GM Evil's Seasoned Six - Severing Ties (Inactive)

Game Master Baerlie

Map

Ini:

[dice=Ini Aeleth]1d20+2[/dice]
[dice=Ini Dusklord]1d20+6[/dice]
[dice=Ini Nago]1d20+2[/dice]
[dice=Ini Serak]1d20+2[/dice]
[dice=Ini Starling]1d20+4[/dice]
[dice=Ini Stephani]1d20+0[/dice]


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Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling looks at Dusklord with appreciation, enjoying his ruse.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10

Grelph accepts the gifts, thanks you politely and agrees to take the treasures to the Lashmistress once the lengthy ritual is over. He finally shoos you away.

do you want to deliver more sabotage acts?

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

As they leave, Dusklord says "We have destroyed a construct, defaced their statues, and plan to unleash a basilisk. Should we search the remaining doors to the south, or should we simply create an exit to the street and set the place on fire?"

A wicked grin splits the wizard's face.

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

"I think unleashing their own basilisk into their ceremony would be poetic justice."

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

"Very well...let us unleash the creature and be on our way. Our instructions were to leave them alive. I suppose turning a few of their cultists to stone will be enough. They can repair that with magic."

The wizard heads back toward the basilisk area.

Or should we make an entry to the street and then let it loose?

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

"If we still have some time, it might be a good idea to see what other kinds of havoc we can wreak here? It sounds like they will be occupied for awhile."

There are still a few unexplored areas, and potentially treasure to find. XD

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"Yes, we can also find more interesting things in this place, which hasn't been too dangerous so far. Let's continue to look around."

Liberty's Edge

Male Gnome Sorcerer (Red Dragon) 3 Resist Fire: 5 HP:26 AC:15 Touch:13 Flat Footed:13 Speed:20ft Initiative:2 Fort:4 Ref:4 Will:5 Light Crossbow +4, 1d6, 19-20x2 Light Mace +2, 1d4, 20x2
Skills:
Bluff:8 Knowledge Arcane:9 Perception:9 Spellcraft:7 Use Magic Device:9

It's quite obvious Serak got excited when the words "burn the place down" were uttered, and he reluctantly puts away the little fireball he had summoned.
Yeah... I guess we could find some more stuff to mess up. Lead the way, guys.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

"Very well," Dusklord agrees.

How about the first unexplored door to the west?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

I think I can do that fast as the last encounter is optional.

Dusklord remembers three unexplored tunnels to the south. The first door to the west leads into a sacrifaction chamber. This room appears at first glance to be an operating theater, as it contains cots draped in clean sheets and tables neatly stacked with surgical implements and dressings, but mixed among the surgical implements are whips, scourges, and other tools of torture.

The room to the south are simple barracks. This wide room contains several bunk beds and chests, each embossed with a different rune. A heavy iron pipe runs the length of the south wall of this room at about four feet from the ground, disappearing into the eastern and western walls. A pungent smell issues from the alcove to the east.

There are enough bunks here to sleep 30 people, and halfas many chests. Each chest is shared by two people. They generally contain only a few changes of clothes, toiletries, and some basic reference works about Lissala and ancient Thassilon. A letter juts out of one of the chests. The letter is wrapped around a wand. The missive is written in Tien and concerns the "back door" into the Haojin Tapestry.

The iron pipe is part of a long-defunct sewer improvement that now connects directly to the foul waters of Riddleport Harbor. The pipe's terminus is in the eastern alcove in this room, which the cultists use as a washroom. The washroom contains a table with four ceramic basins, each capable of holding 8 gallons of water. The iron pipe juts into this washroom, capped with a spigot positioned over a large barrel. The spigot dribbles foul harbor water into the barrel, which is ringed with dried flowers in an attempt to mask the smell. Near the barrel hangs a wand.

East and west of the center hallway are storage rooms. The cultists keep a few mundane stores in these rooms, such as food and spare furniture.

The eastern room is a meditative chamber. The rom contains several mats and low beds. The walls of this room are deeply carved with jagged runic symbols. A small table sports a large brick of burning incense, but the incense's heavy scent does not quite disguise the underlying sharp smell. This room is the easternmost chamber of the complex and sits dangerously close to the carbauxine mine s beneath the Riddleport Gas Forge. The sharp smell in this room is deadly carbauxine gas, leaking through miniscule cracks in the eastern wall that the cultists have unintentionally expanded by carving deep runes into the surface.

Spellcraft DC17 on wand #1:

wand of delay pain

Spellcraft DC15 on wand #2:

wand of purify food and drink

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

"I am not sure we needed to sabotage anything... between the sewage and the gas, these guys are in trouble. Still, maybe we can make them a little worse?"

Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9
Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8

Liberty's Edge

Male Gnome Sorcerer (Red Dragon) 3 Resist Fire: 5 HP:26 AC:15 Touch:13 Flat Footed:13 Speed:20ft Initiative:2 Fort:4 Ref:4 Will:5 Light Crossbow +4, 1d6, 19-20x2 Light Mace +2, 1d4, 20x2
Skills:
Bluff:8 Knowledge Arcane:9 Perception:9 Spellcraft:7 Use Magic Device:9

Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21

This one contains a spell to purify food and water. Seems... Necessary, actually.

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6

Aeleth grins.

"Stephani, it could always be worse," he replies as he moves to the Eastern wall and pounds on it where the cracks are.

"If there's this much of a smell from cracks, imagine what a full-blown hole can do. Now whilst I'm doing this, would you mind sundering the harbor-water pipe? If we're below water-level, smashing that pipe should flood this entire place before they can replace the pipe, and still give us enough time to smash our way out via the exit to the street."

"And if someone else could also see about luring that basilisk to their meeting hall whilst we're doing all this, I'd say we would be able to consider this place well and truly trashed."

STR check to smash wall: 1d20 + 5 ⇒ (20) + 5 = 25 Oooh! AELETH SMAAAAAASSSHHH!!!

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

"Agreed."

Stephani looks to see if there is a way to break open the pipe other than smashing it. She also takes the two wands, if none of the others do.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord smiles in approval at Aeleth's plan.

"Make it so, and then let us depart in haste. A score of angry cultists should soon be coming this way."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Aelet and Setphani break the pipe and widen some cracks to make the rooms uninhabitable. On the way out you free the basilisk. You leave the underground hideout and Riddleport back to Magnimar.

When you return to Magnimar, Venture-Captain Heidmarch has already heard of your exploits and tells you that your sabotage was sufficient. She congratulates you.

"Well done, Aspis!" she says with a grin.

Dark Archive

Human Wizard 6 | HP 50/50 | AC 16; Tch 12; FF 14 | F +5; R +5; W +4 | CMB+1; CMD 13 | Speed 30 ft | Init +8 | Quarterstaff: +1 (1d6-2) | Perc +8

Dusklord smiles a rare, genuine smile.

"I liked that mission--a lot," the wizard observes. "Sometimes the techniques I learned in my past life can still come in handy, even as I have turned over a new leaf. Certainly, I would never go back to my old ways. No, never!"

Dusklord sighs, a smile still lingering on his face.

"Are we finished here, then?" he asks.

The Exchange

M half-elf Urban Metarager 1 Master of Many Styles 1 Winding Renegade 1| HP 11/27 | AC 18; Tch 12; FF 16 | F +6; R +4; W +2 | BAB+2 CMB+7; CMD 19 | Speed 40 ft | Init +2 | Unarmed Strike (+7, 1d6+5)| Perc +6
GM Baerlie wrote:

Aelet and Setphani break the pipe and widen some cracks to make the rooms uninhabitable. On the way out you free the basilisk. You leave the underground hideout and Riddleport back to Magnimar.

When you return to Magnimar, Venture-Captain Heidmarch has already heard of your exploits and tells you that your sabotage was sufficient. She congratulates you.

"Well done, Aspis!" she says with a grin.

Don't forget that we also busted our way out through the walled-up 'secret' exit to the street. But I suspect the action was fast-forwarded because the GM has decided we've found all the loot and done enough to thoroughly ruin the hideout? XD

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

haha, yes, that's true :D


Hey guys, maybe we should discuss a new recruit here rather than in the Discussion thread for a little less visibility. Sorry that I hadn't thought through the selection process a bit more. I guess I was hoping for anyone interested, and we have 3! My first inclination is to go with the general PFS rule of picking whoever was first. Any objections to that? I'm not sure how else we would decide.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

No objections, another option would be to stalk the applicant's threads to see how often they post ;)


Good call. I checked our first applicant. There are daily posts going back a few months, and of exceptional quality. He/she also has a GM star. Again, this one also applied first, which counts for something in PFS. I'm inclined to vote for this one myself, though I'd like some others to weigh in.


Scoured Stars Map

Provided there are no glaring deficiencies in the party composition, I'm happy to take whoever. =)

Current group:
Bloodrager
Alchemist
Paladin
Necromancer
Bard


I think party composition is super hard with a rotating DM (even if we had a cleric, they will not always be there).

I think the inquisitor could fit well. Everyone else please weigh in, though.


Scoured Stars Map
PatheticWretch wrote:

I think party composition is super hard with a rotating DM (even if we had a cleric, they will not always be there).

I think the inquisitor could fit well. Everyone else please weigh in, though.

I wouldn't be expecting him if he is Spanish... Also, what are his weapons?

Ok I'm sold. Just so I can make that joke again at some point. XD

Silver Crusade

Female Human Paladin 4 | HP: 32/32 | AC: 24 vs smite, 20 (10+4 Tch, 20+4 FF) | CMD: 16 | F: +9, R: +6, W: +7 | Init: +0 | Perc: +6, SM: +2 | Active conditions: none

I think if we don't pick the first responder, we should have some decent reasons why (like filling a gap or overwhelming better fit). As it stands, I think the first responder is a good choice anyway, so I think we have a solid choice.


Scoured Stars Map

Is the first choice the Spanish Inquisitor?

Dark Archive

Shades of Ice GM Evil's Signup Sheet

I think the first responder is fine. Their posting rate and quality is pretty good.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, fine :)


Looks like a consensus. I've extended an invitation.

Aside from that business matter, I think we're ready to start PJP's next part whenever that is ready.

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