, "You're welcome for entering our prison; too bad you won't be leaving.", as he prepares to bring his weapon down on Declyn!

Inits:

Guard Blue: 1d20 + 6 ⇒ (11) + 6 = 17
Guard Red: 1d20 + 6 ⇒ (14) + 6 = 20
Guard Yellow: 1d20 + 6 ⇒ (14) + 6 = 20
Guard Black: 1d20 + 6 ⇒ (5) + 6 = 11
Lieutenant: 1d20 + 7 ⇒ (14) + 7 = 21
Amarthecthel: 1d20 + 2 ⇒ (10) + 2 = 12
Lamar: 1d20 + 1 ⇒ (8) + 1 = 9
Nadil: 1d20 + 3 ⇒ (16) + 3 = 19
Shaitan: 1d20 + 3 ⇒ (17) + 3 = 20
Nix: 1d20 + 13 ⇒ (16) + 13 = 29
Pelkin: 1d20 + 7 ⇒ (16) + 7 = 23
Rogar: 1d20 + 1 ⇒ (8) + 1 = 9
Declyn: 1d20 + 10 ⇒ (16) + 10 = 26

Surprise Round - Standard action only
Init Order (bold = up)
Nix
Archibald
Declyn
Pelkin
Lieutenant
Guard Red
Guard Yellow
Shaitan
Nadil
Guard Blue
Amarthethel
Guard Black
Lamare
Rogar

Map updated!

Grand Lodge

Male Aasimar DEAD

Surprise Round:

Sensing that something is very wrong, Nixkamich draws his bow.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Son... Declyn starts as he draws, loads, and aims his musket directly at the man before him, the man that would dare betray the very idea of hospitality, who would think to attack visitors in their homes, and who would betray the station they represented, ... You just made a big mistake.

Deadly Aim Musket: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 (+1 from Point-Blank Shot)
Deadly Damage: 1d12 + 12 + 1 + 1d6 ⇒ (12) + 12 + 1 + (6) = 31 (+1 from Point-Blank Shot, +1d6 from the Merciful enchantment, ALL non-lethal)

OH, HOW THE RNGODS TEASE!!!

Actions:

Free Action: Musket drawn as part of Initiative
Free Action: Load with Alchemical Cartridge and Rapid Reload
Standard Action: Shoot the bastard in the face!


Missing maps Missing handouts

Looks like you need Improved Crit :P

As Declyn fire's point-blank, the lieutenant immediately swings down first! Yes, Combat Reflexes

"Heh, I'm an officer and you're just a sheriff. Know your place!"

Lieutenant AoO @ Declyn: 1d20 + 20 ⇒ (6) + 20 = 26
Damage on hit: 2d6 + 11 ⇒ (5, 2) + 11 = 18

The large blade slashes across Declyn's chest, but the musket fire still strikes true. The gutshot causes a painful bruise if you could see under the armor, but oddly, Declyn notices that the armored man wasn't knocked as hard as he should have. "Looks like you just made the mistake, fella."

The guard swings in a powerful overhand chop that looks to try and split Declyn in twine!

Lieutenant cleave @ Declyn: 1d20 + 20 - 3 ⇒ (2) + 20 - 3 = 19
Damage on hit: 2d6 + 4d6 + 11 + 9 ⇒ (5, 5) + (4, 4, 2, 6) + 11 + 9 = 46

Mercy dice!

Luckily, the painful blow hampered the lieutenant's swing and Declyn narrowly sidesteps the slice.

Amarthecthel and Rogar are both assaulted by the guards adjacent to them!

Guard Red sword @ FF Amarthecthel: 1d20 + 14 ⇒ (1) + 14 = 15
Damage on hit: 1d6 + 2 + 5d6 ⇒ (4) + 2 + (5, 5, 2, 2, 4) = 24
Bleed damage on hit: 5 = 5

Guard Yellow sword @ FF Amarthecthel: 1d20 + 14 ⇒ (10) + 14 = 24
Damage on hit: 1d6 + 2 + 5d6 ⇒ (3) + 2 + (3, 6, 6, 2, 3) = 25
Bleed damage on hit: 5 = 5

While the guard on Amarthecthel accidentally stabs the doorframe, Rogar is shived straight into his side, causing a wound that starts oozing a lot of blood.

Surprise Round - Standard action only
Init Order (bold = up)
Nix
Archibald
Declyn (18 damage)
Pelkin
Lieutenant (21 nonlethal damage)
Guard Red
Guard Yellow
Shaitan
Nadil
Guard Blue
Amarthethel
Guard Black
Lamare
Rogar (30 damage, bleeding)

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

"I think this lieutenant is a Div." says Lamare.

Grand Lodge

Eidolon (Bipedal) - HP: 82/85 - AC: 34, FF: 30, T: 16 - Fort/Ref/Will: +11/+8/+8 - Perception: +19 (blindsense 30 ft) - Initiative: +3 - Stabilize: 1/1 - Comprehend Languages: 1/1 - Acid Arrow: 3/3

Shaitan gracefully tumbles past his master's allies, aiming to end up next to the blue-clad guard.

Acrobatics: 1d20 + 20 ⇒ (20) + 20 = 40


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@Nadil's eidolon: I found this out the hard way, but you actually need to make an Acrobatics check against each enemy you're tried to avoid AoO's from with a scaling bonus for each enemy you come across. Also, you have 2 paths to choose, either big guy or 2 rogue-y guys. I'll play it cool and just say you went past big guy and rocked the roll, but just let me know the path next time :)

Shaitan nimbly moves through the party, even slipping past the lieutenant and places itself near the unarmed guard!

The one in the back yells, "Get outta the way!", to the blue guard. "Got it!", he exclaims back, grabbing a short sword and stepping to the side.

The guard in the back then casts a spell, sending a bolt of lightning across half the party!

Lightning Bolt damage: 9d6 ⇒ (5, 1, 2, 6, 5, 4, 4, 6, 5) = 38
FF Pelkin Reflex vs DC 21: 1d20 + 8 + 4 - 1 ⇒ (2) + 8 + 4 - 1 = 13
Declyn Reflex: 1d20 + 15 ⇒ (3) + 15 = 18
Lamare Reflex: 1d20 ⇒ 12
Nadil Reflex: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26

Much of the party is electrocuted, only Nadil in the back getting enough time to hug the wall and minimize the shock.

Surprise Round - Standard action only
Init Order (bold = up)
Nix
Archibald
Declyn (56 damage)
Pelkin (38 damage)
Lieutenant (21 nonlethal damage)
Guard Red
Guard Yellow
Shaitan
Nadil (19 damage)
Guard Blue
Amarthethel
Guard Black
Lamare (38 damage)
Rogar (30 damage, bleeding)

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

"Time to go somewhere else!"Lamare casts dimension door. Rogar, I have also take you with me. It is okay. Also I don't know where would be the best place for teleportation. So if you have a better Idea. Do so.


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Regardless of which action you choose, it'll be the same result for at least the first half of the party on the next turn order. Do let me know if you're sticking with the door for greater distance or using hop and being closer, but saving your spell slot.

With a poof, the trio of heroes move to the other side of the closed door, much to the chagrin of the ambushers. "Get back here you cowards!", the lieutenant growls! "The gods help me!", the black robed guard gulps, his situation just turning sour in an instance.

On other side of the new hallway are cells, the majority are open, but some still have men inside, whistling and hollering at the fight. "You gonna let us out, too?", one shouts at Lamare as the thirteen prisoners watch the show.

Rogar's wound continues to gush more blood.

Round 1!
Init Order (bold = up)
Nix
Archibald
Declyn (56 damage)
Pelkin (38 damage)

Lieutenant (21 nonlethal damage)
Guard Red
Guard Yellow
Shaitan
Nadil (19 damage)
Guard Blue
Amarthethel
Guard Black
Lamare (38 damage)
Rogar (35 damage, bleeding)

Grand Lodge

Male Aasimar DEAD

With a frown, Nixkamich focuses on taking out the guards (starting with Red).

+1 Holy Mighty [+2] Composite Longbow: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16, for 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11 damage +2d6 ⇒ (5, 6) = 11 Holy damage +1d6 ⇒ 4 Acid damage.

+1 Holy Mighty [+2] Composite Longbow: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19, for 1d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15 damage +2d6 ⇒ (5, 2) = 7 Holy damage +1d6 ⇒ 6 Acid damage.

+1 Holy Mighty [+2] Composite Longbow: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18, for 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16 damage +2d6 ⇒ (5, 3) = 8 Holy damage +1d6 ⇒ 2 Acid damage.

Note: I ignore the cover provided by Amarthecthel.

EDIT: Well, that was crappy rolling...

He then switches positions with Archibald.


Missing maps Missing handouts

The guard dodges, ducks, dips, dives, and dodges the arrows from Nix. "Yeah, use that training!", his fellow guard compliments.

Round 1!
Init Order (bold = up)
Nix
Archibald
Declyn (56 damage)
Pelkin (38 damage)

Lieutenant (21 nonlethal damage)
Guard Red
Guard Yellow
Shaitan
Nadil (19 damage)
Guard Blue
Amarthethel
Guard Black
Lamare (38 damage)
Rogar (35 damage, bleeding)

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn does his best to smile at the black clad guard through the pain before rasping out, Not so fun when the prey bites back, huh? You shall be judged when you have been subdued. He then begins to open fire on the caster, his hands a blaze of movement as he fires and reloads his weapon faster than any person has a right to.

Activating Judgement of Justice as a swift action to gain +3 on firearm damage

Attacks:

Attack 1: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Rapid Shot (Attack 2): 1d20 + 13 ⇒ (4) + 13 = 17
Attack 3: 1d20 + 8 ⇒ (10) + 8 = 18
Attack 4: 1d20 + 3 ⇒ (8) + 3 = 11

Damage:

Damage 1: 1d12 + 1d6 + 15 + 1 ⇒ (11) + (6) + 15 + 1 = 33
Damage 2: 1d12 + 1d6 + 15 + 1 ⇒ (8) + (6) + 15 + 1 = 30
Damage 3: 1d12 + 1d6 + 15 + 1 ⇒ (11) + (3) + 15 + 1 = 30
Damage 4: 1d12 + 1d6 + 15 + 1 ⇒ (7) + (1) + 15 + 1 = 24

As before, all damage is non-lethal.
Edit: Well... They're all touch attacks, so hopefully that will help.


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The robed guard barely stands as large welts form from the magically transmuted salt shots. "Heh, you'll just be the first victims under Pashow's name!", he taunts, showing no sign of letting up.

Just like the like lieutenant, Declyn can tell that his bullets were partially negated, as if he was shooting metal.

I'll give Pelkin a little longer, then bot him and continue.

Round 1!
Init Order (bold = up)
Nix
Archibald
Declyn (56 damage)
Pelkin (38 damage)
Lieutenant (21 nonlethal damage)
Guard Red
Guard Yellow
Shaitan
Nadil (19 damage)
Guard Blue
Amarthethel
Guard Black (63 nonlethal damage)
Lamare (38 damage)
Rogar (35 damage, bleeding)

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin is finally able to regain his bearings and assess the situation. He calls upon his judgments of Justice and Protection, then attacks the villain next to him! At least I think that's a villain...

Attack: 1d20 + 16 ⇒ (8) + 16 = 24 for Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Attack: 1d20 + 11 ⇒ (19) + 11 = 30 for Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Confirm #2?: 1d20 + 11 ⇒ (7) + 11 = 18 for Damage: 2d8 + 10 ⇒ (6, 5) + 10 = 21

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

Lamare feels the pain of the prison bars behind very close to him when he materialises.

I didn't think I would pass it. Thank Desna.


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Sorry for the delay; back in action!

Mean GM would say no to the clustered shots, but I am not mean GM :) Even though I did want the caster to get 1 more round of tight corners AoE shenanigans!

@Pelkin: Also, don't forget that now that you're level 10; your judgement of justice bonus is doubled when confirming crits! Sadly, it still wasn't enough this time, but a reminder for later since that's a new thing for you :)

Although first defiant, the pain of the repeated gutshots from Declyn take their toll, the magical resistances not as effective as he had hoped. However, Declyn now sees blood coming from the man's mouth, the merciful damage still causing some internal injuries.

Pelkin swings at the lieutenant; but swings cut through armor, but not through his skin. "Surprised?", he grins. "My turn!", the lieutenant exclaims!

PA sword @ Pelkin: 1d20 + 20 - 3 ⇒ (16) + 20 - 3 = 33
Damage on hit: 2d6 + 11 + 9 ⇒ (6, 3) + 11 + 9 = 29
PA sword @ Pelkin: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18
Damage on hit: 2d6 + 11 + 9 ⇒ (2, 3) + 11 + 9 = 25
PA sword @ Pelkin: 1d20 + 10 - 3 ⇒ (2) + 10 - 3 = 9
Damage on hit: 2d6 + 11 + 9 ⇒ (4, 3) + 11 + 9 = 27

Only one swing gets through, but Pelkin feels the sting of the man's heavy blade. "Looks like I hit harder, chump!", he bellows.

The two guards on the south end both gang up on Amarthecthel who is still slow to react to the quick-paced melee.

Lots of attacks @ Amarthecthel:

Guard Red sword @ FF Amarthecthel: 1d20 + 12 ⇒ (9) + 12 = 21
Damage on hit: 1d6 + 2 + 5d6 ⇒ (6) + 2 + (3, 2, 2, 1, 6) = 22
Guard Red sword @ FF Amarthecthel: 1d20 + 12 ⇒ (4) + 12 = 16
Damage on hit: 1d6 + 5d6 ⇒ (2) + (5, 4, 3, 5, 1) = 20
Guard Red sword @ FF Amarthecthel: 1d20 + 7 ⇒ (3) + 7 = 10
Damage on hit: 1d6 + 2 + 5d6 ⇒ (4) + 2 + (6, 4, 1, 5, 4) = 26
Guard Red sword @ FF Amarthecthel: 1d20 + 7 ⇒ (13) + 7 = 20
Damage on hit: 1d6 + 5d6 ⇒ (2) + (4, 1, 1, 4, 4) = 16
Bleed damage on any hit: 5 = 5

Guard Yellow sword @ FF Amarthecthel: 1d20 + 12 ⇒ (15) + 12 = 27
Damage on hit: 1d6 + 2 + 5d6 ⇒ (5) + 2 + (1, 5, 5, 3, 1) = 22
Guard Yellow sword @ FF Amarthecthel: 1d20 + 12 ⇒ (5) + 12 = 17
Damage on hit: 1d6 + 5d6 ⇒ (4) + (6, 3, 2, 6, 2) = 23
Guard Yellow sword @ FF Amarthecthel: 1d20 + 7 ⇒ (5) + 7 = 12
Damage on hit: 1d6 + 2 + 5d6 ⇒ (2) + 2 + (5, 4, 2, 6, 6) = 27
Guard Yellow sword @ FF Amarthecthel: 1d20 + 7 ⇒ (3) + 7 = 10
Damage on hit: 1d6 + 5d6 ⇒ (1) + (4, 1, 1, 6, 1) = 14
Befuddling rounds: 1d4 ⇒ 3

Amarthecthel is finally struck, not once, not twice, but thrice! One of the stabs pierces an artery, blood spurting on the elf as well as the floor. The yellow guard is also harder for Amarthecthel to focus on, the foe seemingly using the painful distraction of its strike against the elf.

Round 1!
Init Order (bold = up)
Nix
Archibald
Declyn (56 damage)
Pelkin (67 damage)
Lieutenant (21 nonlethal damage)
Guard Red
Guard Yellow
Shaitan
Nadil (19 damage)

Guard Blue
Amarthethel (65 damage, bleeding, befuddled (yellow))
Guard Black (70 nonlethal damage 13 lethal damage, bleeding out)
Lamare (38 damage)
Rogar (35 damage, bleeding)


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Silly GM is silly. I forgot something!

GM Dice:

Target: 1d2 ⇒ 1

Out from under the stone ground, a large being of earth comes up, pressing against the iron bars of the gate. It slams down a fist towards Nix in a wide arc!

[spoiler=DC 18 Kn: Arcana]
It's an earth elemental and a large one at that. They hit hard and have a natural resistance to all physical attacks. Earth elementals are extra deadly to anything on the ground, but have a naturally hard time hitting flying targets. For attacks, they either pummel a creature twice, push them around with their might, or strike in wide arcs that can hit multiple creatures.

Earth guy swing @ Nix: 1d20 + 14 + 1 - 2 - 3 ⇒ (18) + 14 + 1 - 2 - 3 = 28
Damage on hit: 2d6 + 7 + 9 ⇒ (5, 4) + 7 + 9 = 25
Attack on Nadil on hit: 1d20 + 14 + 1 - 2 - 3 ⇒ (5) + 14 + 1 - 2 - 3 = 15
Damage on hit: 2d6 + 7 + 9 ⇒ (6, 6) + 7 + 9 = 28

While Nix is clobbered, Nadil gets enough heads up that he can position his armor to take the blow!

Round 1!
Init Order (bold = up)
Nix (25 damage)
Archibald
Declyn (56 damage)
Pelkin (38 damage)
Lieutenant (21 nonlethal damage)
Earth guy
Guard Red
Guard Yellow
Shaitan
Nadil (19 damage)

Guard Blue
Amarthethel
Guard Black (63 nonlethal damage)
Lamare (38 damage)
Rogar (35 damage, bleeding)


Missing maps Missing handouts

One more GM Oopsie.

Out from under the stone ground, a large being of earth comes up, pressing against the iron bars of the gate. It slams down a fist towards Nix in a wide arc!

DC 18 Kn: Planes:

It's an earth elemental and a large one at that. They hit hard and have a natural resistance to all physical attacks. Earth elementals are extra deadly to anything on the ground, but have a naturally hard time hitting flying targets. For attacks, they either pummel a creature twice, push them around with their might, or strike in wide arcs that can hit multiple creatures.

Grand Lodge

Eidolon (Bipedal) - HP: 82/85 - AC: 34, FF: 30, T: 16 - Fort/Ref/Will: +11/+8/+8 - Perception: +19 (blindsense 30 ft) - Initiative: +3 - Stabilize: 1/1 - Comprehend Languages: 1/1 - Acid Arrow: 3/3

Shaitan attempts to rip the poor guard next him apart.

Claw1: 1d20 + 15 ⇒ (18) + 15 = 33
Claw2: 1d20 + 15 ⇒ (19) + 15 = 34
Claw3: 1d20 + 15 ⇒ (12) + 15 = 27
Claw4: 1d20 + 15 ⇒ (15) + 15 = 30
Bite: 1d20 + 15 ⇒ (2) + 15 = 17

Damage, Claw1: 1d8 + 6 ⇒ (4) + 6 = 10 + Electricity damage: 1d6 ⇒ 6
Damage, Claw2: 1d8 + 6 ⇒ (8) + 6 = 14 + Electricity damage: 1d6 ⇒ 3
Damage, Claw3: 1d8 + 6 ⇒ (6) + 6 = 12 + Electricity damage: 1d6 ⇒ 5
Damage, Claw4: 1d8 + 6 ⇒ (4) + 6 = 10 + Electricity damage: 1d6 ⇒ 6
Damage, Bite: 1d6 + 6 ⇒ (6) + 6 = 12 + Electricity damage: 1d6 ⇒ 2

If two claws hit, then a rend also applies:
Rend damage: 1d8 + 7 ⇒ (8) + 7 = 15

His bloody business concluded, he looks over his shoulder at the earthen creature.
Knowledge (Planes): 1d20 + 10 ⇒ (18) + 10 = 28

He relays his knowledge to Nadil telepathically.

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Not familiar with the befuddled condition. Is that confused, as in befuddling strike?

Grand Lodge

Male Oread Summoner (Shaitan Binder) 11 - HP: 48/91 - AC: 28, FF: 24, T: 16 - Fort/Ref/Will: +9/+10/+11 - Perception: +2 - Initiative: +3 - Treacherous Earth: 1/1 - Maker’s Call, 1/2 - Summon monster VI - 7/7 - Spells: 1st: 0/6, 2nd: 0/5, 3rd: 0/5, 4th: 2/3

Nadil sees the need for handling this quickly and decides to give the party a boost of speed.

Casting Haste defensively. Nadil, Shaitan, Nix, Pelkin, Amarthecthel and the dog are affected.
Concentration DC 19: 1d20 + 19 ⇒ (6) + 19 = 25

He then shouts out a warning.

"The big one on our flank is a Earth Elemental! Beware it's pummeling strikes."


Missing maps Missing handouts

@Amarthecthel: It's the rogue sneak attack thing; you get -2 when attacking the yellow guard. It's mostly a note for me as I'd just rather give it +2 AC versus your attack rolls if you were to strike at yellow guard

Shaitan literally rips the blue guard apart, blood and ichor splashing against the bars behind the shredded remains of the guard. "Dammit, kill these bastards!", the lieutenant shouts!

Round 1!
Init Order (bold = up)
Group buffs: Haste (Nadil, Shaitan, Nix, Pelkin, Amarchtechl, Archibald; 11 rounds)
Nix (25 damage)
Archibald
Declyn (56 damage)
Pelkin (38 damage)

Lieutenant (21 nonlethal damage)
Earth guy
Guard Red
Guard Yellow
Shaitan
Nadil (19 damage)
Amarthethel
Guard Black (63 nonlethal damage)
Lamare (38 damage)
Rogar (35 damage, bleeding)

Grand Lodge

Male Aasimar DEAD

Grunting, Nixkamich turns his attention to the creature of earth.

+1 Holy Mighty [+2] Composite Longbow, Haste, Challenge: 1d20 + 14 + 1 + 1 + 1 ⇒ (8) + 14 + 1 + 1 + 1 = 25, for 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16 damage +2d6 ⇒ (4, 5) = 9 Holy +1d6 ⇒ 4 Acid.
+1 Holy Mighty [+2] Composite Longbow, Haste, Challenge: 1d20 + 14 + 1 + 1 + 1 ⇒ (12) + 14 + 1 + 1 + 1 = 29, for 1d8 + 9 + 1 ⇒ (8) + 9 + 1 = 18 damage +2d6 ⇒ (1, 3) = 4 Holy +1d6 ⇒ 6 Acid.
+1 Holy Mighty [+2] Composite Longbow, Haste, Challenge: 1d20 + 14 + 1 + 1 + 1 ⇒ (5) + 14 + 1 + 1 + 1 = 22, for 1d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16 damage +2d6 ⇒ (4, 4) = 8 Holy +1d6 ⇒ 3 Acid.
+1 Holy Mighty [+2] Composite Longbow, Haste, Challenge: 1d20 + 9 + 1 + 1 + 1 ⇒ (6) + 9 + 1 + 1 + 1 = 18, for 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11 damage +2d6 ⇒ (5, 3) = 8 Holy +1d6 ⇒ 3 Acid.

Snarling, Archibald then moves to attack!

Bite: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27, for 1d6 + 8 + 1 ⇒ (1) + 8 + 1 = 10 damage.
Bite: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28, for 1d6 + 8 + 1 ⇒ (2) + 8 + 1 = 11 damage.

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Declyn shuffles over to to the prison bars, trying to set up a good firing lane where he can hit the lieutenant. This ain't looking good for you, you've got two of yours down, and I doubt your others will last as long! He then focuses his aim upon the lieutenant, and unleashes all he can.

5ft step, swift action to change judgement to Judgement of Sharpshooter to ignore 6 points of cover, using Clustered Shots, and full attacking.

Attacks and Damage:

Attacks
Attack 1: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Attack 2: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Attack 3: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Attack 4: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Crit Confirm?: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
DAMAGE
Damage 1: 1d12 + 1d6 + 12 + 1 ⇒ (12) + (5) + 12 + 1 = 30
Damage 2: 1d12 + 1d6 + 12 + 1 ⇒ (9) + (1) + 12 + 1 = 23
Damage 3: 1d12 + 1d6 + 12 + 1 ⇒ (9) + (2) + 12 + 1 = 24
Damage 4: 1d12 + 1d6 + 12 + 1 ⇒ (8) + (4) + 12 + 1 = 25
All non-lethal, will redirect to Yellow Guard if he falls.


Missing maps Missing handouts

AoO @ Nix: 1d20 + 14 + 1 - 2 - 3 ⇒ (2) + 14 + 1 - 2 - 3 = 12
Damage on hit: 2d6 + 7 + 9 + 1 ⇒ (6, 6) + 7 + 9 + 1 = 29

Both the elemental and the lieutenant go down in a hail of projectiles!

The other two guards look at each other, drop their weapons, then raise their hands up silently.

Combat over!

Grand Lodge

Male Human Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

See? Now isn't that *gasp* easier? Declyn asks the guards from his position on the other side of the bars. Glad we came to an understanding. Now... we have some questions for you, once we get ourselves patched up a little bit.

Declyn rumages through the pouches on his bandolier before he realizes he's looking for a wand on one of the loops. He rolls his eyes as he grabs the wand and looses it from its loop, and hands it over to Lamare. Would you mind using this on me a few times? At your convenience of course, there's no rush.

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Pelkin takes the time to heal up after the battle is concluded. First, he'll search the defeated enemies for any type of healing aids and use them first.

BTW, I took 67, not 38 damage as the 33 hit me for 29.

In case nothing is found and we have no method of mass healing, using my CLW wand.

CLW!: 12d8 + 12 ⇒ (4, 5, 5, 8, 5, 3, 3, 4, 3, 8, 7, 1) + 12 = 68 12 charges, less anything that helps/is found.

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Amarthecthel is bleeding and beaten and never even drew his scimitar.

"Ow," he says, handing Pelkin his own wand of cure light wounds. "If you please."

wand of cure light wounds: 14d8 + 14 ⇒ (6, 1, 5, 4, 8, 2, 3, 5, 1, 4, 6, 1, 1, 7) + 14 = 68

Grand Lodge

Male Oread Summoner (Shaitan Binder) 11 - HP: 48/91 - AC: 28, FF: 24, T: 16 - Fort/Ref/Will: +9/+10/+11 - Perception: +2 - Initiative: +3 - Treacherous Earth: 1/1 - Maker’s Call, 1/2 - Summon monster VI - 7/7 - Spells: 1st: 0/6, 2nd: 0/5, 3rd: 0/5, 4th: 2/3

Nadil uses his own wand on himself. Two charges of Infernal Healing.

"Perhaps one of the more persuasive members of the party should find out what in the Nine Hells is going on here."


Missing maps Missing handouts

I will admit that many a group have TPK or near TPK on that... but Lamare bringing the fight to the mage quickly was the MVP move of the battle. Note to self: Make sure the bad guys have a stone of silence on them, too.

A quick inspection leads the party to deduce that there are no more assailants, allowing them to search the confines with a bit more scrutiny. The prisoners keep on rattling to the party to let them out.

Loots on the bodies/captives:

    3x potions of cure moderate wounds
  • scroll of invisibility
  • scroll of dispel magic
  • scroll of enervation
  • scroll of fear
  • cloak of resistance +1
  • cloak of resistance +2
  • +2 full plate
  • +1 greatsword[/i]
  • 3x +1 leather armor
  • 3x +1 short swords
  • 3x masterwork shortswords
  • masterwork composite (+4) longbow w/ 20 arrows
  • 3x masterwork light crossbows with 10 bolts each

Also, the lieutenant has a letter on him, too, tucked inside the breastplate of his armor.

Letter on the lieutenant:

All continues as planned. By now you should have retrieved Shohiraj’s latest delivery: a package of scrolls that your subordinates can use to summon divs as we discussed. Afterward, move to the prison and present your credentials to the warden. She should already know to turn over control of the premises to you and not ask any questions. If she gets too nosy, use your best judgment to ensure she stops asking questions.

Speaking of asking too many questions, keep an eye on Shohiraj when next you see her. She’s begun showing signs of restlessness and perhaps disloyalty. So far she’s followed through on every task I’ve assigned and recovered excellent tools for our cause—including the goggles she recently delivered to me. Even so, I sense some unease. If we cannot trust her to see this through to the end, then we’ll have no choice but to end her involvement—permanently.

-K

Where the two guards were hiding is the mess hall; besides the remnants of breakfast, a stack of five yellow Pashow military uniforms lay neatly on a table. Searching the lieutenants office, the party sees that someone has already been rifling through the room. However, the keen eyes of the party finds a loose floor tile near the desk.

In the hidden floorspace is a leather satchel containing roughly 200 gold crowns. Also tucked within is a letter to the prison warden.

Letter:

Under the authority of your Lord and Master, Prince Zinlo, you are to let my agents handle the prison duty during the Sun Orchid festival. Give the rest of your guards the day off as we will handle guard duties. And enjoy the 750 gold coins the Agenda has provided as your reward and for your silent cooperation.

Kitio Aspenthi

Liberty's Edge

Male Human hp:93/93 Init: +1 AC: 16(ff16;T 10) Saves: Fort:12 Reflex:+5 Will+ 12 Speed: 40ft. Cleric of Desna 9 (varasian pilgrim) Title: Eagle knight) touch luck 8/8 channel 5/5 positive. (5d6 dc 16) Reroll 1/i

"I will be happy too Declyn."

I will also use mine. On the same time. I wonder if there political prisonners here. Lamare will also wish to take the full plate.

Mage mean also spell book right?

-Posted with Wayfinder


Missing maps Missing handouts

Sadly no, sorceror!

Grand Lodge

Male Oread Summoner (Shaitan Binder) 11 - HP: 48/91 - AC: 28, FF: 24, T: 16 - Fort/Ref/Will: +9/+10/+11 - Perception: +2 - Initiative: +3 - Treacherous Earth: 1/1 - Maker’s Call, 1/2 - Summon monster VI - 7/7 - Spells: 1st: 0/6, 2nd: 0/5, 3rd: 0/5, 4th: 2/3

Unless someone else wants them, Nadil will take the scrolls of Invisibility and Dispel Magic.

"Well, it seems that we have hit two birds with one stone. Disrupting whatever shenanigans the Consortium were up to here, and securing the facility. What's next on the agenda?"

Scarab Sages

male Wizard 9/Lore 7 | HP 115| AC 25; Touch 20; FF 21 | F +14; R +12; W +16 | CMB+7; CMD 27 | Speed 20 ft | Init +3 | Perc +2 | Stealth: +1 Wizard 9/Lore 7

you skipped me. Heal check to stop the bleed. I missed the combat was over? can anyone channel

Rogar uses his teleporation and moves back and tries to heal himself.

Heal: 1d20 + 12 ⇒ (4) + 12 = 16

Grand Lodge

Male Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5 Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

There are three CMW potions, sounds like Rogar could use at least one of them.

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