GM G's Intro 1: First Steps—Part I: In Service to Lore (Inactive)

Game Master Magabeus

Four simple errands, what can go wrong?

Map


301 to 332 of 332 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Tears at Bitter Manor

An attack with brass knuckles is an unarmed attack and therefore provokes. Holstering your pistol instead of dropping it also provokes.

Link to rules forum with question Brass Knuckles

Link to actions in combat table

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Okay then. I will drop my pistol and draw my dagger to shiv him.

Dagger Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Switch my action to daze on the halfling, can't double hex him.


Tears at Bitter Manor

Coronoides attack Greatsword: 1d20 + 5 ⇒ (7) + 5 = 12

GM Dice:
Ledford Will Save: 1d20 + 4 ⇒ (6) + 4 = 10
Larkin Attack: 1d20 + 2 ⇒ (11) + 2 = 13

Sterelin casts a spell at the halfling, who seems distracted for a moment. Wayne tries to use the moment to slip a knife into the halfling's guts, unfortunately the halfling was not distracted enough.
On the rooftops Coronoides drops his bow and draws his greatsword. On the unstable rooftiles he can not quite manage to get all his force behind his swing, that therefore does not connect with the human. Luckily the riposte from the man is also of the mark. Silas gathers the darkness around himself while Ken stops bleeding.

Round 3 wrote:

Initiative: Sterelin | Wayne | Kennaniah | Coronoides | Silas | Enemies

Status
Kennaniah -6/10
Halfling 3 damage, dazed

Map

Party is up

I changed initiative order to put the enemy's last, have not changed anything else.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will try to cut the halfling again.

1d20 + 3 ⇒ (13) + 3 = 16

1d4 + 2 ⇒ (1) + 2 = 3


Tears at Bitter Manor

Wayne, please add a d100 roll, 1-50 is miss due to darkness

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

1d100 ⇒ 16

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

[ooc]Wayne Silas advised you to hold until he could recall the darkness - which would stop you having a miss chance and still let you act before the enemy.[/b]

"Wait until I recall the darkness to strike!" Silas bellows as he sees the gunslinger start to act.


Tears at Bitter Manor

Go team Pathfinder! (and listen to Silas, his advice makes sense)

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Yea, I missed that part somehow.

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Miffed at the ineffectivness of his tactic Silas dismisses the darkness and takes a step back, sneering at the halfling,

"I believe I was next, I'm getting rather bored, are you finished drooling yet?"


Tears at Bitter Manor

Sterelin and Coronoides, are you still on board? Will GMPC your actions this evening (GMT +1). After that there will be updates every evening (excluding Christmas and Boxing Day) to speed things up.


Tears at Bitter Manor

Coronoides attack Greatsword: 1d20 + 5 ⇒ (13) + 5 = 18
Coronoides damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10

Sterelin attack Spear: 1d20 ⇒ 16
Sterelin damage: 1d8 ⇒ 8

Coronoides AoO attack Greatsword: 1d20 + 5 ⇒ (17) + 5 = 22
Coronoides damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Halfling power attack Greataxe: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Greataxe damage: 1d10 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Sterelin draws his spear and takes a step. He is poised for an attack as soon as an enemy comes in range. The pathfinders wait until Silas drops the darkness, when he does both Wayne and Coronoides are able to strike true. Wayne on the halfling, who merely laughs "Is that all? You will be next, after I have dealt with the tiefling!" Coronoides deals a mightly swing to the human on the rooftops. The human turns to run and Coronoides uses the opportunity to cut him in twain. One enemy down!

On the ground the halfling closes with Silas. This is the moment Sterelin has been waiting for! His spear solidly connects with the halfling, who seems to be actually annoyed at the wound. It does not hinder him enough though to deal a massive wound to Silas, who goes down!

Round 4 wrote:

Initiative: Kennaniah | Silas | Wayne | Coronoides | Sterelin | Enemies

Status
Kennaniah -6/10
Silas-6/9, dying
Halfling 14 damage
Human Man DEAD

Map

Party is up, Silas, DC10 Constitution check please with a -6 penalty to stabilise

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Good luck with that, little man." Wayne stabs at the halfling again.

1d20 + 3 ⇒ (16) + 3 = 19

1d4 + 2 ⇒ (4) + 2 = 6


Tears at Bitter Manor

While the halfling is distracted by the horrendous wound he got from Sterelin, Wayne drives his dagger home. The halfling goes down! Wayne uses the moment to quickly pick up his pistol.

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas attempts to stab at the halfling with his bardiche as he closes, but cannot connect a fact he soon regrets rather keenly for the millisecond before he passes out.

Bardiche AOO: 1d20 + 1 ⇒ (10) + 1 = 11
Con Check: 1d20 + 1 - 6 ⇒ (2) + 1 - 6 = -3


Tears at Bitter Manor

it was a 5ft step, so unfortunately no AoO. Just for my information: did you use your potion of CLW that you prepared this morning?

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

I moved back to be 10 feet away in my last post, not that it matters. And no used one the other extract is still in prepped. I'm not worried plenty of chances to stabilise.

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Please use this for my next available action...

Coronoides discards his sword and draws his bow with great speed - returning his aim to the hafling and letting loose an arrow.

Bow: 1d20 + 2 ⇒ (7) + 2 = 91d8 ⇒ 3

I preferred it when the GM rolled for me!


Tears at Bitter Manor

Wayne drives his dagger home in the halfling's guts. The halfling goes down and stays down! Sterelin moves forward and braces himself for a possible attack from the mist. Luckily for the team they get a brief respite.
On the roof Coronoides picks up his bow, aiming it at the halfling. Just before he is able to fire the bow, the halfling goes down. Coronoides holds his shot.

Round 5 wrote:

Initiative: Kennaniah | Silas | Wayne | Coronoides | Sterelin | Enemies

Status
Kennaniah -6/10
Silas-7/9, dying
Halfling DEAD
Human Man DEAD

Map

Party is up, Silas, DC10 Constitution check please with a -7 penalty to stabilise

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Con Check: 1d20 + 1 - 7 ⇒ (14) + 1 - 7 = 8
Con Check: 1d20 + 1 - 8 ⇒ (16) + 1 - 8 = 9

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne picks up his gun and reloads it.

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Staring into the fog, Sterelin says quietly. "Can anyone aid in the healing of our companions? I'm not keen to walk into the mists into who
knows what..."

Sorry, travelling for holidays - limited access.


Tears at Bitter Manor

I see what you are doing Coronoides... I will get rid of my NPC's by rolling for you.

For everyone that is celebrating: HAPPY CHRISTMAS

Coronoides Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Coronoides Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Blonde Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Red Attack: 1d20 + 2 ⇒ (3) + 2 = 5

Coronoides climbs down from the roofs, greatsword in hand. He positions himself in front of Sterelin, keeping his attention on the fog. Just when he is down on the ground a female voice calls out from the fog "I will come and get you, even if you do not want to enter this ambush I laid out for you!!!"

A blonde woman rushes out from the fog, stepping right into Coronoides sword! She tries to attack back, but the exertion is too much for her, she succumbs to her wounds and hits the floor. There is no respite for our heroes, a redhead shows herself in the fog; she launches a acidic ray at Coronoides but misses.

Round 6 wrote:

Initiative: Kennaniah | Silas | Wayne | Coronoides | Sterelin | Redhead

Status
Kennaniah -6/10
Silas-8/9, dying
Halfling DEAD
Human Man DEAD
Blonde Woman DYING

Map

Party is up, Silas already rolled his DC10 Constitution check with a -7 penalty to stabilise and failed

My apologies for letting Coronoides shine while GMPC'ing him, this is a nasty encounter for lvl 1's and you had some bad luck with Ken going down quickly. I am trying to keep everyone alive while keeping to the tactics as described in the scenario (that do not make that much sense when one considers the alley)

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will climb up to the roof and fire down at the blonde woman.

Melee, PBS versus Touch: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13

Up Close and Deadly: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10


Tears at Bitter Manor

Wayne, the blonde woman is down and bleeding to dead, so you might want to shoot the redhead. If you do, please add a d100 with 1-20 miss because of the fog

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Gotcha

1d100 ⇒ 69


Tears at Bitter Manor

Wayne shoots the last enemy without problem, with that the fight is over! The team quickly rummage through Silas' pack and find the potion he prepared this morning. The potion is administered to Silas, who stabilises.

Coronoides, Wayne and Sterelin manage to get Silas and Kennaniah back to the Grand Lodge, where the team reports back to Ambrus Valsin. He looks over the sorry state the Pathfinders are in and exclaims "You should get your act together a bit more, my fellows. This won't do at all when you get assignments that aren't as easy as this one"

Well done team! I will get the chronicles out asap after you have posted your day job rolls (hope my printer cooperates)

Dark Archive

Alchemist (grenedier) 1 | HP 9/9 | AC:16 T:13, F:13 | CMD:14, CMB:+1 | Save (F+3, R+5, W-1) | Init:+5 | Perc: +3 | Bombs 4/6

Silas did not actually prepare his second extract. I'd prefer to take my chances if that's alright - its no fun if you can't legitimately fear character death IMO. If people don't mind I'll roll heal checks to save them the trouble.

So as long as someone conscious is willing to try administering first aid to stop him bleeding out he ought to survive.

Con Check: 1d20 + 1 - 9 ⇒ (6) + 1 - 9 = -2
Con Check: 1d20 + 1 - 10 ⇒ (13) + 1 - 10 = 4
Con Check: 1d20 + 1 - 11 ⇒ (14) + 1 - 11 = 4

Heal Wayne: 1d20 + 2 ⇒ (6) + 2 = 8
Heal Wayne: 1d20 + 2 ⇒ (20) + 2 = 22

Heal Coronoides: 1d20 + 2 ⇒ (18) + 2 = 20
Heal Coronoides: 1d20 + 2 ⇒ (8) + 2 = 10

Heal Sterelin: 1d20 ⇒ 17
Heal Sterelin: 1d20 ⇒ 3
Heal Sterelin: 1d20 ⇒ 14


Tears at Bitter Manor

Roger that Silas, as all three make the DC15 heal check I will assume that you are stabilised.

Liberty's Edge

Male Aasimar Cleric 1 HP 10/10 | AC 18 T 11 F F15 | CMD 13 | F+4 R+2 W+6| Init +1| Perc +5 | SM +3

Sorry I don't have a day job yet, and let me say thank you to everyone for keeping me alive.

301 to 332 of 332 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM G's Intro 1: First Steps—Part I: In Service to Lore All Messageboards

Want to post a reply? Sign in.