GM Tyranius House on Hook Street (Inactive)

Game Master Tyranius

Tactical Map


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Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"Push them back dammit! I can't get through the door to find a target," Gerard calls out, frustrated by his lack of ability to contribute.

Ill delay until the rest of the team takes their actions.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Non-Action
The spiritual weapon continues its assault on Green.
Spiritual Weapon Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Spiritual Weapon Damage: 1d8 + 2 ⇒ (6) + 2 = 8 - Force Damage

Standard Action
He uses Misfortune on the Green assailant.
DC 18 Will save negates.

Move Action
*Ribbit* *Ribbit* *Ribbit* - Chant Hex to extend Misfortune's duration.


Step up to green and make a double attack courtesy of haste.

+10/1d6+12 Rapier [crit 18-20/x2/+2; P) (+5[BAB] +4[wfin] +1[wfoc] +1[enh] -2[pwa] +1[haste]/+4[fgrace] +3[prec str] +1[enh] +4[pwa])

To Hit Green: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d6 + 12 ⇒ (3) + 12 = 15

To Hit Green: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d6 + 12 ⇒ (4) + 12 = 16

If attacked he will use a panache to parry and riposte up to two times...

If attacked:

Parry: 1d20 + 10 ⇒ (15) + 10 = 25
Riposte: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 12 ⇒ (4) + 12 = 16

Parry: 1d20 + 10 ⇒ (13) + 10 = 23
Riposte: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 12 ⇒ (3) + 12 = 15


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

I have a +11 Fort save vs. poison, so I auto-succeed on the poison DC. I also have DR 3/Adamantine, so only took 7 dmg.

Grimnir grunts as a dagger from the enemy finds purchase, but otherwise ignores their attacks while he prepares to launch a massive counter-assault.

But first, he plants his feet in a defensive stance and looks like he cannot be moved. He uses his dwarven chain flail to attack the red-clad warrior. +2 AC, +4 Str and Con, +2 Will while I stand in this spot.

+1 Corrosive Dorn Dergar (power attack, haste): 1d20 + 8 + 1 + 2 ⇒ (9) + 8 + 1 + 2 = 201d10 + 11 + 1d6 + 3 ⇒ (7) + 11 + (5) + 3 = 26
+1 Corrosive Dorn Dergar (power attack, haste): 1d20 + 3 + 1 + 2 ⇒ (18) + 3 + 1 + 2 = 241d10 + 11 + 1d6 + 3 ⇒ (5) + 11 + (5) + 3 = 24

Extra Haste Attack: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 221d10 + 11 + 1d6 + 3 ⇒ (3) + 11 + (5) + 3 = 22

If red goes down, shift attacks to green.


I believe a natural 1 always fails a saving throw, no matter the bonuses.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Grinner's spiritual weapon isn't quite able to make it through the dealers leather armor as grinner brings misfortune down upon the green leather clad dealer.

Wills Save Dc 18: 1d20 + 2 ⇒ (12) + 2 = 14

Terry moves from one dead thug to the next as he stabs the green leather clad thug through the throat and chest, ending his life.

@Grimnir-You can always auto fail with a 1

Grimnir holds his ground and repeatedly smashes his dorn derger into the red dealers face. Blood splashes all about the corner of the room.

Party Buffs
Haste

Round 2
Grinner
Reigan
Gerard
Terry (+3 Barkskin)
Grimnir (54/64; +3 Barkskin)
------------------------------------
Thugs
------------------------------------


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

fort save: 1d20 ⇒ 11 gotcha


Does that mean you can cause a god to turn to stone if it is unlucky enough to roll a 1? That always seemed strange to me, though there may be a rule out there preventing that from happening.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Stepping to the side, Reigan takes aim at the last thug in the room. "You lot should have just listened to us..." he says with a sigh as he pulls the trigger on his hand crossbow, aiming for the man's heart.

Hand Crossbow | Focused Shot/PBS/Studied Combat/Studied Strike/Haste: 1d20 + 7 + 1 + 3 + 1 ⇒ (16) + 7 + 1 + 3 + 1 = 28
Piercing Damage: 1d4 + 4 + 1 + 3 + 2d6 ⇒ (3) + 4 + 1 + 3 + (2, 6) = 19


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Watching the rest of the team slay the thugs, a smile breaks across Gerard's face. "The battle's much easier on dry land! Greely, come out and see us...we've already taken out your trash," the psychic calls out as he moves into the area.

Delay to see if the others can finish the last thug off. Could someone move me 30' into the room/courtyard?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

@Terry- very well could though most creatures at that level have several safeguards already created in place. Though usually the whole reason they don't give stats to gods. Because then that just says they can be killed and people will try.

Reigan lines his shot up and places a bolt dead center in the remaining dealer's chest. he falls to the ground unconscious and bleeding.

Player Status:

Grinner
Reigan
Gerard
Terry (+3 Barkskin)
Grimnir (54/64; +3 Barkskin)


Terry is going to rush up the stairs first chance he gets.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Reigan reloads his crossbow as his bolt kills the last dealer. "Are we ready to take on Greeley?" he asks, unsure of there chances.

As Cherry runs up the stairs, he quickly follows after, not willing to let his best friend die.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

A three-story spiral staircase ends at a strong, locked wooden door.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir and his earth companion alternate throwing their weight against the locked door. Once everyone is ready. Also, I'm down 7 hp...can I get a tap of that wand please?

Str: 1d20 + 3 ⇒ (6) + 3 = 9
Str: 1d20 + 3 ⇒ (14) + 3 = 17
Str: 1d20 + 3 ⇒ (18) + 3 = 21
Str: 1d20 + 3 ⇒ (17) + 3 = 20
Str: 1d20 + 3 ⇒ (14) + 3 = 17

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

"Sure, no problem Grimnir." Grinner uses the wand.

Grinner casts Bless before moving on. Lasts 6 minutes.

"Now I'm ready."


Is disable device usable to open the door?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

@Terry- yes, Disable device is always an option. Did you want to try it before Grimnir does the dwarven version?


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

As Grimnir is about to destroy the door, Reigan holds up his hand. "I could pick the lock." he offers as Grimnir slams into the door uselessly the first time.

Seeing that the dwarf is committed, he takes a step back and readies his hand crossbow. "On you, Grim!" he encourages from the back, hoping that the door isn't trapped.

Gonna let Grim bust it down. We've already announced ourselves after all.


Terry shrugs and waits a round.

"I dunno Reigan, Grimmy really seems into this door bashing thing, though it looks painful to me. Looks like he's bonding with his familiar."

He pauses a second and shivers as he recalls mummy's familiar and the 'special bond' they had. It's kinda weird to be named after a familiar, he thinks.

If the dwarf is unsuccessful he will be a bit more insistent than Reigan about picking the lock.

Could I get folks to update the map. I still have Grinner outside on the wall. That might be a good thing if he tries a back window exit, but somehow I don't think he wants to miss all the fun we're having on the inside. And what is that sword or dagger lying about on the stairs (or is it on the ground besides the stairs - not sure)?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Reigan and terry stare on as Grimnir continues to fruitlessly batter himself against the door. Just as they suggest simply picking the lock Grimnir finds a weak spot and cracks a large hole in the door, knocking it from its hinges. The wooden door falls to the ground witha heavy thud.

The door opens into a 20-foot-by-20-foot square apartment. It contains three simple beds, a large bureau, and two long tables covered with bartered goods waiting to be fenced, including Frell’s squawking blue parakeet. This simple apartment is sparsely appointed from the ill-gotten gains of a drug trade steeped in street-level bartering. Two windows overlook the Night Market Fountain, each covered with streaks of grime that allow discreet observation of the streets below. Inside await two more dealers along with a man who must be Greeley. He looks haggard, with stubble all over his face and bags under his eyes as if he hasn't seen sleep in days.

"Double the pay for any man who kills them! The souls of those we’ve sacrificed have risen for their revenge!” Just as soon as he screams Greeley finishes a spell and vanishes from sight.

DC 10 Perception:
You hear the scrape of the table against the floor and clatter of falling items near the northeastern window.

Init:

Gerard: 1d20 + 0 ⇒ (9) + 0 = 9
Terry: 1d20 + 6 ⇒ (14) + 6 = 20
Grimnir: 1d20 + 1 ⇒ (14) + 1 = 15
Reigan: 1d20 + 3 ⇒ (14) + 3 = 17
Grinner: 1d20 + 4 ⇒ (12) + 4 = 16
Dealer: 1d20 + 2 ⇒ (1) + 2 = 3
Greeley: 1d20 + 7 ⇒ (10) + 7 = 17

As Grimir smashes through the door the pair of dealers are waiting just on the opposite side, flanking the door and stab at the dwarf with their poisoned daggers.

Red vs Grimnir AC FF 28: 1d20 + 5 ⇒ (11) + 5 = 16
Blue vs Grimnir AC FF 28: 1d20 + 5 ⇒ (19) + 5 = 24

Their daggers stab into the doorjam near Grimnir's face.

Round 1
Terry (+3 Barkskin)
------------------------
Greeley
------------------------
Reigan
Grinner
Grimnir (+3 Barkskin)
Gerard
-------------------------
Dealers
-------------------------


Terry attempts to slide by the two using acrobatics for the last square of move, though I suppose they could try an AoO around the hard corner since He is not using acrobatics to leave that square.

Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17 vs cmd.

Attack via Cyan
+9/1d6+12 Rapier [crit 18-20/x2/+2; P)
To Hit: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 12 ⇒ (6) + 12 = 18
Crit To Hit: 1d20 + 9 ⇒ (17) + 9 = 26
Crit Damage: 1d6 + 12 ⇒ (4) + 12 = 16

If attacked...

Parry and Riposte up to two times:

Parry: 1d20 + 9 ⇒ (9) + 9 = 18
Riposte To Hit: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 12 ⇒ (5) + 12 = 17
Riposte Crit: 1d20 + 9 ⇒ (13) + 9 = 22
Crit Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Parry: 1d20 + 9 ⇒ (15) + 9 = 24
Riposte To Hit: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d6 + 12 ⇒ (5) + 12 = 17

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry rolls into the room, drawing his rapier and punches it into the back of the blue dealer's neck. The rapier slides right through the man's spine and out through his through his throat where he is left gurgling nd dying on the floor.

DC 10 Perception:
You hear the window unlatch as it begins to slides open.

Round 1
Terry (+3 Barkskin)
------------------------
Greeley
------------------------
Reigan
Grinner
Grimnir (+3 Barkskin)
Gerard

-------------------------
Dealers
-------------------------


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Can't fail the Perception.

"Someone invisible might be trying to escape via the now open window."

Non Action
Grinner steps back.

Standard Action
He casts Stabilize on the man downed by Terry.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

To hopefully prepare the way for his quicker companions to get to the window, Grimnir and his companion work to finish off the red-clad thug at the doorway.

perception: 1d20 + 9 ⇒ (16) + 9 = 25

+1 Corrosive Dorn Dergar (power attack): 1d20 + 8 ⇒ (5) + 8 = 131d10 + 11 + 1d6 ⇒ (1) + 11 + (2) = 14
+1 Corrosive Dorn Dergar (power attack): 1d20 + 3 ⇒ (18) + 3 = 211d10 + 11 + 1d6 ⇒ (6) + 11 + (1) = 18

slam: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 151d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard casts See Invisibility and moves toward Greely, trying to get as close as possible to the fleeing charlatan.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Waiting for the group to act, Reigan, wanting to give chase to the invisible man, ducks into the room, taking a tumble over Grimnir's shoulders to avoid a strike from the dealer in the red tunic.

Acrobatics @ Red to avoid AoO: 1d20 + 3 ⇒ (4) + 3 = 7
Almost certain that Reigan provokes unless Grimnir cuts down the man.

As he leaps onto the nearby table, Reigan fires off a bolt at the last dealer.

Hand Crossbow | Focused Shot/PBS/Studied Combat: 1d20 + 7 + 1 + 3 ⇒ (7) + 7 + 1 + 3 = 18
Piercing Damage: 1d4 + 4 + 1 + 3 ⇒ (2) + 4 + 1 + 3 = 10

If the dealer is taken down by Grimnir, then Reigan targets the square that Gerard points out.
Possible Miss Chance for Greeley-High Hits: 1d100 ⇒ 29

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Sliding into the room Reigan is met by the pointy end of a dagger.

AoO vs Reigan Ac 17: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm Crit: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

DC 12 Fort save for poison.

Reigan spins around in pain and returns fire with a bolt to the dealers gut.

Stepping back Grinner attempts to stabilize the dealer but the man is too far gone as the bleeding only continues.

Using his Dorn Derger Grimnir breaks the dealers back and steps in slamming the dealers face into the wall.

Seeing through the illusion of Greeley's invisibility Gerard finds the sleep-deprived man struggling to open the window as the table is still in his way.

Placed Greeley on the map though just remember that only Gerard is able to currently see him.

Round 2
Terry (+3 Barkskin)
------------------------
Greeley
------------------------
Reigan (31/36)
Grinner
Grimnir (+3 Barkskin)
Gerard


@Reigan
Unless you have a feat you have to stop in the square if you tumble and miss your acrobatic check. Maybe you did or you have a feat or something that allows you to keep moving. Don't know but thought I'd make sure the rule was known.

If there is an open or opening window, Terry places himself in the way. I think there is by a previous yell, but it is not marked on the map so I'm not sure where I should move Terry. Somewhere in the corner since that is where the invisible Greely is.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

@Terry: Thanks for the reminder! I always post actions with intent and then retcon them back if need be when something like this happens, but always good to double check. :D

@GM/Gerard/Grinner: On that note, it looks like Gerard and Grinner haven't updated the map at all. You might want to move them into their stated positions.

Fortitude Save: 1d20 + 2 ⇒ (17) + 2 = 19

Reigan, feeling the stab of the dagger, avoids becoming poisoned as he fires the bolt into the man's chest.

Due to failed Acrobatics positioning, Reigan provokes a second time for firing in melee, so if he has Combat Reflexes, then the dealer gets one more AoO.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Yes, I meant to post earlier, I can't edit the map due to my being a computer idiot. If someone would please move me, that would be super spiffy.


I moved you. You were at the bottom of the steps so you only got to the middle of the room though.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

@Reigan- Dealer is down so no AoO :)

Terry moves into the room near the jumbling and shifting table. Placing his leg on the table and with a grunt Greeley is finally able to get the jammed window unstuck. inch by inch he finally gets the window free and sticks a leg out onto the roof.

"“The house is no refuge—it’s a spider’s web that will ensnare the world!”

Round 3
Terry (+3 Barkskin)
------------------------
Greeley
------------------------
Reigan (31/36)
Grinner
Grimnir (+3 Barkskin)
Gerard


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Intellectually, Gerard knows they should take Greely alive. Despite that, his rage at being almost murdered by this man let him to care little for what he should do. The psychic tears at the man's mind with everything in him.

Cast Mind Thrust III for 8d8 ⇒ (8, 1, 2, 6, 6, 8, 2, 5) = 38 damage. DC 20 Will for half.


"I've been in a spider web. The world is no spider web. Though you did do a good job of sticking yourself in that window! Kinda similar. Here, let me help you."

+9/1d6+12 Rapier [crit 18-20/x2/+2; P)

Terry will take a -4 for a nonlethal blow (I think that's the right penalty) and another penalty for his being invisible. Not sure what that penalty should be under the circumstances. Seems like a guy with half his body in and half out of a window should be a lot easier to hit so maybe there's a modifier for that.

Terry gets two attacks for being hasted.

To Hit: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21, plus/minus modifiers for invisibly wedged in a window.
damage: 1d6 + 12 ⇒ (1) + 12 = 13

To Hit: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6, plus/minus modifiers for invisibly wedged in a window.
damage: 1d6 + 12 ⇒ (3) + 12 = 15


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Move Action
Grinner goes into the room.

Standard Action
He casts Burning Hands near the window.
Burning Hands: 5d4 ⇒ (4, 2, 4, 3, 2) = 15 - DC 16 Reflex for half

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Terry leaps through the door and into the room. Extending his webbed hands he spreads gouts of red hot flames all across teh wall, igniting a large portion of the room to include Greeley and Terry. Reflex for half Terry.

Greeley Reflex: 1d20 + 7 ⇒ (6) + 7 = 13

The tables nearby catch on fire as they smolder as well as a highpitched scream from the semi-invisible Greeley as large smoke trails rise up from his silhouette.

Will save: 1d20 + 5 ⇒ (20) + 5 = 25

Wispy hands rise up to what lookks to be Greeley's head as a loud pop is heard around the room. the silhouette falls to the ground and after a few moments becomes visible once again. Greeley lies on the floor with trails of blood and clear liquid flowing from his nose, eyes, and ears. It looks as if his brain litterally exploded within his skull.

On Greeley is a:

  • Masterwork Spider-leg sickle
  • Amulet of naturaal Armor +1
  • Silver holy symbol of Mog-Lathar

The tables of this chamber hold all manner of bartered items, from lanterns and mirrors to candlesticks and jewelry. Together, these mundane items are collectively worth 300 gp. Items of more substantial individual value include a large jar of pulled gold teeth worth 30 gp in total, three silver holy symbols of Abadar
worth 25 gp each, a phrenologist’s kitOA, and 40 doses of shiver worth 1,000 gp. In addition, there are several pieces of evidence: Frell’s blue parakeet in a bronze cage worth 10 gp, a wooden case containing a set of silverware—engraved “J.W.” as reported—worth 120 gp, and a golden holy symbol of Desna worth 50 gp. These final items correlate to those learned of in Fever Dream Alley (area B), and are acceptable proof that Greeley was Frell Tann’s dealer.

DC 18 Perception check:
reveals a small brass key hidden above the cabinet.

Dc 20 Percception:
The bureau’s back panel conceals a locked secret door behind a half-dozen olive green robes.

Player Status:

Terry (+3 Barkskin)
Reigan (31/36)
Grinner
Grimnir (+3 Barkskin)
Gerard


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Perception 1d20 + 11 ⇒ (16) + 11 = 27


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard breathed hard after his mental exertion. "I meant to inure him, but not to completely destroy his mind, what little of it there was.". He searched the area, finding both a key and a hidden lock to insert it in.

"Anyone decent at spotting traps? I could see that bastard Greely leaving behind a present for us..."


reflex: 1d20 + 7 ⇒ (3) + 7 = 10

"A little warning would have been nice, Grinner. "

Perception: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

@Gerard
"I'm pretty good at spotting them and a fair hand at disabling them, but you know Reigan has that special touch. Lucky him. Though I'm not seeing anything besides a hidden compartment and this key."

As he says the latter he snags the key from its hiding place above the cabinet.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Didn't think I got ya Terry. Doing the diagonal cone would have exluded you.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Opening the secret door leads to a long winding hallway with a locked door at the far end.

Perception:

Gerard: 1d20 + 11 ⇒ (5) + 11 = 16
Terry: 1d20 + 9 ⇒ (10) + 9 = 19
Grimnir: 1d20 + 9 ⇒ (5) + 9 = 14
Reigan: 1d20 + 12 ⇒ (13) + 12 = 25
Grinner: 1d20 + 11 ⇒ (5) + 11 = 16

Reigan is the only one to quickly notice that just before the door is a well placed trap.The floor contains a thin veneer of wood flooring that actually collapses into a hollow space between buildings, dropping those stepping into the area some 30 feet onto deadly barbs of sharpened iron. The rafters above the panel are worn smooth from years of dealers using it to swing over the trap.


@tyranius

May I cancel out the damage done to Terry based on Grinner's clarification?


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Perception: 1d20 + 12 + 1d6 ⇒ (5) + 12 + (3) = 20

Seeing the pair worry about the key, Reigan kicks a panel on the side of the desk, letting six robes of the olive color tumble to the floor. Picking up a medium sized once, the man dons the robe, thinking that this must be useful in the future. "It's a bit cold." he says in his defense as the color of the robe clashes with the red and blue of his breeches.

Firmly wrapped in his snuggie, Reigan spots the trap and sighs. "I guess I can handle it." he says as he pulls his hands out of the robes' sleeves, revealing his crossbow.

He sets the weapon down on the floor and pulls out his tools, setting to work on disabling the trap.

Disable Device: 1d20 + 17 + 1d6 ⇒ (3) + 17 + (6) = 26

Utilizing his razor wire, Reigan strips a door from the building above by sheering off the hinges. He drags the door down to the trapped floor and utilizes some rope to anchor the newly-minted floor to the worn beam in the ceiling.

After carefully stepping across the door-floor, feeling it sway under his weight, Reigan sets to work on the locking mechanism, checking to see if it is trapped first.

Perception: 1d20 + 12 + 3 + 1d6 ⇒ (5) + 12 + 3 + (3) = 23
Disable Device - Unlock: 1d20 + 17 + 1d6 ⇒ (12) + 17 + (2) = 31
Disable Device - Disarm (if necessary): 1d20 + 17 + 1d6 ⇒ (8) + 17 + (1) = 26

@GM: Reigan adds 1d6 to all of his Perception rolls due to the Investigator talent - Expanded Inspiration. Also, he has a +3 to spot traps due to Trapfinding.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

@Terry that's fine
@Reigan- Got it added to the template

Reigan bypasses the spiked pit by securing the weaker floor with the slightly sturdier door. Beginning work on the door reigan finds no traps and hears the familiar click of the door unlocking.

This room is stuffed with more mundane goods worth a total of 800 gp. An oval frame has been paired with a mummified imp’s corpse worth 200 gp to a collector (another piece of evidence). Magic items include a fine suit of mistmail, a +1 kukri, a lesser talisman of danger sense, 2 scrolls of restoration in a bone scroll tube, and a clay animal divining pot fired in the shape of a corpulent, lounging rat. The items are easy to discern as their is a small ledger nearby with the rooms contents all legibly written within.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

"Good job all, good job on the trap Reigan, and this is some nice stuff."

"Hrm, I could use those scrolls, and I'm quite fond of that pot." It's not a big pot is it?

Grinner would like to hold on to the clay animal divining pot and 2 Scrolls of Restoration (I'm assuming this is the 100 gp version, or is it the 1,000 gp version?)

"Should we be turning Greeley in?"


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"There isn't much left of him to turn in, I'm afraid. But, turning him in and returning those stolen goods should prove he was complicit."


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Flipping his tools into his new pockets, Reigan grabs his hand crossbow and bows elegantly to Grinner. "The least I can do." he says as his weapon disappears into his long sleeves once more.

"I think we should exeunt to the authorities, then." he adds as Gerard and Grinner appear to be in agreement. As Grinner reaches for the case of scrolls, Reigan extends a hand over the suit of Mistmail and the armor dissipates into a fine mist that travels up the sleeve.

A darker mist leaves the sleeve after a second, forming into a plain chain shirt, entirely unmagical. "This armor will be nice." he says, comfortable in the new gear.


Terry will snag the talisman, noting that no one, at least yet, seems interested in it.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir nods in agreement with Reigan, thinking it might be time to report back to the authorities.

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