GM Helamans 'The Disappeared' (Inactive)

Game Master Helaman

A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history?

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Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

Hildergrimm will sneak out there, checking what´s going on and scout.

I guess we must be near our destination. Let´s see if we can avoid further trouble. Perhaps that chelish slaver can have an accident somewhere on the way hehehe.

Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Dark Archive

F Tief (Pit) TEMP - HP125/144 AC-30/T-15/F-27 CMB20 CMD35 F:+15 R:10: W+9/ Perc+12 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

Svetlana gives her friends an encouraging smile, indicating she is ready to get to work if things go messy.


My bad chaps... misread the post about Hildergrimm scouting and posted a lot of below before I realised it was just him scouting. Given that I'd made an important roll already for him, I've decided to take some narrative control rather than wipe that all out - apologies for this

The south gallery is separated from the ballroom by the same manner of curtains as the north gallery, and it stretches from the staging area past an open door to the foyer before ending at the door to what you hope are personal chambers, and a smaller hallway that continues to the southwest.

Hildergrim is not spotted as he scouts.

Just east of the doors to the foyer are a couple of tall racks currently being used as a cloak check. Like the north gallery, the south gallery is extremely busy with servant traffic. Given you are led by a 'servant' you move relatively quickly through the bussle around the coat check and even around the door that is your target.

Given that it seems best to try to get to the door, you move around Hildergrim as if he were a servant indeed.

Low is bad 1d100 ⇒ 89

One of the servants spots Hildergrimm and seems to be about to give him some sort of menial task to do when he is distracted by another servant and this allows you to slip into the room, which is surprisingly open.

Hildergrims disguise holds when he bows and ushers you into the newly opened room.

The furniture in this luxurious sitting room is covered by drop-cloths, and buckets of paint sit against walls where erotic murals are in the process of being replaced by a neutral institutional taupe. An enormously tall gilt frame leans against the wall. A door to the east leads to a hallway, while to the southwest a door is propped open by a bucket and displays the half-dissolved inscription, “Where Love Comes to Die.”

Hildergrim closes the door gently and, for now, you are out of sight of the staff and gala guests both.

All this leading to here took another 2 mins

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders takes a deep breath once the door is closed. He then proceeds to look around.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Flinders keen eyes sweeping over this sitting room reveals a crumpled and roughly folded canvass with a full-length artistic rendition of Zarta in scanty red apparel, along with several other pieces of art apparently considered too lascivious to remain.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders picks up the canvas and inspects it for an overly long time, before noticing his party mates. Um..well..I was examining the artist's technique...very um..well done. Very talented.


The door to what looks like a bedroom is propped open by a bucket that you'd guess is filled with turpentine.

Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

Flinder, let me have a look please!

Hildergrimm will take the painting and look at it, then in an unseen moment he will slip it in his backpack.

Quick, go on, we must find her famous study or private rooms!

Dark Archive

F Tief (Pit) TEMP - HP125/144 AC-30/T-15/F-27 CMB20 CMD35 F:+15 R:10: W+9/ Perc+12 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

"A white wash eh? Wonder why the hurry to remove all the saucy stuff?" Svetlana sticks her head into the bedroom.


This extravagant bedchamber is dominated by a massive four-poster bed that takes up half the room. Red-varnished wardrobes and vanities complement the black silk sheets on the bed, which appears to be in the process of being dismantled. The walls of the room have been stripped of the portraits that once hung there, faint outlines of the art pieces being all that remain. The exception to this is the eastern wall, which is occupied by an elaborate woodcutting depicting but a single nymph in a seductive pose, garbed in nothing but a necklace bearing an amulet shaped like the Asmodean star.

Dark Archive

F Tief (Pit) TEMP - HP125/144 AC-30/T-15/F-27 CMB20 CMD35 F:+15 R:10: W+9/ Perc+12 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

"Nice wall, subtle. Reckon it could be hiding a secret compartment?"

Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

I recon it could be trapped. Zarta maybe a Pathfinder, but she is also chelish. Help me search for details please.

Hildergrimm gives the room a thourough search and also inspects the relief.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Hildergrim can see that the Chellish star on the Nymph Woodcarving is a keyhole that would match one of the keys on the key ring you found hanging from the back of the door when you were in the waiting room.

Dark Archive

F Tief (Pit) TEMP - HP125/144 AC-30/T-15/F-27 CMB20 CMD35 F:+15 R:10: W+9/ Perc+12 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

"No idea about traps, but I can open it if you are worried about fire or the like?"

Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

Allright, it seems to be a secret door and i recon we have the key to it. The one we found before, there was an Asmodean star too. But first let´s check out that other chamber, just to make sure there are no bad surprises!

Hildergrimm will go and check out the other chamber there.


This room seems to be in pristine condition, with little evidence of renovations. The chamber is full of a variety of equipment suggestive of a dungeon or torture chamber. The walls appear to be thickly padded and sustain hooks holding a number of whips, bludgeons, and other instruments of pain. Spaced between large mirrors are several extremely obscene paintings... including a rather blasphemous portrait of Sarenrae in a compromising position with two succubi.

You guys should probably position yourselves on the map again - which has been updated

Sczarni

Rogue 1 | AC 16 T 13 FF 13 CMD 15 | HP 4/10 | F +1 R +5 W +1 (+3 total vs enchantment +1 rr/day) | Init +3 | Perc +7

Ruar eyes the Sarenrae portrait. Now that's a different approach.

He crosses the room to the secret door and waits for Hildergrimm to open it. In the meantime, he puts his ear to the wall.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17


Ruar hears nothing.

Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

Once everyone finally entered the room Hildergrimm will encourage the one with the asmodean star key to open the secret door.

In the meantime he will try the comforts of Zarta´s bed.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Jaysin will simply try to stand guard at the door, just in case the party's search gets interrupted somehow.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


I've moved everyone into the room but left Jaysin at the door

Once Hildergrim turns the key in the lock, there are a pair of flashes and two puffs of sulfurous smoke as two tiny winged and horn'ed creatures tear themselves from the far background of the woodcarving, each with a whipping scorpion-like tail lashing back and forth.

The creatures attack.

-Initiatives-
Jaysin 1d20 + 6 ⇒ (7) + 6 = 13
Hildergrim 1d20 + 4 ⇒ (19) + 4 = 23
Ruar 1d20 + 3 ⇒ (19) + 3 = 22
Svetvana 1d20 + 2 ⇒ (4) + 2 = 6
Flinders 1d20 + 2 ⇒ (1) + 2 = 3
Kraang 1d20 + 0 ⇒ (10) + 0 = 10

Creatures 1d20 + 3 ⇒ (8) + 3 = 11

Hildergrim and Ruar, reflexes trained to a peak, go first, Jaysin follows before the creatures strike.

both tiny creatures occupy the same square as Hildergrim for the moment

Dark Archive

Just noting I have combat reflexes and a reach weapon - if it comes up :


Thanks for the heads up

Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

Hildergrimm would like to take a step into the now open secret room and attack one of them if that is possible. If not he takes a step into another direction and attacks.

Of course where the chelish are there are some creatures of hell or whatever this is here. Take this!

He produces a dagger from his sleeves with astonishing speed and stabs after one of the creatuers.

Perception: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 251d3 + 1 ⇒ (1) + 1 = 21d6 ⇒ 5

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

KN: planes: 1d20 + 7 ⇒ (6) + 7 = 13

Sczarni

Rogue 1 | AC 16 T 13 FF 13 CMD 15 | HP 4/10 | F +1 R +5 W +1 (+3 total vs enchantment +1 rr/day) | Init +3 | Perc +7

Ruar curses, then steps to his left, draws his short sword, and strikes!

attack: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d6 + 2 ⇒ (6) + 2 = 8

Though he makes a powerful stab, it only succeeds in punishing the air.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Upon hearing the commotion, Jaysin will let arrows fly, attempting to hit both creatures Using Rapid Shot.

Bow at #1: 1d20 + 7 + 1 - 2 ⇒ (6) + 7 + 1 - 2 = 12
Cold Iron Arrow: 1d8 + 2 ⇒ (5) + 2 = 7

Bow at #2: 1d20 + 7 + 1 - 2 ⇒ (6) + 7 + 1 - 2 = 12
Cold Iron Arrow: 1d8 + 2 ⇒ (5) + 2 = 7


With the exception of Hildergrim, whose blow hits but without effect, all other attacks miss (used the Flat Footed AC). Flinders can't seem to identify the creatures

As Hildergrim takes a 5ft step into the room, both creatures also do the same (but the flying version) try to sting him.

#1
1d20 + 8 ⇒ (18) + 8 = 26 and 1d4 ⇒ 1 dmg + Fort DC 13 1d2 ⇒ 1 (dex)

#2
1d20 + 8 ⇒ (15) + 8 = 23 and 1d4 ⇒ 2 dmg + Fort DC 13 1d2 ⇒ 1 (dex)

*(if prev. roll hits then use DC 15 and only take the first 1d2 Dex damage but duration will be extended)

Multiple Doses of Poison

Spoiler:
Unlike other afflictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison's DC and duration.

Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison's duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.

Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry.

Increased DC: Increase the poison's DC by +2.

These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison.

Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison.

Both creatures then blink out of sight.

Dark Archive

F Tief (Pit) TEMP - HP125/144 AC-30/T-15/F-27 CMB20 CMD35 F:+15 R:10: W+9/ Perc+12 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

Svetlnana recognises this game, in the arena they had an event called 'whack-a-gnome' where contestants had to cudgel gnomes and poorly disguised halflings as they protruded their heads from large holes in a stage prop log... a real crowd pleaser.

She readies herself to strike next time they appear.

Hold action, attack (5' step as part of it as needed)
Attack 1d20 + 6 ⇒ (16) + 6 = 22(Power Attack)
Damage 1d10 + 9 ⇒ (5) + 9 = 14(Silver)


I'll hold that roll to next turn


Update: Seems I confused the At-Will ability of the wee beasties as a free action. I've seen them played that way before and fell back on that... and it seems that I was wrong to do so. In this, its a SLA that still requires a standard action to trigger... so, for the moment, both creatures are still visible.

Apologies.

Dark Archive

F Tief (Pit) TEMP - HP125/144 AC-30/T-15/F-27 CMB20 CMD35 F:+15 R:10: W+9/ Perc+12 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

Then /smack the thing? Svetlana doesn't play whack a mole, just WHACK :p


Svetlana steps up and belts one of the critters... HARD. It screams in a small chittering cry of pain.

The silver of the blade almost seems to blacken and sear its way through its flesh... food for thought.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Flinders pulls out a silver blanched arrow and fires it at the other creature.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


It too slams hard into the creature, causing it to scream.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Jaysin will attempt to hit the critters again with cold iron arrows, hoping his skill at archery using Rapid Shot can bring both of the enemies down.

Bow at #1: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10
Arrow: 1d8 + 2 ⇒ (7) + 2 = 9

Bow at #2: 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19
Arrow: 1d8 + 2 ⇒ (5) + 2 = 7


Jaysin, not around to you for round 2 yet and check the map out... you are outside of LoS. You'll need a move...

Dark Archive

.:
HP18/21 |AC 19/Touch10/Flat19 CMD16| Fort:+5;Ref:+2;Will:+7|Percept+8 |SM+3|Init+0

Knowledge Planes: 1d20 + 5 ⇒ (4) + 5 = 9

Kraang slides next to Flinders and gives him Guidance on his next shot with a gurgle.

"Nice work slaves. Next we shall see how you fair against house cats."


Round 2

Hildergrim and Ruar, I have Jaysins rolls already.

Sczarni

Rogue 1 | AC 16 T 13 FF 13 CMD 15 | HP 4/10 | F +1 R +5 W +1 (+3 total vs enchantment +1 rr/day) | Init +3 | Perc +7

Ruar half-shouts at Hildergrim, Keep going in there! as he takes a swipe at the injured creature.

attack: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Ug.

Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

Hildergrimm flinches as the devils sting him.

Godsdammn you chelish

Knowing he did no damage where he should have brought on the pain badly he retreats, clearing the field for the "master", so he can finally proove himself.

Dark Archive

F Tief (Pit) TEMP - HP125/144 AC-30/T-15/F-27 CMB20 CMD35 F:+15 R:10: W+9/ Perc+12 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

Posting up early, apply when relevant.
Priority target is the one she already hit.

Svetlana continues the assault.

Attack 1d20 + 6 ⇒ (17) + 6 = 23(Power Attack)
Damage 1d10 + 9 ⇒ (1) + 9 = 10(Silver)


Hildergrim Goodbarrel wrote:

Hildergrimm flinches as the devils sting him.

Godsdammn you chelish

Knowing he did no damage where he should have brought on the pain badly he retreats, clearing the field for the "master", so he can finally prove himself.

Jaysins attack on the first monster misses but the 2nd hits... but not biting as nearly as deep as you'd think.

Hildergrim didn't make his save yet for last rounds attacks... Fort DC15 1d20 + 3 ⇒ (14) + 3 = 17...

As the critters threaten the same space that Hildergrim occupies, they both try to sting him as he leaves the room rapidly in attacks of opportunity.

#1 1d20 + 8 ⇒ (18) + 8 = 26 and 1d4 ⇒ 4 dmg with save DC13 vs poison 1d2 ⇒ 2 dex.
#2 1d20 + 8 ⇒ (17) + 8 = 25 and 1d4 ⇒ 4 dmg with save DC13 vs poison 1d2 ⇒ 1 dex. DC15 if the first attack hits and the above save failed...

Attack of Opportunity Rule

Spoiler:
Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square.

On their turn they both turn invisible... flapping sounds indicates that they may have moved.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

I think that Hilder was doing a full withdraw?

Dark Archive

F Tief (Pit) TEMP - HP125/144 AC-30/T-15/F-27 CMB20 CMD35 F:+15 R:10: W+9/ Perc+12 - Dkvis 60' |Init+5(+combat reflex), Move 30'.

Hold my attack for whack-a-gnome per above then please :)


He didn't state withdrawing but I am willing to cut him some slack there if posts that was his intention, otherwise I believe he is at -1

Sczarni

Rogue 1 | AC 16 T 13 FF 13 CMD 15 | HP 4/10 | F +1 R +5 W +1 (+3 total vs enchantment +1 rr/day) | Init +3 | Perc +7

Flint stands his guard, waiting.

held attack:
attack: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d6 + 2 ⇒ (4) + 2 = 6

As he keeps his ears out for the creatures, he peeks into the room from which they have come.

Perc (quick look inside; please feel free to modify given that this is not a thorough search, nor is it Ruar giving the room his full attention.: 1d20 + 7 ⇒ (19) + 7 = 26

Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

That´s why i actually wrote withdraw, sorry if that was unclear. Didn´t take any other action though....

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11
Hildergrim Goodbarrel wrote:
That´s why i actually wrote withdraw, sorry if that was unclear. Didn´t take any other action though....

Actually you wrote retreat, but I figured that was what you meant.

Sovereign Court

Halfling AC 18, 15, 14 CMD 13 hp 10 F +3, R +7, W +1; +2 vs. fear INI +4 Perc +6

Yeah sorry, that was in my head, what i meant.

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