GM Burglar's 4-18: The Veteran’s Vault (Inactive)

Game Master mechaedd

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Dark Archive

Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

Fixing her fiery red eyes on the two miscreants, Chelsea shouts a command over the conversation.
"Drop your weapons if you both do not wish to be steaming piles of ash!"
Intimidate 1d20 + 8 ⇒ (7) + 8 = 15

Grand Lodge

AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

Ander hangs his bow on his shoulder and draws his kukri. Looking over his shoulder he says You guys cover me while I inspect this shrine? He then walks slowly over to the shrine, muttering arcane words.

Cast Detect Magic

Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12 Add plus two if determining properties of magic item

Kn: ?: 1d20 ⇒ 20


Male Bear Burglar 1

DMDICE:
Ander: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Chelsea: 1d20 + 0 ⇒ (10) + 0 = 10
Harboth: 1d20 + 10 + 2 - 3 ⇒ (11) + 10 + 2 - 3 = 20
Hiram: 1d20 + 4 - 3 ⇒ (11) + 4 - 3 = 12
Kyoshiro: 1d20 + 5 ⇒ (6) + 5 = 11
Zhao: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Marix: 1d20 + 7 ⇒ (2) + 7 = 9
Pel: 1d20 + 7 ⇒ (15) + 7 = 22
stI: 1d20 + 16 - 20 ⇒ (19) + 16 - 20 = 15

Ander:
The statue is both nonmagical and is a shrine to some semi-obscure rat deity that is often worshiped around areas of water (like the River Kingdoms or the Shackles). You can't quite pin his name down, though, as he's not very common.

  • Ander puts away his bow and 5' steps forward, drawing his kukri at part of the move! He also looks at the statue!
    ---
  • Kyo delays, since there's folks in front of him!
    ---
  • Harboth steps forward and readies violence!
    ---
  • Hiram draws his rapier and readies to stab if anything runs through the sewers!
    ---
  • Zhao also delays, in order to prevent giving enemies cover!
    ---
  • Chelsea says mean words, which seem to set in with the two foes, moreso the sane one than the other!
    ---

    1d20 + 6 ⇒ (15) + 6 = 211d4 + 1d6 ⇒ (3) + (4) = 7

  • A tiny crossbow bolt appears in Harboth!

    Pellius shouts "THE LITTLE MEN HAVE CHOSEN! YOUR BLOOD IS THE BLOOD IT WANTS!" As he moves forward and tries to stab Harboth, Marxite shakily speaks up "Sorry, man, but I'm not letting my friend die down here!" Marx 5' forward and chucks his dagger at Harboth. He then draws his makeshift quarterstaff.

    Thrown dagger, -4 20' away, +2 FE, shaken: 1d20 + 2 - 4 + 2 - 2 ⇒ (12) + 2 - 4 + 2 - 2 = 101d4 + 3 + 2 - 2 ⇒ (4) + 3 + 2 - 2 = 7

    The insane one moves up to Harboth, slogging through muck and drawing his big stick on the way. He barely makes it to the half-orc, whom he attempts to crack upside the head!

    Quarterstaff, +2 FE: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 131d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9

    Harboth and Ander:
    Hiding behind the statue is a little (Tiny) purple man with sharp teeth and glowing, orange eyes. He's also got a tiny crossbow.

    PCs are up! MAAAAP

  • Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    I noticed before, but I swear I've seen these two before.

    Ander yells out. There is a little creature behind the statue, he must be the cause. Harboth, try to push the crazy one back ten feet.

    Ander will delay to see if Harboth succeeds, if so he will drop down into the muck and cast Color Spray on the two, if not he will cast it to catch the one in the hat.

    Edit: While delaying, Ander will try to identity the creature.

    KN: planes?: 1d20 + 7 ⇒ (6) + 7 = 13


    Male Bear Burglar 1

    Nature, actually. It's CR is above 0, though I think Harboth has nature, too.

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram sighs and uncoils his whip. "Sewer monsters, crazy men and now little men hiding in sewers? Join the Pathfinders, see the sewers and shady back alleys of the world!" He whips his whip at the man to the south, in front of Harboth, attempting to trip him!

    Trip!: 1d20 + 5 ⇒ (19) + 5 = 24


    Male Bear Burglar 1

    Update for relevance: Hiram successfully trips that guy

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Well I was hoping to knock them both out with Color Spray, because I assume they don't really need to be killed, but based in Hiram's trip and to keep things moving, Ander will cast Daze at the guy in front of him. That way he doesn't have to drop in the muck and make some kind of save.

    Ander casts a spell at the man in front of him.

    Daze DC13. Question, if he is dazed can Ander move past him?

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    With Ander calling out the thing behind the statue, can I now see/target it?


    Male Bear Burglar 1

    @Ander: Dazed creatures can still defend themselves, so he'd get his CMD but would not be able to take any action (such as AoOs.) I'll hold off on rolling the save until the mass-post, in case that changed your action.

    @Chelsea: You would get a +2 Circumstance on an active perception, should you choose to attempt.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    So...that means an Acro. Check to move past?

    Edit: Looks like it would need to ne an Overrun, which is a standard action.


    Male Bear Burglar 1

    That (being acrobatics), or move around him in the muck. Which surmounts to one square of difficult terrain and 2 diagonals.

    Edited for clarity

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8
    GM Burglar wrote:
    That, or move around him in the muck. Which surmounts to one square of difficult terrain and 2 diagonals.

    Screw it, just hope the big Baddie isn't a humanoid. Ander casts Color Spray DC 14


    Male Bear Burglar 1

    Will roll the save now in case it affect others' actions, and I'll let your "ready" carry for if Harboth does try and succeed a bull-rush, since I have to wait for everyone anyways.
    Will vs Colour spray: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12

    EDITED FOR SHAKEN PENALTY

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Chelsea produces a wand and activates it, hurling a magic bolt at the man in front of Ander.
    Magic Missile 1d4 + 1 ⇒ (3) + 1 = 4

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Just grasping here, but were they shaken? Did the save take a -2

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    I think I intimidated the other guy.


    Male Bear Burglar 1

    Grasping is good; it reminds me of the little things (like the guy closer to you was shaken; not the other one. He failed his save.)

    Pellius' face turns a ghostly white, seeing his friend go down. His attention seems to have turned away from the party and towards the statue though any actions already taken may be amended or kept, but we're still in init. Ander was top of init, so this all happened first.

    In case it becomes relevant...: 2d4 ⇒ (1, 1) = 21d4 ⇒ 41 = 1

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Swap my damage to the conscious one.

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    Harboth eyes the crossbow bolt. Sonofa...

    So to recap, there's a tiny little man-thing behind the statue that shot me with his tiny crossbow, Pellius the crazy guy in front of me was tripped, and Marx the guy on the north side just got color sprayed into dreamland...right? On that basis...

    knowledge(nature) on the wee one: 1d20 + 5 ⇒ (11) + 5 = 16

    Harboth attempts to switch places with Grits as he yells, Git 'im, boy! handle animal (attack, known trick): 1d20 + 5 ⇒ (4) + 5 = 9

    He looses his arrow at the tiny thing:
    attack (looks farther than 30' so no PBS): 1d20 + 6 ⇒ (17) + 6 = 23
    damage: 1d8 + 4 ⇒ (6) + 4 = 10

    Liberty's Edge

    looks male to me "riding" dog Init +2 | Perc +8 | AC 13 t12 f11 | HP 13/[13] | F+5, R+5, W+1

    Grits grumbles and refuses to budge, instead nudging Harboth back into place.

    Get him yourself, jackass.


    Male Bear Burglar 1

    Your assessment of the situation is correct except for the "him being tripped" part; Hiram goes after you. The man does NOT take his AoO on you when you shoot, though he's still existent enough to be cover. You hit regardless, though.

    Harboth:
    This is a fae creature known as a Jinkin, which is a subspecies of gremlin. You get 2 pieces of information/questions.

    Lantern Lodge

    Stats:
    HP: 18/18 | AC: 16, Temp: 20 | T:16 | FF: 13, Temp: 17 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +6 | Perc: +7 | Sense Motive: +7 | Sling Bullets: 10 | Shuriken: 15

    Gang looks about for this small man everyone is talking about. Little men behind statues! Making sewer hermits crazy...

    Perception: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

    Even if he doesn't see it he hops down into the filth and wades closer, a look of disgust on his face.

    I think I can get next to Harboth with 30ft?

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    GM:
    How about special abilities and vulnerabilities/resistances?


    Male Bear Burglar 1

    Harboth:
    Special Ability:
    Tinker (Sp) A group of six jinkins working together over the course of an hour can create an effect identical to bestow curse on any living creature. This effect functions at CL 6th and has a range of 60 feet, and the target creature must be either willing or helpless (but still gets a saving throw to resist). The save is DC 14 + the Charisma modifier of the jinkin with the highest Charisma score (DC 16 for most groups of jinkins). Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement. A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn't already cursed. Once a tinkering curse is in place, it is permanent until removed via an effect like remove curse. All jinkin tinkerings function as a curse created by a 6th-level caster.

    Usually, resistances/weaknesses are two different parts (I think); but here's both anyways, in case I'm wrong; They're not particularly resistant or weak to any specific elements.

    Zhao, whom I will always almost post is Ur wrote:
    I think I can get next to Harboth with 30ft?

    Yup, first square you leave isn't difficult, then each of the two you move up count as 10' each. So, 25 feet in one move. And you'll be in gross water, which has diseases and stuff in it.

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    It's a jinkin, a type of gremlin! I think I just shot it back there!

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    "A gremlin? I thought those were myths, made up by fools to explain bad luck? Huh, learn something new everyday, don't we?"

    Lantern Lodge

    Stats:
    HP: 18/18 | AC: 16, Temp: 20 | T:16 | FF: 13, Temp: 17 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +6 | Perc: +7 | Sense Motive: +7 | Sling Bullets: 10 | Shuriken: 15

    Yay Diseases!! Fort Save? 1d20 + 4 ⇒ (7) + 4 = 11


    Male Bear Burglar 1

    @Zhao: Only a Swim DC 10, weirdly enough. There's nothing in the Scenario that bestows diseases from swimming.

  • Ander blasts the man in front of him with colours! The crazed individual is aghast by the action, though not at Ander!
    ---
  • Kyo still has no melee range, and doesn't want to waste arrows!
    ---
  • Harboth plugs an arrow into something behind the statue! It's not quite as effective as one could have hoped, though.
    ---
  • Hiram trips the crazier guy!
    ---
  • Zhao tries to look for something behind the statue, but has to concentrate on swimming!
    ---
  • Chelsea pelts the man with Magic Missiles!
    ---
  • A small (Tiny, actually) purple creature walks out from behind the statue, with a large crossbow wound. The man on the ground draws his dagger and attempts to chuck it at the creature, but the creature disappears into thin air! One AoO from Harboth on the crazy guy for using a ranged weapon.

    "No... You said you'd... you'd free us! Get us out of here! But now he's dead! DEAD! YOU KILLED HIM YOU BASTARD!" Pellius cries out towards the empty space by the statue as he wobbles on the ground, mourning the loss of his friend.

    Combat Comprete!

  • Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander, wary of the invisible little creature lurking nearby, keeps bow at the ready while he searches around the statue and sewer pipe.

    Perception: 1d20 + 9 ⇒ (3) + 9 = 12

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    "This mission keeps getting odder and odder, doesn't it? Come on, crazy guys. Let's get you out of the sewers before you hurt yourselves." Hiram will haul the insane guy and his mad friend to the nearest manhole and out of the sewers after the party is done interrogating them.

    Liberty's Edge

    looks male to me "riding" dog Init +2 | Perc +8 | AC 13 t12 f11 | HP 13/[13] | F+5, R+5, W+1

    Harboth can't take the AoO melee attack with his ranged weapon, and it doesn't look like kicking is allowed either, so he will let it go.

    Grits barks at the spot where the jinkin used to be.

    Was that a SQUIRREL? It kinda looked like a squirrel. Was it a squirrel? Come back! Little f$&%er must have been a squirrel.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    After Hiram escorts the two men out of the sewers and returns.

    "So, what kind of crazy does her directions have us dealing with next?"

    Lantern Lodge

    AC17(21* Shield Spell)/Touch14/Flatfoot15/CMD 19 |Init +2| | HP 12/[30] | Fort:+7 ;Ref:+2 ;Wil+3|Percept +6/Sense Motive +5|Magus Pool 3/[3] Male Minkai Human Samurai (sword Saint)/1 (Order of the Dragon) / Bladebound Magus 2 Favoured Class

    That was... very strange, Kyoshiro says slowly. I have seen many strange things but this mission is near top of list and we have just begun.


    Male Bear Burglar 1

    The men are led out of the sewers; ecstatic to be done with Togg. Following the directions leads the party through the pipe, with a left at each next terminus (first a wall, then a corner.)

    Fallen rubble from an earlier excavation clogs the channel, slowing the water flow and accumulating a mass of sewage on one side. A thick carpet of moss and fungus—clearly representing a wide variety of green, blue, and ochre-colored specimens—sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.

    As the first person turns the corner, a voice chitters noises that are both different from the gremlin before and incomprehensible.

    Lemme know if we're making any kn's, amendments to the marching order, how close folks are getting etc. The closest person right now is the person directly in the inside corner. Map?

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    KN: Dungeon: 1d20 + 7 ⇒ (7) + 7 = 14

    Ander will stay toward the front. I assume there was nothing to be found at the statue?


    Male Bear Burglar 1

    No, but there's two potions of CLW and two flasks of acid at the other end of the pipe, stamped with some guild symbol.

    Ander:
    Nothing from dungeoneering.

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    Harboth peers around the corner, bow in hand.

    knowledge(nature): 1d20 + 5 ⇒ (19) + 5 = 24

    Liberty's Edge

    looks male to me "riding" dog Init +2 | Perc +8 | AC 13 t12 f11 | HP 13/[13] | F+5, R+5, W+1

    Grits grumbles at the smell of the blocked sewage...

    Lantern Lodge

    AC17(21* Shield Spell)/Touch14/Flatfoot15/CMD 19 |Init +2| | HP 12/[30] | Fort:+7 ;Ref:+2 ;Wil+3|Percept +6/Sense Motive +5|Magus Pool 3/[3] Male Minkai Human Samurai (sword Saint)/1 (Order of the Dragon) / Bladebound Magus 2 Favoured Class

    Kyoshiro is second rank with Naginata (reach).

    Knowledge Dungeoneering 1d20 + 6 ⇒ (13) + 6 = 19


    Male Bear Burglar 1

    Harboth:
    This accumulation of mold and fungi is more of a garden than a patch of natural growth. It's far better maintained than it should. The blue mold would normally be an electrical hazard, but it is cold out enough that it is inert for at least an hour (if the tempatures immediately spiked for whatever reason.)

    Kyoshiro:
    Nothing from Dungeoneering. Also, which row? We have Ander's row and Harboth's row (which is the one you're in now, whose 2nd place is being taken up by Grits.)

    Kyo wishes to move up in the ordering to a second-place spot (to use naginata reach powers.) Any 2nd-place takers on moving back a spot?

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Kn: Local: 1d20 + 4 ⇒ (2) + 4 = 6 to identify Guild symbol

    Ander picks up the potion and flasks

    Edit:Ander examines the items and the area around them before picking them up.

    Perception: 1d20 + 9 ⇒ (9) + 9 = 18

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram will move back a spot. His whip gives him nice reach in any direction, so no problem there.


    Male Bear Burglar 1

    @Ander: The symbol matches those of the men Hiram helped out of the sewers.

    And for my sanity, here's an update on the ordering (front to back):

    Inside Lane: Ander, Kyo, Hiram, Chelsea
    Outside Lane: Harboth, Grits, Zhao.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Works for me.

    Liberty's Edge

    AC 16 / T12 / FF14 | HP 28/[28] | F+5 R+6 W+4 (+2 vs fear, +1 vs enchant) | Perc +10 (+2 urban areas) Init +2 (+2 urban areas) Half-Orc Ranger 3

    Harboth announces to the group in as quiet a voice that he can muster and still be heard, That patch of mold and fungus is too neat to be anything but a garden. The blue mold is usually a shock hazard but it's too cold out for it to be any trouble at the moment.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    At the moment. So.... we shouldn't heat up the immediate area with say a fire or fire based spell? says Ander with a meaningful look at Chelsea.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Focusing on Ander, Chelsea responds.
    "Everything burns away eventually if you apply enough flame to it. I will will defer to your judgement on this one though."

    Lantern Lodge

    Stats:
    HP: 18/18 | AC: 16, Temp: 20 | T:16 | FF: 13, Temp: 17 | CMD: 17 | Fort: +4 | Ref: +5 | Will: +6 | Perc: +7 | Sense Motive: +7 | Sling Bullets: 10 | Shuriken: 15

    Gang pulls himself out of the water and scraps the filth from his cloths. " Maybe I go first, yes? That way I don't have to swim through filth to put fist in enemy face. "

    He looks about for the owner of the 'garden'

    Perception: 1d20 + 7 ⇒ (10) + 7 = 17

    Lantern Lodge

    AC17(21* Shield Spell)/Touch14/Flatfoot15/CMD 19 |Init +2| | HP 12/[30] | Fort:+7 ;Ref:+2 ;Wil+3|Percept +6/Sense Motive +5|Magus Pool 3/[3] Male Minkai Human Samurai (sword Saint)/1 (Order of the Dragon) / Bladebound Magus 2 Favoured Class

    Kyoshiro is similarly on the alert.

    Perception 1d20 + 6 ⇒ (19) + 6 = 25

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