GM Chadius's Gameday VI: 8-05 Ungrounded But Unbroken (Inactive)

Game Master chadius


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Narvik has a +4 bonus to Bluff due to his high Cha. Maybe he should make the Bluff check. What do you want him to do? Others can assist in the roll, but if you do you won't be able to investigate the office.

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

While a plan is discussed Herman removes his chain shirt to increase his stealthiness.

Silver Crusade

Aasimar Ravener Hunter Sanctified Slayer of Erastil 3.2| HP: 21/21 | AC: 18 T: 14 FF: 14 +1 AC vs Evil Outsiders CMD: 18 | F+4 R+5 W+6 | Init +7 | Perception +15, 60ft Darkvision
Tracked Resources:
Spells 1st: 4/4; CLW 45/50

"Durandal, why don't you lead a conversation with the Captain about something related to the planes. If you can, putting the Fire Plane superior to the Earth Plane should keep her attention. The rest of us can either help keep her attention, or search the office. Getting her out of the office should be easy enough. I will procure some texts from whatever functions as their library on the topics and set the stage, as it were," she offers.

Xabala leaves for a little while to locate some books on any topics relating to the Elemental Planes and sets up a table with some chairs around it to facilitate a discussion.


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"Oh Captain! Captain!" Durandal flags the captain down. "I heard of some of your exploits on the plane of fire, and I wanted to know more about them. What did they look like as they snarled at you? What color were their tails? The records had many pictures of them and I wasn't sure which was the real one..."
Durandal's Bluff: 1d20 + 4 ⇒ (8) + 4 = 12

Captain Othis wrinkles her nose. "Oh, it's you." She stares at him, unsure if she should buy it or not.

You will need 2 more assists beat the DC 15 check. Gili has a -1 to Bluff, if someone wants to bot his roll.

Silver Crusade

Aasimar Ravener Hunter Sanctified Slayer of Erastil 3.2| HP: 21/21 | AC: 18 T: 14 FF: 14 +1 AC vs Evil Outsiders CMD: 18 | F+4 R+5 W+6 | Init +7 | Perception +15, 60ft Darkvision
Tracked Resources:
Spells 1st: 4/4; CLW 45/50

Xabala nudges Gili and speaks up herself."Yes, Captain, how many were there? Could you show us some of the techniques you found most effective?"

Gathering his thoughts, Gili then follows up. "I heard they beat you, but let you go out of kindness!"
________

Rolls:

Bluff (Xabala), DC 15: 1d20 - 1 ⇒ (10) - 1 = 9 NOOOOOOO!
Bluff (Gili), DC 15: 1d20 - 1 ⇒ (15) - 1 = 14

One more assist from someone?

The Exchange

Mount:
♦ Ruby ♦ | Wolf | HP: 13/13 | AC: 14 (12 FF, 12 TCH) | CMB: +2, CMD: 14 | F: +5, R: +5, W: +1 | Speed 50
LN Halfling Roughrider Fighter 1 Sohei Monk 1 | HP: 18/18 | AC: 19 (17 FF, 13 TCH) | CMB: +3, CMD: 15 | F: +6, R: +5, W: +2 | Init: +5 | Speed 20/15 | Mounted Combat, Ride-By Attack, Spirited Charge | Conditions: None

"Yeah, these things sound cool! Did they burn ya? How bad was it? Ya gotta tell us all about 'em, o wise one!" Damien blurts out at the Captain, then looks at Xabala in search of validation.

Bluff: 1d20 + 1 ⇒ (19) + 1 = 20

Silver Crusade

Aasimar Ravener Hunter Sanctified Slayer of Erastil 3.2| HP: 21/21 | AC: 18 T: 14 FF: 14 +1 AC vs Evil Outsiders CMD: 18 | F+4 R+5 W+6 | Init +7 | Perception +15, 60ft Darkvision
Tracked Resources:
Spells 1st: 4/4; CLW 45/50

When the Captain isn't looking, Xabala gives an approving nod to Damien. Our strength as a unit shall carry us through this day.


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"Beat me?" Captain Othis slams her fist into the table. "Oh please, I routed an entire squad of salamanders by myself! Grabbed them by the tails and threw them against a cliff-caused a mudslide that extinguished their flame." She stands up. "Come! I'll show you on the big map in the war room. Then you'll tell me who is spreading lies like that!"

Othis gets up and practically drags Durandal, Damien, Xabala and Gili out of her office. Meanwhile, Robyyn and Herman decide to slip in.

GM:
1d8 ⇒ 8

The space is cramped, yet it fits a walnut desk, a hard-backed chair and a bookshelf. On the Captain’s desk you find several calligraphy pens, a pot of invisible ink, and two scrolls of lesser restoration. You also notice a gray fur cloak on the wall.

Robyyn and Herman: If you are searching the room, please tell me what you are searching and give a Perception check. Time may be of the essence- the bluff can't last forever!

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

Herman starts to look threw any documents looking for anything that would spell of ulterior motive.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7 SON OF A B

Not sure what to do about the invisible ink no way I can read that I am guessing the old hold it over a candle trick wouldnt work.

After the papers I will head to the cloak


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Captain Othis takes most of the Pathfinders to the war room, displaying a large map against the wall. Brown and Bright Red pebbles line up the wall. "The Battle of the Flaming Stones. An entire squadron of salamander warriors rushed at us! My unit was beaten, bloodied! I told them all to retreat and I would bravely hold them off!"

You can see some of the soldiers in the room roll their eyes or groan as Captain Othis describes her favorite battle. Again.

Meanwhile, Herman discovers a lot of papers. A LOT of papers.

Robyyn? Herman, you can try to search for round 2.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn immediately starts by calling on his ability to see magical emanations, looking for anything that resonates that way. He scans as much of the room as he can initially, focusing on the desk, bookshelf, and cloak, if he can.

Actions:

[ooc]Standard: cast detect magic

Detect Magic wrote:

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.


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Robyyn does not detect any presence of magic as he searches the room.

Robyyn and Herman can perform round 2 actions.

"And I drove my polearm through the efreeti's gut! He tried to spit fire on me, but I was prepared! I drank a potion before the fight and the flames washed over me like mud." Captain Othis continues her one-sided conversation, pulling out manuals and flipping to heavily-worn pages of salamanders and efreeti.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn examines the papers that Herman was unable to make sense of, hoping that he can find something else. He looks for anything that might reveal how to read the invisible ink.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Ayrii is positioned outside the office door, keeping watch for Captain Othis, or anyone else who approaches. Before they entered the office, Robyyn used his 1/day speak with (winged) animals ability to go over in detail what Ayrii should be looking for, to make sure that Ayrii understands Captain Othis' description. He also sets up a specific empathic signal that he can send to Ayrii to instruct the bat to use Fearsome Shadows at Robyyn's empathic command.


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While looking at the desk, Robyyn finds a letter on the bottom of the pile addressed directly to the Captain.

Caravan Note:
Othis,
Thanks for tasty gem location. Friends picking up gems at pass. Stupid mercs won’t see it coming. Will help serpents sometime if gems good like you say. Question: why help Slagcrusher?

Robyyn, what will you do with the letter? Herman, anything you want to look at?

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

While Robyyn picks up for him with the papers Herman moves to the cloak.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

"Must have had something in my eye before, I feel better now.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn ponders the letter he found. It looks like she's rolling on her own troops to sell some gems to someone, but to whom? . "Herman, does 'Slagcrusher' mean anything to you?" He searches his own memory to see if he's ever heard that name.

Knowledge: 1d20 ⇒ 3 (+11 history/planes, +10 arcana, +9 nature, +7 local, +5 untrained for all others)

For the moment, Robyyn slips the letter back to the bottom of the pile, but makes sure he can find it quickly if he changes his mind.

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

Know Local Untrainted: 1d20 ⇒ 8

"Very intimidating name, his parents must have hated him. Sadly though I do not think I have heard it before."


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Herman doesn't feel anything odd about the cloak. But Herman finds a hidden compartment in the stone wall behind it. Opening the compartment, he finds a single dark vial.

Craft(Poison) or Perception, DC 17:
This is Dusk Agate Extract, a type of poison. Contacting with the skin will cause the victim to fall unconscious for 1 minute. They also will lose some wisdom as the poison dulls their senses and intuition.

Robyyn recognizes the name "Slagcrusher" must be important, but nothing comes to mind.

Round 3 of searching. What will you look at next? Herman, what will you do with the vial?

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

Perception: 1d20 + 6 ⇒ (5) + 6 = 11 These rolls.

"I found a hidden compartment and a vial. Not sure what it is, have a look."

Giving one more look around.

"After that we must get out of here. We have been here long enough."

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Perception DC 17: 1d20 + 6 ⇒ (5) + 6 = 11

Robyyn is unable to make anything of the vial. "I just don't know. I can't help but feeling it's no good, though. I don't like what she may have been up to."

He takes a quick look through the desk, opening drawers and poking around.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

"Do you think we should take any of this evidence with us? It would reveal that somebody's been in here, but we may need it if we want to take any official action against her."

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

"That is a tough one as we do not know how often she checks on this potion. I guess all we can do is leave that. Can you memorize the letter and write it down after we get out of here?"

Herman is anxious to get out of the room and heads for the door after replacing the potion.

I guess we did not get the proof I had hoped. Still it all feels fishy.


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Robyyn thoroughly searches the desk, but besides the letter to Slagcrusher everything seems normal.

With the cloak and desk searched, all there remains is the bookshelf.

"I can't believe how much that flame burned me!" Captain Othis paces back and forth. "Ever had your head buried in lava? I survived by the skin of my teeth, but my hair was another story!" She laughs as more of the soldiers groan.

On to Round 4 of searching.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

"Yes, I won't forget the contents of the letter, that's for sure. I wouldn't be surprised to find out that we are the 'mercs' that will be protecting the shipment discussed!" Robyyn isn't content to leave just yet. After all, he has a very reliable sentry posted outside.

"One moment Herman. Let's investigate everything. Help me look through this bookshelf before we go!"

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

With a nervous sigh he looks at the bookshelf.

"Ok, but lets hurry. This would look very bad."

Perception: 1d20 + 6 ⇒ (3) + 6 = 9 Oh come on!

Well that is a 1, 12, 5, 7 and 3 since I came in here.


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You guys are killing me with these rolls.

Robyyn very carefully memorizes the contents of the letter.

He and Herman search through the bookcase and find a bunch of boring military books. Nothing too extraordinary.

---

Captain Othis is so worked up she continues to describe military operations she carried out on the Plane of Fire, REAL operations Pathfinders would never get to experience.

It's round 5 now. What next? Ayrii hasn't noticed Captain Othis yet.

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

Killing you? Might get us killed lol.

Herman gives the room one last examination, focusing on anything not yet looked at.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18 Well at least this isnt combat :(

"We really have to go. As far as I am concerned we are in enemy territory."


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Herman, determined to find something else of import, checks the bookcase again. One of the books, Tactical Engagement, feels lighter than it should be. The book is hollowed out, and as he opens the book he finds a bronze badge bearing the image of a snake. He also finds this letter, inside:

Agent Missive:
Trusted Agent,

As always, the Pathfinders are sticking their meddlesome noses into our business. I received word that the damned Society’s interest in the Plane of Earth is more than just idle talk among the Decemvirate. Somehow one of their venture-captains forged an alliance on this plane and conned a shaitan into transporting some grunt agents to the Opaline Vault. Hilariously, these agents intend to join the Ungrounded. The Pathfinders cannot be allowed to gain a foothold here. I’m sure you can handle it.

Cauchemar

The letter bears an etching of three stony hands grasping a roughly spherical faceted gemstone. Each of the hands has three fingers.

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

"Robynn, look at this. I think we should take and show the others, leave the book. Lets get the heck out of here."

Nice GM, kind GM.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

"That's it! Well done, Herman. That's the twanging bow. I've memorized the note, and she may miss it. I think we can leave the vial behind too, but let's take both that note and the badge." His gaze takes on a far away look as he sends his senses out to Ayrii. "Ayrii hasn't seen the Captain yet, but I feel your urgency. Let's go!"

Robyyn takes one last look around the office, to make sure that things are back in their place and nothing looks disturbed, then leaves with Herman.


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"What now, Pathfinders? Did my tales of heroism overwhelm you? It's alright, my stories of valor tend to wear everyone down." Captain Othis brags to Xabala, Gili, Damien and Durandal. "Only the General herself would have tales equal to match mine, but I decided to stay with the cadets while she seeks stardom on the front lines."

"My my, how late is it? While I've been entertaining you lot I've wasted valuable time, Go to bed, Pathfinders, I am returning to my office." She stands up and leaves the party as she returns to her office.

Ayrii never did get to see the Captain that night as Robyyn and Herman left with time to spare. About 3 rounds remaining, I rolled poorly on how long she would be distracted.

---
Hurrying things up a bit since we have 1-2 weeks left.

The next day, Captain Othis summons you to her office.

“You’re still here?” Captain Othis growls, without looking up from the pile of missives on her desk. “I thought you’d find a path out of here by now. Well, maggots, it’s your lucky day. I have another easy job for you to screw up.” Othis rifles through her stack of papers and holds up a scroll bearing a bronze seal.

“Zuhair Issawa needs someone to babysit a shipment of gems. Our real troops have more important things to do, so I’m sending you. All you have to do is get the caravan to his estate a few miles outside the city. Any questions?”

”This is just a formality, anyway. The route is well-known and well-used. It’s safe, it’s boring, it’s perfect for you. Now get out of my sight.”

She quickly ushers you out of her office and slams the door shut. Must be a busy day.

---

It isn’t hard to find the caravan. Four rock beetles carry the heaviest goods. A 25-foot-long bronze-ringed serpent with horns, silvery skin, and deadly fangs carries the bulky material. A male and female dwarf lead the caravan.

The male dwarf steps waves down. ”Captain Othis summoned you, right? I’m Def and my partner here is Annie. We need to get a move on. But the beetles are a little tired. They are a bit on the slow side.”

Handle Animal DC 12:
You manage to calm the beetles down and coax them into pushing on. One of the beetles seems very friendly...

”This is Agatha, our Agrawgh.” Annie pets the serpent who seems to hiss gently. ”She’s pretty gentle as long as she doesn’t try to lick you. We had to teach her that not everyone can resist corrosive acid like the oreads can.”

After 4 hours of stop-and-go travel through a forest of stalactites and stalagmites, the caravan reaches a narrow bridge made of magically-shaped quartz spanning the vast geode walls surrounding the Opaline Vault. A waterfall tumbles from the ceiling nearby, an influence from the Plane of Water that fills the air with a perpetual mist that limits vision to about 200 feet out.

Please place yourselves on the map on Slide 1. You are travelling from West to East.

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

Before the group heads back out Herman brings them up to speed. Particularly telling them that:

"This is clearly a trap. There was talk of gems, we need to be on guard and make the Pathfinders the heroes."

The Exchange

Mount:
♦ Ruby ♦ | Wolf | HP: 13/13 | AC: 14 (12 FF, 12 TCH) | CMB: +2, CMD: 14 | F: +5, R: +5, W: +1 | Speed 50
LN Halfling Roughrider Fighter 1 Sohei Monk 1 | HP: 18/18 | AC: 19 (17 FF, 13 TCH) | CMB: +3, CMD: 15 | F: +6, R: +5, W: +2 | Init: +5 | Speed 20/15 | Mounted Combat, Ride-By Attack, Spirited Charge | Conditions: None

Before they head out, Damien listens to Herman's findings. "Whattaya mean gems? What's gunna happen to us, Herman?"

___

The next day, Damien stays close to the serpent and beetles, and does what he can to reinvigorate them.

Handle Animal: 1d20 + 5 ⇒ (7) + 5 = 12
"That's a good beetle!" Damien rubs their thoraxes, calming the bugs. "'Ey, yer a pretty friendly one, aren't ya?" He notices one of them in particular is more like a lapdog than a beetle. "Wanna be Ruby's playmate? Ya need a name though. Hmm... How does D'Artagnan sound?" He looks at the beetle, expecting an answer.

Silver Crusade

Aasimar Ravener Hunter Sanctified Slayer of Erastil 3.2| HP: 21/21 | AC: 18 T: 14 FF: 14 +1 AC vs Evil Outsiders CMD: 18 | F+4 R+5 W+6 | Init +7 | Perception +15, 60ft Darkvision
Tracked Resources:
Spells 1st: 4/4; CLW 45/50

"Should the need arise, we shall do our best to protect you," Xabala informs the dwarves. She then stands near the front of the caravan to lead the way.


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Several creatures made of earth fall from the ceiling, right onto Aggie’s head. The creature roars in pain, spitting acid everywhere.

Two Small Earth Elementals put up their fists. You can hear them echo something in Terran.

Terran:
Your tasty gems are ours now! Hehe! Run and we’ll let you live!

Initiative:

Xabala: 1d20 + 7 ⇒ (6) + 7 = 13
Annuit: 1d20 + 5 ⇒ (15) + 5 = 20
Damien: 1d20 + 4 ⇒ (18) + 4 = 22
Durandal: 1d20 + 1 ⇒ (7) + 1 = 8
Robyyn: 1d20 + 3 ⇒ (4) + 3 = 7
Herman: 1d20 + 3 ⇒ (13) + 3 = 16
Bandits: 1d20 - 1 ⇒ (17) - 1 = 16

Round 1
Damien
Annuit
Herman
Bandits
Xabala
Durandal
Robyyn

Damien, Annuit and Herman quickly spring into action!

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

Heram reacts fairly quickly, taking a small step to the side as he examines the closest of the elemental.

"annnnnnd there is the expected trap."

Longbow: 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 26
Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9

Crit Confirm: 1d20 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

5ft Step - Point-Blank + Studied Target


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Herman knocks a chunk of flesh out of the earth elemental, but is unable to critically damage it. The crit did not confirm. And Robyyn would tell you elementals are immune to crits.

So, 9 damage on yellow. Damien and Gili are up. If someone wants to bot Gili they can, otherwise I'll step in.

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

Gili stays where he is and jabs forward with his rapier but misses his target.

Rapier: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 ⇒ 2

The Exchange

Mount:
♦ Ruby ♦ | Wolf | HP: 13/13 | AC: 14 (12 FF, 12 TCH) | CMB: +2, CMD: 14 | F: +5, R: +5, W: +1 | Speed 50
LN Halfling Roughrider Fighter 1 Sohei Monk 1 | HP: 18/18 | AC: 19 (17 FF, 13 TCH) | CMB: +3, CMD: 15 | F: +6, R: +5, W: +2 | Init: +5 | Speed 20/15 | Mounted Combat, Ride-By Attack, Spirited Charge | Conditions: None

"Hey rock man, I got this weapon called an earth breaker. Ya look like yer made out of that stuff, so how 'bout we try it out on ya?" Damien slams his hammer towards the elemental's head.

Earth breaker: 1d20 + 5 ⇒ (18) + 5 = 231d10 + 4 ⇒ (10) + 4 = 14

Ruby lunges forward, snarling, and chomping for its legs.
Bite: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 1 ⇒ (6) + 1 = 7


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Damien learns that earthbreakers live up to their name as he scatters one of the bandits across the ground.

Annie and Nef scream and begin to run away. ”Ahh! Thieves! Run!” Nef hustles. ”Agatha! Dammit, she’s not listening. Don’t hurt her, please!” Annie hops off just as Agatha starts to spit acid around her.

The beetles drop their cargo and begin to flee with Annie and Nef.

One of the beetles looks at Damien for just a moment. It decides to flee in the direction of the remaining earth elemental, knocking it prone. The other earth elemental stands up and then buries itself into the ground like a fish would swim through water. Where did it go?

Xabala takes a look and realizes Agatha's quite agitated.

You can try to heal her injuries, or try a Diplomacy check as a standard action. Multiple PCs can assist. You can also try to kill her.


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Round 1
Damien
Gili
Herman
Red Elemental (underground)
Xabala
Agatha
Durandal
Robyyn

Xabala's turn.

Silver Crusade

Aasimar Ravener Hunter Sanctified Slayer of Erastil 3.2| HP: 21/21 | AC: 18 T: 14 FF: 14 +1 AC vs Evil Outsiders CMD: 18 | F+4 R+5 W+6 | Init +7 | Perception +15, 60ft Darkvision
Tracked Resources:
Spells 1st: 4/4; CLW 45/50

Wide eyed, Xabala freezes in place as Agatha eyes her up, hair standing on end and the taste of fear in her mouth. Oh s@~#.

Very slowly, she raises her hands and opens her palms towards the Agrawgh. Stepping forward gingerly, she carefully draws her wand of Cure Light Wounds and tries to heal the thing. Being so close to an annoyed large creature is never a wise idea, hopefully healing is a language it can understand. Erastil, guide me in my time of need.


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Xabala fights her basic instincts and approaches Agatha with a glowing hand. The creature seems poised to spit up poison and snap at her, but the bruise fades and Agatha seems to regain her senses.


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Round 1
Durandal
Robyyn

Round 2
Damien
Gili
Herman
Red Elemental (underground)

Durandal and Gili will ready an action to attack an enemy who enters melee range

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

Handle Animal: 1d20 + 1 ⇒ (20) + 1 = 21

"Agatha, easy girl... easy. Where here for you."

Readied action Study Target and Attack any enemy that appears.

If readied action happens:

Longbow: 1d20 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12
Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
And there are my dice again.

The Exchange

Mount:
♦ Ruby ♦ | Wolf | HP: 13/13 | AC: 14 (12 FF, 12 TCH) | CMB: +2, CMD: 14 | F: +5, R: +5, W: +1 | Speed 50
LN Halfling Roughrider Fighter 1 Sohei Monk 1 | HP: 18/18 | AC: 19 (17 FF, 13 TCH) | CMB: +3, CMD: 15 | F: +6, R: +5, W: +2 | Init: +5 | Speed 20/15 | Mounted Combat, Ride-By Attack, Spirited Charge | Conditions: None

Handle Animal, Aid: 1d20 + 5 ⇒ (11) + 5 = 16
Damien attempts to run his hand along the length of Agatha's neck extra gently. "It's awright, girl, we ain't gunna hurt ya." Ruby gives her a few licks on the underside.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Recognizing that Agatha seems to be calmed by the healing and attention, Robyyn keeps a close eye out for a reappearance of the remaining elemental. He pays particular attention to the gems lying on the ground, worried that the elemental could appear just there.

Readied Action:

Standard: Ready Evil Eye (-2 AC) vs. elemental, Will DC 16 for 1 round, else 8 rounds

PRD wrote:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.


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As expected, the earth elemental bursts out of the ground.

Will Save: 1d20 + 3 ⇒ (1) + 3 = 4

Robyyn curses its defenses. Herman tries to take aim but his arrow bounces right off its rocky hide. Durandal is much too close to strike, so Gili lunges with his rapier.

Rapier: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 ⇒ 3

The elemental sees three juicy targets. Hmm, which one to punch first...

Target 1 is Gili, 2 is Durandal: 1d3 ⇒ 1
Punch: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Crit?: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Gili gets a face full of stony fist but it could have been a lot worse!


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Round 2
Durandal
Robyyn

Round 2
Damien
Gili (8 damage)
Herman
Red Elemental (underground, -2 AC for 8 rounds)

Party is up. Anyone can bot Gili and Durandal.

Grand Lodge

Human Swashbuckler 18/18 HP | 18 AC | 14 Tch | 14 Flt | +3 Initative | +5 Perception | +1 Fort | +6 Ref | +0 Will | +6 MW Silver Rapier 1d6+1 18-20x2 | +5 Cold Iron Dart 1d5+1 20ft | 4/4 Panache | 3/3 Charmed Life | 2/2 Cold Iron Darts

[u] Round 2 Action [/u]

Herman takes a step backwards, continuing to study his new foe and lets lose another arrow.

Longbow: 1d20 + 4 + 1 + 1 ⇒ (13) + 4 + 1 + 1 = 19
Damage: 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn continues to keep his gaze focused on the elemental, exerting the will of his own mind to further reduce the creature's capabilities! A low rumble begins in his chest, bursting forth in a wicked cacophony that finally resolves into a decidedly undelightful expression of twisted mirth.

Actions:

Standard: Evil Eye (-2 attack rolls) vs. elemental, Will DC 16 for 1 round, else 8 rounds
Move: Cackle

PRD wrote:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
PRD wrote:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye (-2 AC): duration 7/8 rounds remaining + cackle = 8 rounds remaining

Evil Eye (-2 attacks): duration 1 or 8 rounds remaining + cackle = 2 or 9 rounds remaining

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