GM Tyranius PBP Gameday IV: Siege of Serpents 1-11 (Subtier 5-6) (Inactive)

Game Master Tyranius

Skyreach Campus
Tactical Map

AID TOKEN +0


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Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

"If diplomatic efforts fail, and there is indeed only one captor, I can use the Ancestors power to try to make him fall asleep. However I warn you, it is not always successful and on occasion my enemies have managed the will power to shake off the Ancestor's Hex.

And there's always the chance our evil doer turns out to be one of those accursed elves!"

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

"Nope, it is time to take off your peace bonnets, we are at war. Cast any magic you got to help us, and we go in fast and hard!"

Jory adds: "I'm moving in. If the time for fighting comes, be ready!"

stealth/Perception : 1d20 + 17 ⇒ (4) + 17 = 211d20 + 17 ⇒ (14) + 17 = 31

Dark Archive

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

GM Roll: 1d20 + 3 ⇒ (3) + 3 = 6

Jory knows the Quadrangle pretty well from his time as an initiate. He tries to peer into all of the windows around the building but it seems that the curtains are all drawn making it impossible to discern anything at ground level.

The main hall has one window to the west that is 10 feet off of the ground. Thick ivy vines scale the entire west wall.

Inspecting the doors it seems as if the southern side door and the double doors to the east are both locked.

Map is posted above.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory takes his silk rope with grapnel and puts it over his shoulder, slings his bow, and with two hands free scales the wall.
If no take 10 for 16 climb: 1d20 + 6 ⇒ (18) + 6 = 24

Jory tries to open the window if not locked. Lacking any true disarm skills, while on the window he uses his durable, adamantine arrow to open the window if locked. Just as the arrow cleaved through mechanical abominations for him in the past, he knew it was his ultimate lockpick. Typically he fired the arrows through a lock. Now, he was improvising (improvised weapon) to use it as quietly as possible.

Jory plans to hook the grapnel over any ledge to make it simple for others to ascend, and will knot the rope to make it even easier.

Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

"My that dwarf is an impulsive one! Let me embue you with magical armor before you rush in there."

Not sure if Jory was hit with Mage Armor yet. If already done will slink (Stealth +5) to the south door and try to unlock (but NOT open) (DD +16).

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan nods with a bit of a wicked grin. As you wish.

Heccan then approaches Jory and looks to the dwarf as the party approaches the Quadrangle. I have ways of of speaking to you, Master Redcap. Please do not be alarmed should you hear my voice in your head and know that I have not ensorcelled you. Also, while your skill at clandestine operations proceed you, I offer my aid as my powers are able to ensure that no mortal will see you coming.

Once at the Quadrangle, Heccaan stands with the others to await Jory's reconnaissance.

Heccan will use Message to try and keep contact with Jory while he scouts the Quadrangle. He will also cast invisibility on Jory sjhould he desire.

Message:
School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Invisibility:
School illusion (glamer); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory eagerly accepts mage armor and invisibility.

He actually bows formally and doffs his cap.
"You are skilled with magic. Good call!"

Dark Archive

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

GM Roll: 1d20 + 3 ⇒ (3) + 3 = 6

Jory carefully makes his way up the thick vines attached to the western wall where he pries the large window open with a soft pop of the latch.

Standing still for a moment the dwarf peers in to the main hall to see if he was noticed at all.

Inside he sees that there are ten hostages tied and gagged onto a raised stage directly below the dwarf. ALl of the hostages seem to be deeply wounded and barely conscious. A lavishly dressed Aspis agent paces the main hall.

Peering a little closer it looks as if a wire is holding a wine goblet into the air some 10 feet above the group of initiates. The goblet contains a single bead that glows like living fire.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory looks below as he hooks the grappling hook over the window sill and lets the knotted rope reach to the ground. He messages through the magic in his head the situation: Ten wounded hostages with a goblet ready to drop a bead of living fire into their midst and blow them all up!!

Jory also plans to try and pin the goblet to his body and contain any blast himself if things go wrong. He cuts the neck off his filled liter waterskin, planning to get the goblet in the water before it blows his body to pieces if things go south.

Jory concentrates to contact the others through his link of the mind: Bring up the stealthy ones to help, I am trying to disarm this nasty trap!! Anyone got a silence spell!! There is a single agent that could use a little sleepy sleep pacing down the hall.

Jory is quick to see if the hostages note his presence. If they do, he whispers to them to be quiet while invisible. If not, he will attempt to rescue them without their notice, as a bad guy may be lurking in that hostage group. He was naturally suspicious, and that is what he would do, put a wolf among the sheep. He looks for a way to grab the goblet. Jory can use a ki for +20 to acrobatic to jump for a +27 and is always considered to have a running start, even when stationary.

Jory had been making an effort to allow the others to affect him with spells, eliminating his natural resistance to magic. He also had to use special concentration to keep the message spell working. He realizes that when the fiery bead goes off, he may be putting his ability to resist magic to the test. Jory has Magic Resistance 12 from alternate dwarf racial trait

Jory studies the wiry, fiery death trap carefully, suspecting some mechanism to prevent it from being disabled easily.
Take 20 perception for 37 total

Liberty's Edge

Half-Orc Fighter (Brawler) 6| HP 55/55| AC 22/12/21 | Fort +8, Ref +5, Will +3 (+1 vs Fear) | CMB +11 CMD 24| Init +2 Percption +0

Graz keeps a sharp eye out for any attackers and nods appreciation at Heccan's words. He is also pleased with Jory's leap into action. He waits impatiently for someone to give the word, ready to charge the door of the initiates dormitory should the signal be given.

Is the Message just between Heccan and Jory, or can we all hear the broadcast?

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan taps his inner power, just enough to maintain regular contact with Jory. As the dwarf answers the arcane inquiries, Heccan relays the information to the rest of the party.

Heccan will continue to send out message spells to Jory and await replies and relay that information to everyone.

Dark Archive

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

Jory studies the situation from the cracked window, ducking his head down each time the initiate makes a pass towards the hostages. Jory believes he can make it down to the stage with little problem.

With the goblet 10 feet off of the ground the dwarf also knows that he will have little issue reaching the goblet. Jory is sure that the only way to disarm this trap would have to be to somehow remove the bead from the goblet without it dropping or alerting the nervous pacing Aspis agent.

The Aspis agent quickly moves over and begins to look at the hostages as he makes a few threats and goes back to listening intently at the eastern set of doors for a few seconds before he returns to pacing.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory prepares to do a jump to the goblet and try to pluck the bead from it as Sabrina uses her magic on the Aspis agent to get him to slumber. With no experience in disarming traps, but being a very wise dwarf, Jory tries to get a feel for how hard the task in front of him is.

Jory's thoughts were plucking the goblet off the wire would be the safer play. With a goblet having a rounded bottom, the fiery bead would be most stable in the goblet, especially if something soft like a bag was placed over the top of it.

Disable device is completely untrained -- Jory has a 13 dexterity -- if this task is out of his league, he wants to know. If this is a Disable Device check only, we may be in trouble. In that case Jory is going to be hoping a liter of water in a bag helps him eat a fireball.

Silver Crusade

Male LG Aasimar (Azata-blooded) Paladin (Divine Hunter) 8/ Fighter (Weapon Master) 2 | HP: 87/87| AC: 26 (17 Tch, 19 Fl) | CMB: +13, CMD: 30 (31 vs Sunder, Disarm) | F: +15, R: +15, W: +11 | Init: +7 | Perc: +20, SM: -1 | Speed 30ft | Smite Evil: 3/3, LoH 8/8 |Spells: lvl 1; Divine Favor x2 , lvl2; Righteous Vigor x2| Active conditions: None

I doubt having a bag of water will help you very much at all unfortunately. In the real world, all that would happen is that the water would get turned to scalding hot steam, which would burn you anyway. If this is a disable device check, might I suggest you help Sabrina up and allow her to try and make the check? However your idea to go balancing on the wire to collect the bead might be one of the best non-disable device solutions out there. If neither of those appeal to you, perhaps you could take a shot that knocks the goblet (and the bead contained therein) all the way to the eastern doors? ( Not the best idea I've had but a last resort one).

Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

It looks like it was missed but Sabrina tried to cast Message per post Wed, Nov 11, 2015, 10:34 pm . So it that worked we should all have it unless too much time has passed.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory helps Sabrina up.

Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

"Well in my past 'occupation' I was good at Disabling mundane locks and traps, though I was never taught the fine arts of magical traps. However let me unlock the door to the south, so our companions can rush in if necessary. Then I can drink a potion to disappear, fly thought the window invisibly, and get close enough to get him to take a nap. But make sure his untimely slumber doesn't trigger the trap."

Take 10 for 26 if possible otherwise:
Disable Device (South Door): 1d20 + 16 ⇒ (18) + 16 = 34

Dark Archive

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

Sabrina makes quick work of the door to the south as she returns back over to the west wall with Jory. Digging through her bag she reveals a potion as she quickly turns invisible and slowly flies through the open window so as not to make any noise.

As she gets within distance Sabrina attempts to hex the Aspis Agent and put her to sleep.

The Aspis Agent shakes her head for a moment as she fights it off. As she shakes her head the invisible Sabrina notices that the woman's hair parts slightly revealing a a slightly elongated ear. This woman looks to be human but must be a half-elf.

As she clears her head the Aspis agent rushes over to the bound up Pathfinders and begins screaming at them.

WHICH ONE OF YOU PIGS DID THAT? I WILL HAVE YOUR TONGUE.

Silver Crusade

Male LG Aasimar (Azata-blooded) Paladin (Divine Hunter) 8/ Fighter (Weapon Master) 2 | HP: 87/87| AC: 26 (17 Tch, 19 Fl) | CMB: +13, CMD: 30 (31 vs Sunder, Disarm) | F: +15, R: +15, W: +11 | Init: +7 | Perc: +20, SM: -1 | Speed 30ft | Smite Evil: 3/3, LoH 8/8 |Spells: lvl 1; Divine Favor x2 , lvl2; Righteous Vigor x2| Active conditions: None

Herodotus uses Sabrina's or Heccan's message spell to send to Jory: "Things sound bad from here. Should we move in? And can you disarm whatever trap the Aspis Agent has laid?"

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory gives the telepathic 'move in' signal.

He let's Sabrina disarm the trap. When she does, he plans to start shooting the moment surprise is about to be lost.

Silver Crusade

Male LG Aasimar (Azata-blooded) Paladin (Divine Hunter) 8/ Fighter (Weapon Master) 2 | HP: 87/87| AC: 26 (17 Tch, 19 Fl) | CMB: +13, CMD: 30 (31 vs Sunder, Disarm) | F: +15, R: +15, W: +11 | Init: +7 | Perc: +20, SM: -1 | Speed 30ft | Smite Evil: 3/3, LoH 8/8 |Spells: lvl 1; Divine Favor x2 , lvl2; Righteous Vigor x2| Active conditions: None

Herodotus messages Graz and Heccan. "Let us move to the south door and be ready to charge in.

Dark Archive

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

Will update once I see how Sabrina wishes to deal with the trap. :)

Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

Can Sabrina do a quick Spellcraft/Knowldege-Arcana to get more information?

Spellcraft: 1d20 + 15 ⇒ (20) + 15 = 35

Sabrina is hoping her small resistance to fire (5) will protect her somewhat from handling the bead of fire.

Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

Sabrina's idea is to take out her leeching kit out of her handy haversack, and get the bead into there, put the cap back on, and fly back out the window. She hates to lose her leeches, having grown particularly fond of 'Filbert'. But the leeches are meant to save lives, and they can save many here if the plan succeeds.

Leeching Kit:
This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long.

If a disable device is in order - here it is.

Disable Device: 1d20 + 16 ⇒ (5) + 16 = 21

Dark Archive

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

Sabrina does not feel as if the bead will harm her by touching it. With a closer look she realizes that the bead is in fact a single bead from a necklace of fireballs that was set to drop on top of the wounded initiates.

Flying up Sabrina carefully grasps the bead without disturbing the goblet in the slightest. Holding the bead tightly she flies back out the open window as Jory watches the entire spectacle.

Once outside Sabrina gingerly places the bead from the necklace in a safe place so as not to set it off.

The bead deals fire damage in a 40 foot radius. (DC 14 Reflex) 4d6 Damage

You have successfully disabled the trap earning +1 success for this region. You can finish the Aspis Agent off if you want or let the VC deal with it in his manner.

As you decide what you wish to do also do you want to stay in this region or move on to a new one?

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

OK, well done Sabrina

Jory lets the other truss up the Aspis Agent, he wants to stay invisible.
After helping the captives out he smiles at the others. "Thanks for the help. I couldn't do it alone!!"

Jory takes point again, slipping into the shadows. He looks for more challenges in this region before moving on.

Stealth/Perception: 1d20 + 17 ⇒ (20) + 17 = 371d20 + 17 ⇒ (19) + 17 = 36
Invisibility not counted

He likes the telepathic spell and tries to stay in touch about 100 feet out in front. If it is still on, Jory is thinking about spicy Varisian lamb sandwiches with white cucumber sauce.

Dark Archive

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

Signaling the rest of the party bursts through the southern door. The Aspis Agent gets a startled look. GET OUT OF HERE OR I WILL KILL THEM ALL!

As the Pathfinders continue to advance on the agent an invisible hand tips the goblet as the Aspis agent smiles and ducks his head. After a moment she peers up as nothing happens. Grimacing she draws her blade but not before Graz, Herodotus and Heccan make quick work of her and free the captive initiates.

The initiates begin to hail the group as heroes and are impressed beyond words as they rush around the dormitory gathering possessions and hand them to Jory. Take whatever you need for your battle against the invaders.

Gain 1 Supply point

Ambrus Valsin strides up to Sabrina and Jory rendering them an official salute. [b]I cannot thank you enough for saving all of the lives that you have here. I won't hold you up for long as I am sure you are needed elsewhere, but this will not be forgotten.

****************************************************************

Leaving Ambrus Valsin and the initiates to tend to the wounded at the Quadrangle the group heads further south when the beauty of the Grand Lodge’s well-manicured grounds is shattered by the sounds of shouts and screams from panicked initiates, support staff, and visitors. Frightened innocents trip over hedges and stumble through fountains and pools in an effort to get to safety by the most direct means possible, especially when the landscaping otherwise leads them to certain peril.

A large group frantically rushes past. Mixed into their ranks is the military historian Yargos Gill. Found in the Silent Tide A pair of large rhinoceros with a shaggy pelt of long brown furn and immense horns on its snout and brow barrel forth and nearly run Yargos into the ground. The man stumbles as he frantically crawls away. Luckily the Rhinoceros take notice of you as they begin to run right for Graz.

Init:

Graz: 1d20 + 2 ⇒ (14) + 2 = 16
Heccan: 1d20 + 0 ⇒ (10) + 0 = 10
Herodotus: 1d20 + 4 ⇒ (11) + 4 = 15
Jory: 1d20 + 1 ⇒ (1) + 1 = 2
Sabrina: 1d20 + 5 ⇒ (17) + 5 = 22
Wholly Rhinoceros: 1d20 ⇒ 20

Round 1
Sabrina
-------------------------------
Wholly Rhinoceros
-------------------------------
Round 1
Graz
Herodotus
Heccan
Jory

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan frowns as the wholly beasts engage the party. His eyes flash red as the subtle sorcerer taps his cursed innate power. He grins evilly as he sizes up the party's foes. Focusing on one of the isolated rhino's, he steps out of their presumed path, making sure he is clear of the expected charge, and speaks in a low guttural language and launches a scalding ray of arcane power toward one of the rhinos.

Speak Infernal:
[b]Turn beast, for I am your doom. Burn. Burn. Burn!

Nice job Sabrina! Heccan will take a move action to get clear of the rhino's charge and take a standard action to cast scorching ray. Heccan will attempt to target a rhino that is not engaged in combat.

Scorching Ray, ranged touch attack: 1d20 ⇒ 15
Scorching Ray damage: 4d6 ⇒ (4, 5, 2, 1) = 12

Scorching Ray:
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Dark Archive

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

Sabrina is up. The rhino's will go just before you Heccan so you may want to retcon once you see what the Rhino's do.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Roger that.

Silver Crusade

Male LG Aasimar (Azata-blooded) Paladin (Divine Hunter) 8/ Fighter (Weapon Master) 2 | HP: 87/87| AC: 26 (17 Tch, 19 Fl) | CMB: +13, CMD: 30 (31 vs Sunder, Disarm) | F: +15, R: +15, W: +11 | Init: +7 | Perc: +20, SM: -1 | Speed 30ft | Smite Evil: 3/3, LoH 8/8 |Spells: lvl 1; Divine Favor x2 , lvl2; Righteous Vigor x2| Active conditions: None

Herodotus nods approvingly as the group hassles to another portion of the Northeastern lodge. "I am proud and humbled to be serving alongside you both." he says ponderously to Sabrina, as the first fleeing visitor scrambles by. "I do wish though that good Jory would avoid scampering off ahead. It makes giving..."

"Herodotus?"

"Later Gamin. As I was saying, it makes giving him the praise he is due all that much..."

"Herodotus..."

"Later Gamin, you are being rude. My apologies, Gamin is sometimes..."

"A big creature is charging us and it looks pissed."

At those words our paladin starts putting things together. "Oh. That explains why people are running around me and why my companions..."

"IT'S CHARGING US YOU RETARD! SHOOT IT!!!"

Liberty's Edge

Half-Orc Fighter (Brawler) 6| HP 55/55| AC 22/12/21 | Fort +8, Ref +5, Will +3 (+1 vs Fear) | CMB +11 CMD 24| Init +2 Percption +0

After rescuing the initiates, Graz is eager to see what else can be set right during the Aspis assault. Moving back to the grounds, he spies the rhinos wreaking havoc and he moves to intervene, but it seems the wooly rhino has him in his sights first.

Graz braces for impact, gritting his teeth has he does so.

Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

"Such noble beasts, I hope we can subdue them without taking their lives. They are only confused due to all the chaos around them"

Sabrina takes out a scroll and casts 'Bless'.

Dark Archive

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

Sabrina blesses the party as the pair of woolly rhinoceros charge through the gardens and hedges. Their heavy hooves trample the flowers into the dirt leaving deep recesses in their place as the pair stampede towards Jory.

The hedges stop them from actually charging.

The red rhinoceros attempts to gore Jory with it's sharp horned nose.

Red Gore vs Jory FF AC 17: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 2d8 + 13 ⇒ (7, 1) + 13 = 21

The red rhinoceros' horn hooks tight into Jory's side as he is caught off guard by the speed of the massive beasts.

It seems the Aspis Agents are letting some beasts loose from the Managerie.

Active Party Buffs
Bless

Round 2
Sabrina
-------------------------------
Wholly Rhinoceros
-------------------------------
Round 1
Graz
Herodotus
Heccan
Jory (38/59)

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Mage armor from Sabrina may have saved me. Buffs = bless, mage armor

Jory eyes the rhino and waits for others to act first.

Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

I believe my ealier Mage Armor on Jory before we went into the building window bumps up Jory's AC to 22.

Ninja'd again!

Silver Crusade

Male LG Aasimar (Azata-blooded) Paladin (Divine Hunter) 8/ Fighter (Weapon Master) 2 | HP: 87/87| AC: 26 (17 Tch, 19 Fl) | CMB: +13, CMD: 30 (31 vs Sunder, Disarm) | F: +15, R: +15, W: +11 | Init: +7 | Perc: +20, SM: -1 | Speed 30ft | Smite Evil: 3/3, LoH 8/8 |Spells: lvl 1; Divine Favor x2 , lvl2; Righteous Vigor x2| Active conditions: None

Herodotus steps back carefully a few paces, and sights his bow upon the one directly in front of him as he replies: "your will Lady Sabrina, my hands. And Gamin, that was both rude and disrespectful to those who happen to be..."

"CAN WE NOT HAVE THIS CONVERSATION RIGHT NOW?"

Five foot step back, attacking red rhino. Is there any reason for Herodotus not to have been going about with his weapon drawn since our home base is under attack? Let me know if I need to spend a move to draw my longbow, we can just add 2 to the first attack in sequence. Rapid Shot, Deadly Aim, I attempt to do non-lethal damage with my blunt arrows and have the Soldier of Peace journal reward.

Longbow attack #1, Rapid Shot, Deadly Aim, Point-Blank Shot, Nonlethal: 1d20 + 11 - 2 - 2 - 2 + 1 + 1 ⇒ (9) + 11 - 2 - 2 - 2 + 1 + 1 = 16
Longbow attack #1 damage, Nonlethal: 1d8 + 3 + 4 + 1 ⇒ (7) + 3 + 4 + 1 = 15
Longbow attack #2, Rapid Shot, Deadly Aim, Point-Blank Shot, Nonlethal: 1d20 + 11 - 2 - 2 - 2 + 1 + 1 ⇒ (8) + 11 - 2 - 2 - 2 + 1 + 1 = 15
Longbow attack #2 damage, Nonlethal: 1d8 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 16
Longbow attack #3, Rapid Shot, Deadly Aim, Point-Blank Shot, Nonlethal: 1d20 + 6 - 2 - 2 - 2 + 1 + 1 ⇒ (13) + 6 - 2 - 2 - 2 + 1 + 1 = 15
Longbow attack #3 damage, Nonlethal: 1d8 + 3 + 4 + 1 ⇒ (1) + 3 + 4 + 1 = 9

If any of those awful rolls hit the beast, everyone has the benefit of Precise Shot against Red. See the Shared Precision ability of the Divine Hunter.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Retcon.

Seeing the rhinos bear down on poor Jory, Heccan tries to get some distance from the rampaging beasts. Once he feels he is safe from their attacks, Heccan draws upon his innate powers and draws forth a barrier of translucent magical energy about his person.

Heccan will take a move action to move east (thorugh Graz's square), east then north then take a standard action to cast mage armor on himself.

Mage Armor:
School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Dark Archive

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

Yes, you are correct. Jory's health is corrected below. Was going based off of the stats on your banner.

@Herodotus- Did you include the -4 for attempting non-lethal? Kind of assume your weapons are out since you are under assault.

Herodotus fires a quick volley of arrows at the charging Rhinoceros. All of his arrows fly within mere inches of the beast as it lowers from a divot in the ground at just the right moment.

Heccan steps away from the rhinos and begins casting addition defenses about himself.

If you guys are bold you can post your actions in any order. You do not have to wait for the next person. It will help speed up combat considerably.

Active Party Buffs
Bless

Round 2
Sabrina
-------------------------------
Wholly Rhinoceros
-------------------------------
Round 1
Graz
Herodotus
Heccan
Jory

Silver Crusade

Male LG Aasimar (Azata-blooded) Paladin (Divine Hunter) 8/ Fighter (Weapon Master) 2 | HP: 87/87| AC: 26 (17 Tch, 19 Fl) | CMB: +13, CMD: 30 (31 vs Sunder, Disarm) | F: +15, R: +15, W: +11 | Init: +7 | Perc: +20, SM: -1 | Speed 30ft | Smite Evil: 3/3, LoH 8/8 |Spells: lvl 1; Divine Favor x2 , lvl2; Righteous Vigor x2| Active conditions: None

I did. Like I said, I was was taking advantage of the Silver Crusade Faction Journal's first reward, which is called Soldier of Peace. It allows me to make non-lethal attacks with a lethal weapon at only a -2 penalty.

Dark Archive

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

Sounds good. I didn't have a chance to look up the journal and figured that is what the -2 came from. :)

Grand Lodge

Female N Tiefling (Soul Seer/Vestigial Wings) Witch 6 | Resist 5 Cold, Elec, Fire | HP: 50/50| AC: 17/20MA (14 Tch, 13/16MA Fl) | CMB: +2, CMD: 16 | F: +6, R: +9, W: +5 | Init: +5 | Perc: +11, SM: +2 | Speed 30 ft | Hex DC: 19, Patron: Ancestors | Spells: U/5/5/3; Familiar: Weasel | Active conditions: Deathwatch, Mage Armor.

"Magnificent Beast, I cannot allow you to harm my companions. May the Ancestors place misfortune upon you!"

Misfortune Hex:
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Hex DC is 19 (Will)

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan eyes the situation and observes his fellow party members' actions. He takes a few steps to the north of Herodotus, speaking to the paladin as he does. "While I appreciate your noble efforts to spare the beasts, we, in particular good Master Redcap, cannot spare the time. Please keep your head down, Sir Herodotus and do apologize to your blade for me."

Heccan's eyes flash red once again as he draws upon his dark power. Crying out in that same low toned guttural speech, he throws his hands forward launching a gout of flames at the northern rhino, taking careful aim to keep the cone of fire away from both Herodotus and Jory.

Heccan takes a move action to take a few steps north of Herodotus and a standard action to cast burning hands. I should be able to angle to cone (15') to avoid hitting Jory or Herodotus. Save DC is 17.

BURN: 5d4 ⇒ (4, 4, 3, 3, 3) = 17

Burning Hands:
School evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Liberty's Edge

Half-Orc Fighter (Brawler) 6| HP 55/55| AC 22/12/21 | Fort +8, Ref +5, Will +3 (+1 vs Fear) | CMB +11 CMD 24| Init +2 Percption +0

Round 1

Graz steps up slightly to help defend Jory from the onrushing beasts. He swings his spiked chain in circles in the air, then brings it crashing down against the Red Rhino, trying to draw its attention from the dwarf.

Graz chain, Power Attack, Bless: 1d20 + 11 ⇒ (11) + 11 = 22
Graz Chain, PA, Bless: 1d20 + 6 ⇒ (19) + 6 = 25
Dmg, hit one, PA: 2d4 + 14 ⇒ (1, 2) + 14 = 17
Dmg, hit two, PA: 2d4 + 14 ⇒ (3, 1) + 14 = 18

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory concentrates, and he fires four arrows with deadly aim using a thistle arrow and taking extra care with the first one. He stops when the threat is over.
Ki for extra shot, perfect shot on first arrow

arrow1/reroll/damage: 1d20 + 15 ⇒ (1) + 15 = 161d20 + 15 ⇒ (16) + 15 = 311d8 + 11 ⇒ (6) + 11 = 17
arrow2: 1d20 + 15 ⇒ (1) + 15 = 161d8 + 11 ⇒ (5) + 11 = 16
arrow3: 1d20 + 15 ⇒ (2) + 15 = 171d8 + 11 ⇒ (1) + 11 = 12
arrow4: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 11 ⇒ (1) + 11 = 12
bleed 1 rounds: 1d6 ⇒ 1

The first arrow opens a cut that bleeds (1 damage) for one round.

Dark Archive

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

Got a little ahead of me Heccan :)

Graz whips his spiked chain through the air. The metal links whistle as they scrape across the red rhino's thick hide, tearing long lines of flesh.

Only two of Jory's arrows are able to pierce the rhino's skin as Jory did not put enough force behind the remaining two to do any damage as they bounce off as Sabrina glares the blue rhino directly in the eyes.

Will save: 1d20 + 3 ⇒ (3) + 3 = 6

The rhino takes a small step back as it looks visibly shaken.

The rhino's buck back as they begin to corner Jory and Graz in.

Red Gore vs Graz AC 22: 1d20 + 14 ⇒ (2) + 14 = 16

Blue Gore vs Jory AC 24: 1d20 + 14 ⇒ (13) + 14 = 27
misfortune reroll: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 2d8 + 13 ⇒ (6, 2) + 13 = 21

Though the blue rhino is shaken from Sabrina, it's horned nose still finds a soft spot in Jory's defenses as it bites deep into his flesh.

Seeing Jory get wounded Heccan draws upon a dark inner power as he outstretches his hands into open palms. Goutes of flames violently spray forth onto the red rhinoceros.

reflex: 1d20 + 6 ⇒ (20) + 6 = 26

The flames seem to mostly burn the rhinoceros' woolly fur more than flesh as it protects the beast from the brunt of the damage.

Active Party Buffs
Bless

Round 3
Sabrina
-------------------------------
Wholly Rhinoceros (red -72)(Blue- Misfortune)
-------------------------------
Round 2
Graz
Herodotus

Heccan
Jory (38/59)

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory continues to fire four arrows. The first one again is a perfect thistle arrow. Any excess go to the other rhino.
arrow1/ reroll/damage/rnds of bleed 1: 1d20 + 15 ⇒ (20) + 15 = 351d8 + 11 ⇒ (5) + 11 = 161d6 ⇒ 2
2: 1d20 + 15 ⇒ (11) + 15 = 261d8 + 11 ⇒ (7) + 11 = 18
3: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 11 ⇒ (6) + 11 = 17
4: 1d20 + 15 ⇒ (11) + 15 = 261d8 + 11 ⇒ (8) + 11 = 19
note reroll becomes crit confirm roll per perfect shot feat, 2 ki 2 perfect shots expended

Liberty's Edge

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Dark Archive

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

Assuming #2 is your reroll? Go ahead and roll crit damage also.

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