GM Bold Strider's PFS 01-33 Assault on the Kingdom of the Impossible (Subtier 4-5) (Inactive)

Game Master rpblue

Map is here!


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@Zuriel: You were sleeping, thus you would have to spend a move action to stand and probably another move action to grab a weapon, unless you slept strapped. Then, you could draw as you moved, but you wouldn't be able to get an attack off this round (not counting AoOs). Right?

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

I figured since they were in bow range our watchers woke us up in time to stand and draw. If I'm out of range I will just stand and draw and hope for some AoOs.

Silver Crusade

Active Buffs:
--
HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7
Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

The battle started at 60' with their bows drawn. They rolled high init and went first, so they closed to 30'. Thus there wasn't a chance to yell before they acted.

-Posted with Wayfinder

The Exchange

Male Half-Elf (3.0A) Summoner 3 | HP 24/24 | AC 17; TCH 13; FF 18 | F +3; R +4; W +2 | CMB +1; CMD 14 | Init +5 | Wands: Inf Heal 35/50; MA 48/50; SM I 49/50 | Spells (1) 0/4

Zartrel wakes up as he frantically grabs for his gear. Chanting He starts to weave a complex spell.

Starting Enlarge Person

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji flips out his sling and sends a bullet toward one of the bandits.

to hit: 1d20 + 2 ⇒ (15) + 2 = 17
dmg if hits: 1d4 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)
Karu the Bold Strider wrote:

The battle started at 60' with their bows drawn. They rolled high init and went first, so they closed to 30'. Thus there wasn't a chance to yell before they acted.

-Posted with Wayfinder

Ok, in that case I'll stand up and draw my bardiche. No bloodrage, no destined strike. Subtract 2 from my AoO attacks, or I can reroll if you want.

Dark Archive

bard1/Ora2, HP22/22 - AC 15, T 11, FF 14/ F +1, R +3, W +9/ CMD 12 CMB +1/ Per +6(LL Vis), Init +3, Move 20ft

Mumbly dons his armour and stands up.
Two move actions

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

Badly wounded Jhon moves toward her friends, yelling to wake them and have some help.

Stand up! There´s some fight you´ll have to do, because I´ll can´t fight for long

He stops in a spot near the fire, where only one of them can attack him without facing zuriel´s bardiche, or without face the campire flames and prepares for the incoming assault.

As he moves John makes the scepter to fall, trying to make it accidental and without being noticed by him

bluff: 1d20 + 7 ⇒ (9) + 7 = 16

If attacked, parry and riposte:

Parry: 1d20 + 8 ⇒ (13) + 8 = 21
Riposte: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 4 ⇒ (4) + 4 = 8

Dark Archive

bard1/Ora2, HP22/22 - AC 15, T 11, FF 14/ F +1, R +3, W +9/ CMD 12 CMB +1/ Per +6(LL Vis), Init +3, Move 20ft

"Leave it Jhon, its only money,save yourself!" Mumbly draws attention to Jhon dropping the sceptre.

Bluff (Aid Jhon) 1d20 + 3 ⇒ (17) + 3 = 20

Dark Archive

Male Human (Ulfen) Ranger (Shapeshifter) 7 HP 39/60; AC 20; TCH 15; FF 16; F +7; R +10; W +4; CMB+9; CMD 24; Speed 30FT; Init +6; Perception +9; Boomer HP 26/26

Ragnar jumps up and grabs his longsword.


Two of the bandits secure the scepter as another engages with your new-found friends.

Kenji's sling bullet catches a bandit in the face and cracks his nose. He starts bleeding profusely.

1d5 ⇒ 1

The remaining five bandits charge, picking uninjured targets to spread the hurt around.

1d5 ⇒ 1

Zuriel uses his bardiche to take down the injured bandit with a quickness, but his other AoOs glance off their armor.

Battleaxe @ Zuriel: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16
Damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Battleaxe @ Zuriel: 1d20 + 5 + 2 + 2 ⇒ (17) + 5 + 2 + 2 = 26
Damage: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Battleaxe @ Ragnar: 1d20 + 5 + 2 + 2 ⇒ (18) + 5 + 2 + 2 = 27
Damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Battleaxe @ Ragnar: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16
Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

The agents seem to surround one of the bandits and quickly dispatch him.

Initiative:
1st: Bandits (#1-5 against Pathfinders (@ fire); #7-8 with scepter (10' from fire))
2nd: [b]Zuriel (@ fire); Zartrel (@ fire); Kenji (10' from fire); Ragnar (@ fire); Mumblypeg (@ fire); Jhon (@ fire); Agents of the Thakur

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Zuriel steps back from the foes attacking him and retaliates with a vicious swing.

5 ft step

Free: Enter Blood rage

Standard attack from reach, power attack vs one of the charging opponent's charge AC: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16

Damage, power attack: 1d10 + 7 + 3 ⇒ (8) + 7 + 3 = 18

Combat Reflexes and Reach

AoO 1: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19

Damage: 1d10 + 7 + 3 ⇒ (4) + 7 + 3 = 14

AoO 2: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10

Damage: 1d10 + 7 + 3 ⇒ (3) + 7 + 3 = 13

AoO 3: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16

Damage: 1d10 + 7 + 3 ⇒ (4) + 7 + 3 = 14

Current HP: 18/37, Current AC: 10

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

No! Don´t let them keep the scepter, we need it! Shouts Jhon continuing with the deceit. Then, he rushes to one of the bandits holding the scepter and attack him.

Rapier: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 4 ⇒ (4) + 4 = 8

Now run for your life keeping the scepter with you

If attacked parry and riposte:

Parry: 1d20 + 8 ⇒ (18) + 8 = 26
Riposte: 1d20 + 8 ⇒ (18) + 8 = 261d6 + 4 ⇒ (4) + 4 = 8
Riposte critical confirm: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 4 ⇒ (1) + 4 = 5

Dark Archive

Male Human (Ulfen) Ranger (Shapeshifter) 7 HP 39/60; AC 20; TCH 15; FF 16; F +7; R +10; W +4; CMB+9; CMD 24; Speed 30FT; Init +6; Perception +9; Boomer HP 26/26

Ragnar returns the favor to the guy with the battle axe who just hit him.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10

He then takes a step back and starts to change. Ragnar's muscles enlarge and he grows some for on his arms. Also his face looks a bit ursine and his fingernails become longer. He shouts at the man in front of him, trying to sound like a big bear, hoping to scare the attackers away. "Roar!"
Form of the Bear (Shifter's Blessing) for 5 rounds

Standard action: attack
5-ft. step
Swift action: change shape


Zuriel slams his bardiche into the bandit closest to him as Jhon stabs another with his rapier.

1d5 ⇒ 5

Ragnar tries to be intimidated, but he just seems to flail about while getting hairier.

Initiative:
1st: Bandits (#1-5 (#5 @ 18) against Pathfinders (@ fire); #7-8 (#7 @ 8) with scepter (10' from fire))
2nd: Zuriel (@ fire); Zartrel (@ fire); Kenji (10' from fire); Ragnar (@ fire); Mumblypeg (@ fire); Jhon (@ 10' from fire); Agents of the Thakur

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji strikes at the closest bandit with his free hand, flurry if within 5' of the fellow...

to hit: 1d20 + 4 ⇒ (6) + 4 = 10
dmg if hits: 1d6 + 3 ⇒ (2) + 3 = 5

to hit, second attack if applicable: 1d20 + 4 ⇒ (13) + 4 = 17
dmg if hits: 1d6 + 3 ⇒ (4) + 3 = 7

Dark Archive

bard1/Ora2, HP22/22 - AC 15, T 11, FF 14/ F +1, R +3, W +9/ CMD 12 CMB +1/ Per +6(LL Vis), Init +3, Move 20ft

I'd assumed Mumbly has had two rounds of actions, one to stand and don his coat, one aiding the Bluff for Jhon

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

I think we're just waiting on Zartrel. He needs to choose his Enlarge Person target and his action for this round.

The Exchange

Male Half-Elf (3.0A) Summoner 3 | HP 24/24 | AC 17; TCH 13; FF 18 | F +3; R +4; W +2 | CMB +1; CMD 14 | Init +5 | Wands: Inf Heal 35/50; MA 48/50; SM I 49/50 | Spells (1) 0/4

Zartrels spell completes as Zuriel doubles in size. Quickly he grabs his crossbow and fires it at the furthest bandit in an attempt to wing the bandit. Don't let them escape!

Light Crossbow: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
damage: 1d8 ⇒ 7


Kenji flurries at a bandit and misses his first attack, but hits his second, choosing between the two next to him.

1d2 ⇒ 2

The bandit with the scepter withdraws the the edge of the battlefield, yelling at his comrades to get the crates in Vudrani.

The four at the fire keep attacking the mass of Pathfinders and agents of the Thakur around them.

Battleaxe @ Zuriel: 1d20 + 5 + 2 + 2 ⇒ (17) + 5 + 2 + 2 = 26
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Battleaxe @ Zuriel: 1d20 + 5 + 2 + 2 ⇒ (14) + 5 + 2 + 2 = 23
Damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Battleaxe @ Ragnar: 1d20 + 5 + 2 + 2 ⇒ (11) + 5 + 2 + 2 = 20
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Three of the attacks aim for the Pathfinders as the fourth moves to intercept the incoming agents.

The last bandit turns to fight Jhon.

Battleaxe @ Jhon: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14
Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

The agents quickly surround the bandit attacking them and take him down.

Initiative:
1st: Bandits (#1-3 against Pathfinders (@ fire); #7-8 (#7 @ 8; #8 @ 7) with scepter (10' from fire))
2nd: Zuriel (@ fire); Zartrel (@ fire); Kenji (10' from fire); Ragnar (@ fire); Mumblypeg (@ fire); Jhon (@ 10' from fire); Agents of the Thakur

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

@GM Bold Strider; the bandit attacking Jhon is rewarded with 8 points of damage. You can check my previous post for the rolls.
Not sure if heás alive or not, if not make Jhon goes against another one

After thrusting the bandit in the chest, Jhon continues his efforts in dispatching his current foe and, at the same time, he´s yelling and liying about how risky is his situation. Come on guys, I need some help here

Rapier attack: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 4 ⇒ (5) + 4 = 9

if attacked parry and riposte:

Parry: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 4 ⇒ (5) + 4 = 9
Riposte: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 4 ⇒ (3) + 4 = 7

Dark Archive

Male Human (Ulfen) Ranger (Shapeshifter) 7 HP 39/60; AC 20; TCH 15; FF 16; F +7; R +10; W +4; CMB+9; CMD 24; Speed 30FT; Init +6; Perception +9; Boomer HP 26/26

Ragnar swings his sword again at the man who just hit him with a battleaxe.
Longsword: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji takes another swing at the nearest bandit... this time only one shot, because, well.. we're not supposed to kill them all...

to hit: 1d20 + 4 ⇒ (5) + 4 = 9
dmg if hits: 1d6 + 3 ⇒ (5) + 3 = 8

"Dammit, stay still, miscreant!"

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

When I grow from one square to 4 I will do so such that my new squares are away from the battle axe guys so I can 5 ft away on my turn.

Zuriel is struck again and again and almost slips into unconsciousness, but his mother's shawl returns the stored life energy to him, keeping him standing.

Shawl of Life-Keeping activates, I'm back up to 9 HP.

Zartrel...the wand... he says through gritted teeth, backing away from the bandits.

If you can hit me up with infernal healing again from my wand, that would be awesome. If I get hit again and drop to negatives while raging that could be bad news.

The warrior can't bring his polearm to bear with his massive size, so he drops it in favor of his flail. He swings it two-handed above his head and brings it crashing down on the skull of one of his attackers.

5 ft move away

Free action drop bardiche

Move action: draw Flail

Standard action: Attack. If one of them by me is injured I'll attack him.

Flail, two-handed power attack, enlarged: 1d20 + 6 + 3 - 1 - 1 ⇒ (15) + 6 + 3 - 1 - 1 = 22

Enlarged flail two handed power attack damage: 2d6 + 9 + 3 ⇒ (3, 2) + 9 + 3 = 17

AoO 1 Flail, two-handed power attack, enlarged: 1d20 + 6 + 3 - 1 - 1 ⇒ (13) + 6 + 3 - 1 - 1 = 20

AoO 1 Enlarged flail two handed power attack damage: 2d6 + 9 + 3 ⇒ (6, 4) + 9 + 3 = 22

AoO 2 Flail, two-handed power attack, enlarged: 1d20 + 6 + 3 - 1 - 1 ⇒ (5) + 6 + 3 - 1 - 1 = 12

AoO 2 Enlarged flail two handed power attack damage: 2d6 + 9 + 3 ⇒ (3, 6) + 9 + 3 = 21

9/37 HP, AC 10, Rounds of Rage (6/8)


Jhon takes down the bandit after stabbing him twice more and parrying his battleaxe as Ragnar decides to join the fight and swing his weapon competently for the first time!

Kenji moves towards the fire and tries to strike a bandit, but his attack glances off their armor as Zuriel flees from the fight a bit at the thought of death.

1d3 ⇒ 1

He follows up with a pivot on his back foot and swings his flail catching the man next to Ragnar with the business end, caving in his skull.

Initiative:
1st: Bandits (#2; #3 against Pathfinders (@ fire); (#7 @ 8) with scepter (70' from fire))
2nd: Zuriel (@ fire); Zartrel (@ fire); Kenji (@ fire); Ragnar (@ fire); Mumblypeg (@ fire); Jhon (@ 10' from fire); Agents of the Thakur

Dark Archive

bard1/Ora2, HP22/22 - AC 15, T 11, FF 14/ F +1, R +3, W +9/ CMD 12 CMB +1/ Per +6(LL Vis), Init +3, Move 20ft

Mumbly hobbles in and heals Jhon.

CLW 1d8 + 1 ⇒ (8) + 1 = 9

The Exchange

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Male Half-Elf (3.0A) Summoner 3 | HP 24/24 | AC 17; TCH 13; FF 18 | F +3; R +4; W +2 | CMB +1; CMD 14 | Init +5 | Wands: Inf Heal 35/50; MA 48/50; SM I 49/50 | Spells (1) 0/4

Zartrel's head snaps to Zuriel as he sees the man about to drop. Grabbing the wand at the large bloodrager's suggestion he taps the man with it.

Infernal Healing wand on Zuriel


@Zartrel: Grabbing the wand will be a move action. Casting Infernal Healing is a full action, thus you will spend this standard action and next round's standard action on casting the ability.

Mumbly moves in to heal Jhon as Zartrel grabs Zuriel's wand and begins to try and heal the bloodrager.

One of the bandits at the fire yells to his compatriot with the scepter.

Vudrani:
"Get out of here with that!"

The bandit flees into the night as the last two bandits take swings at the men around them. One keeps his assault on the Ulfen man as the other tries to take down the raging giant.

Battleaxe @ Ragnar: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Battleaxe @ Zuriel: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Phalgun yells out to the men to aid the fallen bloodrager. "We must kill them quickly! Aid the Pathfinders!" They surround and mercilessly execute the man as the Pathfinders surround the last man and end his life.

Shortly after Zartrel heals Zuriel, the bloodrager recovers consciousness.

Status:
Zuriel @ 8/31 HP; Zartrel @ 24/24 HP; Kenji @ 5/17 HP; Ragnar @ 6/36 HP; Mumblypeg @ 9/9 HP; Jhon @ 2/19 HP; Agents of the Thakur

The Exchange

Male Half-Elf (3.0A) Summoner 3 | HP 24/24 | AC 17; TCH 13; FF 18 | F +3; R +4; W +2 | CMB +1; CMD 14 | Init +5 | Wands: Inf Heal 35/50; MA 48/50; SM I 49/50 | Spells (1) 0/4

Yup :)

Zartrel kneels down next to the man as he shakes him. Is everyone alright?

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Thanks Zartrel, that definitely saved my life! I'm actually at 2/31 currently because of my rage being done. So I'll actually need 3 more wand charges now to bring me to full. Then I'll use my shawl again and have to use another wand charge. So that's 5 total charges. Ouch. Looks like most of the other guys are pretty hurt too.

I am decidedly not, Zuriel says as he regains consciousness. But thank you for your aid. And it looks like they took the bait, so now we wait and then track them.

He rises in time to see the Thakur's men begin killing the remaining combatants.

Wait, don't slay them all! Let's stabilize one or two of them and tie them up. They may have valuable information about the layout of the hideout--defenses and number of men.

Can we stabilize one or two of the ones we dropped earlier?

Also, when it is the start of my watch I will put my armor on. ;-)


Sure.

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

Tie them before walking anyone. Suggest Jhon before giving his wand to Mumbly so he can continue curing him

wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

It´s enough for now, you have my thanks, friend

Dark Archive

Male Human (Ulfen) Ranger (Shapeshifter) 7 HP 39/60; AC 20; TCH 15; FF 16; F +7; R +10; W +4; CMB+9; CMD 24; Speed 30FT; Init +6; Perception +9; Boomer HP 26/26

Ragnar takes out his wand of cure light wounds and starts to tab everybody who has wounds.

CLW Ragnar: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Ragnar: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Ragnar: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Ragnar: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Ragnar: 1d8 + 1 ⇒ (8) + 1 = 9

Ragnar is now back at 34 HP, if somebody else needs healing please roll a d8+1 and I will reduce the charges from my wand.

Dark Archive

bard1/Ora2, HP22/22 - AC 15, T 11, FF 14/ F +1, R +3, W +9/ CMD 12 CMB +1/ Per +6(LL Vis), Init +3, Move 20ft

Jhon got 9 points off a CLW.

Mumbly then offers more healing - "A gift for me to share, a little bit of curative joy"

Casts:
CLW 1d8 + 1 ⇒ (8) + 1 = 9
CLW 1d8 + 1 ⇒ (2) + 1 = 3
CLW 1d8 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Zuriel waits for a few of the captives to come to, and addresses the nearest one.

Let me start by saying that, as you can see, we've spared your life. Your compatriots took the bait and stole our fake scepter, which we are tracking back to your lair as we speak. We have no desire to exterminate you, but only to stop your banditry. Tell me the layout of your hideout--how many men remain? What traps and defenses do you have? I promise I can make your life easier if you cooperate.

The soldier offers some water to the captive as he awaits the reply.

Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15

Liberty's Edge

Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision

You should talk to us. Helping us, you help your mates.

As Zuriel had said, we have not desire to kill anybody. Is better to offer a solution in wich we can stop them without bloodshed

Aid diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14


@Zuriel: There isn't really time to finish sleeping as you would have to spend another 8 hours (min.) for everyone to get rested back up and the VC said to only give a few hours before following the trail of the scepter.

@Mumbly: Throwing the heals out to people since no one claimed them. First to Kenji; Second and Third to Zuriel.

"It's a monastery in the hills. 20 GP and my release for more information..." the man says stoically to Zuriel.

Status:
Zuriel @ 14/31 HP; Zartrel @ 24/24 HP; Kenji @ 14/17 HP; Ragnar @ 34/36 HP; Mumblypeg @ 9/9 HP; Jhon @ 17/19 HP

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

If Mumbly is throwing those two CLWs towards me, then I will ask him to use my CLW wand instead of one of the Infernal Healings

1d8 + 1 ⇒ (2) + 1 = 3

So that means with 4 charges of my Infernal Healing Wand and one charge of my CLW wand I'm good, with my shawl refilled. Thanks Mumbly!

I should be fully healed with my wand usage, GM. See my above post (well, not my last post but the one before it).

Zuriel takes 20 gold and stuffs it in the man's pocket.

There's your gold, but you won't be released until we determine if the information is credible. So, what useful information do you have?

If he refuses to give me any solid information because I didn't release him, I'll take my money back.

What is it with PFS and defeated foes still demanding money for stuff? I'm in another scenario where we have a guy outnumbered 6 to 1 and he's nickel and diming us like frickin' Ebenezer Scrooge. ;-)


The man pulls one of the coins out from his pocket and bites it. Satisfied, he stashes it back in his belt pouch before continuing.

"Yeah, the Tiger Eye Monastery is what you are looking for. Follow this road for another half-mile before taking the offshoot towards the mountains. At the lake, circle one-quarter to the left and head down the path towards the third hill. It will be marked with small, perfectly round stones." the bandit informs the group.

"The monastery is at the end of the path after two miles of walking from that point." he finishes. "Could have anywhere from ten to thirty guys at the monastery at the moment, depends on how many raids are being done and who is out at the moment. Man you're looking for is there, though." he offers.

The man holds out his rope-bound wrists expectantly towards Zuriel.

Status:
Zuriel @ 31/31 HP; Zartrel @ 24/24 HP; Kenji @ 14/17 HP; Ragnar @ 34/36 HP; Mumblypeg @ 9/9 HP; Jhon @ 17/19 HP

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

As I said, the where is unimportant. We are tracking the scepter. The numbers are helpful, but I want to know more about what defenses are in place. Traps, magic, that sort of thing. And, again, I will not be releasing you until after your information is verified. We will verify it when we travel to the location. Did you think we would release you first to go warn your employer?

The Exchange

Male Half-Elf (3.0A) Summoner 3 | HP 24/24 | AC 17; TCH 13; FF 18 | F +3; R +4; W +2 | CMB +1; CMD 14 | Init +5 | Wands: Inf Heal 35/50; MA 48/50; SM I 49/50 | Spells (1) 0/4

Now that we have surrendered the staff we could use some for of reinforcements.

Zartrel sets up a pentagram of candles and rocks as he draws long lines in the dirt. For a few minutes he just seems to stare at the circle and mumbles the same arcane phrase over and over.

After a few minutes a form begins to emerge in the shape of a shawled woman, or at least what you believe to be a woman as when her had reaches out to touch Zartrel it's forearm is skeletal in shape though her voice sounds sweet and alive. A greatsword hangs from her back.

Zartrel turns to the group. This is Skivane.

Summon Eidolon

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Greetings, Zuriel says, no stranger to arcane magic. Your help is most welcome. Shall we examine this wayfinder and see what direction the bandits are heading? he asks to the fellow half-elf.

GM--just to be clear, if there is not third watch (AKA--we are just waiting a couple hours then tailing them) I will put my armor on immediately.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji gathers up his things, few though they are and readies to follow the scepter... though he's happy to wait for morning if that's the concensus.


The wayfinder is pulling you in a different, but similar direction from the bandit's directions.

Phalgun approaches you as his men pack up camp. "We must be on our way, but we will take these bandits to town and see that they are dealt with." he says as he waves to his men to toss bodies into a wagon and round up the survivors.

The man you paid looks at Zuriel expectantly. "I gave you your information now free me before I am sent to the gallows."

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Hmm, looking back I never said I would free him. I said I would make his life easier, once his information is verified. Zuriel is a man of his word, but also will not willing break the laws of the land and anger their new allies. So let's see how this works...

Zuriel shows the bandit the wayfinder: It looks like they are close to where you said, but not quite.

At the man's request, Zuriel escorts him over to Phalgun.

Phalgun, these men are guilty of banditry, yes, but they didn't kill anyone, at least not here today. This one cooperated, to what extent I don't know right now. I gave him my word to improve his conditions. Can this one be shown leniency in the eyes of the law, pending the accuracy of his information? If we can turn these bandits into allies of the Thakur, we can spare bloodshed and help him economically as well.

Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16

Dark Archive

1 person marked this as a favorite.
bard1/Ora2, HP22/22 - AC 15, T 11, FF 14/ F +1, R +3, W +9/ CMD 12 CMB +1/ Per +6(LL Vis), Init +3, Move 20ft

Ninjad!

Mumbly ensures the man is unarmed, then begins untying the mans hands after ensuring he catches the eyes of Zuriel, Phalgun, and the guards.

"A deals a deal Zuriel" Mumbly smiles.

He begins picking at the captives bonds.

"I used to be a fine and fit man like yourself, a dashing sailor and man of the sea, a certainty I was for making Captain and an honest fortune sailing merchantmen up and down the coasts - I was always drawn to the Sea, had a gift, a real man of Bloodcove" Mumbly keeps untying "I remember the day like it was yesterday, we were crossing the Eye, terrible place, we had a dishonest captain with a dishonest cargo and so it was probably our fate - fair or unfair - that the next ships we saw ran up the black flag and took us on the high seas. We surrendered after at least putting on a bit of a show, but we were offered freedom if we lay down our arms"

Mumbly picks at the knots a little more.

"They didn't lie, not entirely, they stuck what was left of us in a couple of jolly boats and put us in the sea - no food, no water, no compass, no weapons, no nothing,not even the bloody oars" Mumbly grins, but in his eyes there is an awful darkness "You don't want to know what happened out there, and even after all this time I can't remember the whole thing, but when another vessel happened by and hauled my floating body out of the water - well I had one less leg, chewed away to the knee, and a head full of nightmares"

"Now the way I see us is that you are just another pirate, but didn't at least have the brains to work out how to sail - and so the way I see it, I'll be honouring the deal with the pirates code - I hope you are as good a runner as I was a swimmer - matey"

Mumbly unpicks the last of the knot, leaving the mans fate to the well warned and ready (waiting) guards.

The man is notionally free, Zuriel put in a good word... may Desna or Besmara shine upon him, or may Pharasma be kind if they don't


@Zuriel: You definitively implied you would release him if not out-and-out said you would. "There's your gold, but you won't be released until we determine if the information is credible." Then, you paid the man implying that the deal he asked for was accepted with your one caveat. You definitely never said anything like "make his life easier". You promised his freedom.

@Mumblypeg: Interesting idea of freeing him. Taking him to the guards then releasing him in front of them. Definitely not up to a code of honor or ethics, but no one said Mumbly was honorable or ethical.

Phalgun seems unswayed by your words after you drag the last bandit over to him. "We do not dole out punishments. This man is a bandit and will be taken to trial. The judge will issue a sentence. It is almost guaranteed that he will be sentenced to death or hard labor for the rest of his miserable life." Phalgun states calmly as the man runs as soon as Mumblypeg cuts the rope bonds.

He signals to his men, who chase the man down and tie him up with the rest of the not-so-dead bandits.

"If there is nothing more, we will take our leave. Come find us in the capital if you ever need anything." Phalgun says with a bow.

Do you follow the bandit's directions or do you trek through the wilderness to follow the wayfinder?

Dark Archive

bard1/Ora2, HP22/22 - AC 15, T 11, FF 14/ F +1, R +3, W +9/ CMD 12 CMB +1/ Per +6(LL Vis), Init +3, Move 20ft

"Let's follow the Wayfinder, safer perhaps to have our own bearings than follow a path that may be watched or trapped".

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

True, but I think Mumbly's solution was a good one. He was released, not our fault he was immediately captured again I suppose. I'm not going to directly defy the Thakur's men, and the guy will at least get a trial.

Very well, Zuriel says to Phalgun, bowing in return.

He then uses his Sleeve of Many Garments to make his clothes appear similar to that of the slain bandits.

I think we should follow the bandit's instructions, but use the wayfinder as we go to see if it is bringing us closer to or farther from the scepter. Perhaps the rest of you can take some clothes off the slain bandits and clean them up a bit and wear them, to help disguise our approach?

Grand Lodge

Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Ha, ninjaed again!

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