GM Wolfspirit's PbP Game Day IV: Siege of Serpents (Inactive)

Game Master Wolfspirit

PbP Game Day Session 224


101 to 150 of 535 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Lodge Map | Tower Battle Map
Markus Notine wrote:

Seeing his acid dissolving into the carapace of the giant beetle, Markus takes deep breath to steady himself and looses another ball of spitting corrosive liquid.

"Rozpustit!"

Standard Action to cast acid splash at B2, or B1 if B2 gets crushed by Kharg.

[dice=Acid splash vs touch, into melee]d20+4-4

Add damage

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

Jillia takes an upward hack at B3,

Shortsword, Power Attack: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Shortsword, Power Attack: 1d4 + 3 ⇒ (2) + 3 = 5

and tumbles around the backside of it (if it's still up, elsewise to flank B1 with Smiley).

Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10

The Exchange

Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
Skills:
Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

Smiley lets loose a mighty war cry.

Get away, you...you giant fire beetle!

I didn't say it was a particularly insightful war cry.

Assuming this is before Jillia's tumble, so no Flank yet. Still attacking B3.

Unarmed: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

When in doubt (or if I'm late in posting), Smiley's default action is a generic hit/stomp/choke/smash to the nearest critter:

dice=Unarmed]d20+4[/dice] dice=Damage]d6+3[/dice]

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

ROUND 3 (If Beetles Still Alive)

"See? Lightning fast; they can't touch you!" Nella cheers, continuing to give Smiley encouragement and a bit of divine assistance.

Repeat previous action; BotF on Smiley with a +2 to AC. Um...you guys are probably going to see this a lot. First level characters and all...

Liberty's Edge

Male Half-orc Fighter 2 | AC 19 (t 13) (ff 16) | F+5, R+4, W+1 (+4 vs fear) | CMB +6 CMD 19 |Darkvision 60', Init +3, Per +0 SM +0 | speed 30 ft | HP 19/19

Kharg attacks the beetle in front of him with both ends of his ax:

attack 1: 1d20 + 4 ⇒ (6) + 4 = 10

damage 1: 1d8 + 4 ⇒ (6) + 4 = 10

attack 2: 1d20 + 4 ⇒ (5) + 4 = 9

damage 2: 1d8 + 2 ⇒ (5) + 2 = 7

bah!

Kharg does not move. He does not want to get in the way of any flying acid.


Lodge Map | Tower Battle Map

Between Smiley's stomp (some beetle bits stick to his boot!), Jillia's cut (skewering it through!), and a splash of acid (the minimum damage for Markus' acid splash was enough to take out the beetle) the group is surrounded by beetle ichor, but no live beetles remain. Success!

One of professors that you rescued pauses a bit ahead and turns back, regarding the ruined Menagerie exhibit for a moment. "A thousand thanks, Pathfinders! I will personally ensure that your actions today are not forgotten!" He spies a rukh off in the distance, "however, I would say my place now is best on the sideline to record history instead of being part of it!"

Jillia Knowledge Local: 1d20 + 4 ⇒ (10) + 4 = 14
Jillia recognizes the man as Yargos Gill, a Military Historian that often spends his free time in the Wounded Wisp (perhaps she met him before her Confirmation?)

You can converse with him a minute, though with the chaos still surrounding you, there are likely more important matters!

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

Yargos Gill, Trouble Magnet.

"Mr. Gill! The sideline is at Skyreach- -you'll want to hustle otherwise you might be history!" Jillia says with a smile on her face in spite of the chaos erupting across the grounds. "Why were those beetles attacking you anyway?"


Lodge Map | Tower Battle Map

"I honestly can't say; it seems that the Menagerie is being set loose as a distraction. Sound tactical strategy, that. However, Fire Beetles normally aren't that ferocious... something clearly has both gotten into them and gotten them out." Glancing around, he clears his throat. "Ahem, I should perhaps be off towards Skyreach. Good luck to you all!" He dashes off, grasping a couple volumes of books.

With the excitement of battle having died down, you notice that the beetles have glands that can be removed and provide a light source

You are fairly close to the Quadrangle. Do you go to investigate that, or is there somewhere else you want to go?

The Exchange

Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
Skills:
Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

Smiley see fine in dark places. Not need bug glands.

Oblivious to the bug guts smeared on his boot, he gazes south.

Something going on there, he points.

Let's go!

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

"And a pretty effective distraction, too! We can't do anything with all of these animals running loose! Let's just hope some of the other Pathfinders are working on figuring out what's going on," Nella sighs as Mr. Gill dashes off towards the relative safety of Skyreach.

She glances at the slain bugs and then to the south where Smiley points. "I can call light if we need it, but looks like those glands would make a fine light source too if anyone fancies a little dissection. Otherwise we'd better go see what's happening over at the Quadrangle!"

Grand Lodge

Male NG Halfling Sorcerer 2 | HP: 18/18 | AC: 15 (14 Tch, 12 Fl) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +5 (+2 vs fear) | Init: +3 | Perc: +9, SM: +1 | Speed 20ft | Tanglevine: 6/6 | Spells: 1st 5/5 | Active Conditions: None

"As much as I'd love to go digging around in the innards of those beetles," Markus says with the barest hint of sarcasm, "I think we need to get going to the Quadrangle. I suspect there are worse things out there than those beetles, someone might need our help."


Lodge Map | Tower Battle Map

I'm assuming the vote was for Quadrangle, then? If not, we can change it. Or go to the Menagerie after this encounter.

Assuming the Quadrangle is the destination:

As you walk towards the Quadrangle, you notice that the crude stone heads of all the statues that flank Baphory’s Walk(between Arliss Hall and the Quadrangle) have all uniformly turned to face southwest at some time during today. Each bears an expression or combination of anger,
grief, shock, and/or outrage.

However, before you can mull over what that might mean, The solitary figure of Ambrus Valsin himself jogs out of the Quadrangle’s courtyard. “You lot, we have a crisis here that can’t wait.” He turns and gestures to the Quadrangle. “When the banquet started, I dismissed the first-year initiates back here to continue their studies for a few more hours. The damned Aspis were waiting inside two of the dormitories,” the venture-captain says, pointing to two ivy-covered stone buildings. “I think their plan is to leverage the initiates as hostages if they have no other escape route.”

Venture-Captain Valsin regards you with an inscrutable look. “This situation can only become more desperate. The safety of our initiates can’t wait another minute. Consider yourself drafted, because you’re all I’ve got. I’m heading to the southern dormitory. You head to the northern dormitory. Talk them down, or hit them hard and fast.”

There's lots of different options. You all know the layout of the quadrangle and I'll post the map, but you wouldn't know where anyone is. You can also ask Valsin questions before diving in.

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

Two years ago and I'd have been one of the hostages, Jillia thinks to herself, trying to remember what she was like then. She shakes the thought from her head and asks Valsin grimly, "Just how many initiates are in the building? And any idea how many hostage takers?"

Not a training dummy this time, Jillia. Trust in the Path.

The Exchange

Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
Skills:
Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

Are the dormitories the U-shaped set of buildings at the eastern edge? What are the three smaller buildings to the SW of those?

Smiley no like hostage takers. In a rare negative outburst, he spits at the ground in disgust. Cowards. Smiley will crush them. His powerful hands clench and unclench.

I'm not going to get to use italics much. Smiley has very few thoughts that are unspoken.

Smiley peers intently toward the dormitories, looking for any sign of cowardly hostage takers.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Grand Lodge

Male NG Halfling Sorcerer 2 | HP: 18/18 | AC: 15 (14 Tch, 12 Fl) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +5 (+2 vs fear) | Init: +3 | Perc: +9, SM: +1 | Speed 20ft | Tanglevine: 6/6 | Spells: 1st 5/5 | Active Conditions: None

Markus' face betrays his horror at the thought of so many initiates being held by honourless and savage Aspis agents. "What should we instruct the initiates to do once they're free? Can they be useful anywhere, Venture-Captain?"


Lodge Map | Tower Battle Map

"The hostage-taker appears to be alone for now and has declared that he can kill all the hostages almost instantly. I believe this threat is quite credible, but it doesn't seem to stem from a magical spell... some sort of a device perhaps? So far, the hostage-taker has remained close to the main door, so reconnaissance may be possible, though I assume he's locked the exterior doors and the key is with the main groundskeeper. Where he is, I haven't a clue.

As for the captives, I believe that there are nearly a dozen. Once this threat has passed, you can send them my way to the South Dorm. Better to keep them all in one place for safety's sake."

I'm not 100% sure which of the buildings it is. I have a feeling that they re-used two different existing assets and that the map doesn't entirely match up with the combat map ;) Posting up the Quadrangle Map as you know it, though you don't know the locations of anyone.

You know that the the ceiling in the building is 20 feet tall. The "small windows" go into almost every room, but you can see that they have curtains blocking visibility into them. The Large window is 10 feet from the ground outside and overlooks the main lecturn, and Jillia, Nella, and Smiley notice that the ivy that clings to the side of the building might be climable.

Perception rolls:

Jillia Perception Skill: 1d20 + 2 ⇒ (19) + 2 = 21
Kharg's Perception Skill: 1d20 + 0 ⇒ (13) + 0 = 13
Markus' Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Nella's Perception Skill: 1d20 + 3 ⇒ (17) + 3 = 20
Smiley's Perception Skill: 1d20 + 6 ⇒ (11) + 6 = 17

The Exchange

Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
Skills:
Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

Smiley circles the building slowly and remaining hidden as much as possible, looking for any windows with a curtain pulled aside enough to peek into.

Stealth (if necessary):
Stealth: 1d20 + 1 ⇒ (15) + 1 = 16

Perception (if necessary):
Climb: 1d20 + 6 ⇒ (4) + 6 = 10

If Smiley finds anything promising, he'll creep up to the nearest ivy and give it a test climb to see if it will hold his weight. If not, he'll do the same for the south-facing window on the SE corner of the tactical map.

Climb:
Climb: 1d20 + 2 ⇒ (17) + 2 = 19


Lodge Map | Tower Battle Map

The small windows are about head level for a human, so Smiley has to only jump a little to try and look into them. However, they appear uniformly covered up and he is unable to see in. All of the small windows have glass panes and look like a halfling could get through one with little difficulty if the glass was broken. Anyone larger would need to wriggle through.

With surprising grace, Smiley climbs the ivy near the Large Window and is able to peer in. The Large Window looks like anyone medium size or smaller could get through the frame, although it too has a glass pane. He sees several bloodied and bound and gagged men and women on the stage before the larger hall. They all look alive, but all show the signs of battle. There's an armed man that paces back and forth across the hall, turning towards the main doors frequently.

Smiley's Perception Skill: 1d20 + 6 ⇒ (16) + 6 = 22

The only obvious weapons the human has on him are a set of daggers. He does have a rather macabre item that is out of place: a mummified severed hand hangs around his neck.

Also seemingly out of place, on the desk is a single wineglass that holds a small, fiery red bead. Smiley notes that several of the Pathfinder trainees glance at it as if it's a poisonous snake.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

As Smiley creeps around to inspect the rest of the building for a way in, Nella crouches down and looks to the rest of her companions. "I guess it depends on what Smiley finds but if we can, I think we should try to take this guy alive. If he's an Aspis agent then he might be able to provide some information on what their ultimate goal is," she whispers. "If I could get a clear view of him, I might be able to influence him to let the hostages go and surrender...with a little help from the Eternal Rose."

Liberty's Edge

Male Half-orc Fighter 2 | AC 19 (t 13) (ff 16) | F+5, R+4, W+1 (+4 vs fear) | CMB +6 CMD 19 |Darkvision 60', Init +3, Per +0 SM +0 | speed 30 ft | HP 19/19

Kharg listens intently to Nella's plan, nodding assent.

Right, we wait here for Smiley's report, then take the Aspis agent alive. Nella, if you can't influence him, I will try to knock him out with the flat of my ax.

The Exchange

Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
Skills:
Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

Smiley returns and tells the others his findings.

Smiley once had mighty cleric try same thing on Smiley. But Smiley shrugged it off and cleaved the cleric's head from his body with three swings of his broad sword, and threw it down the...

Smiley remembers that has never had a broad or any other sword and looks momentarily confused.

Or was that a play Smiley saw once?

He is lost in thought for a moment.

No matter. How you plan to get in? Only windows, and broken glass will alert him.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

"Uh...right..." Nella replies, giving Smiley a strange look as he talks about swords and beheading clerics. "You're right about the glass," she frowns. "And you said he had a hand hanging from his neck? Stranger and stranger. But the bead...whatever it is, it must be the thing he'd use on the hostages."

She looks at the others. "Do either of those things sound like items you've heard of before? If we know what they do, that'll help us figure out how to go about taking this guy down."

Liberty's Edge

NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

Jillia shakes her head.

"Nothing sounds familiar to me. Do we just try and charge simultaneously?" Jillia asks, unsure of herself. "It's not much of a strategy."

The Exchange

Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
Skills:
Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

Smiley cannot fit through small windows like little persons can. But Smiley can distract cowardly villain.

Grand Lodge

Male NG Halfling Sorcerer 2 | HP: 18/18 | AC: 15 (14 Tch, 12 Fl) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +5 (+2 vs fear) | Init: +3 | Perc: +9, SM: +1 | Speed 20ft | Tanglevine: 6/6 | Spells: 1st 5/5 | Active Conditions: None

"I've never heard of anything like that bread, or that creepy sounding hand. It sounds like that Aspis chump might use them to kill the initiates though, and I suspect he'd do it at the first sign of anyone trying to get in." Markus looks puzzled for a second, then his eyes light up.

"So the doors and the windows are the obvious ways in. But what about a less obvious way? We've heard stories about secret doors and hidden passages since we started our training. Who's to say there aren't any hidden routes into one of the Society's own buildings? Maybe we should take a look round the perimeter. There might be nothing, but I'd rather look than risk all those initiates' lives if we try to go through a window."

Markus looks at the rest of the group, hoping they don't think that he's gone insane.

Liberty's Edge

Male Half-orc Fighter 2 | AC 19 (t 13) (ff 16) | F+5, R+4, W+1 (+4 vs fear) | CMB +6 CMD 19 |Darkvision 60', Init +3, Per +0 SM +0 | speed 30 ft | HP 19/19

Markus, that is a good idea. Perhaps there is a secret way in. We can't take too long though, we have to free those initiates before it is too late.

Looking along the south wall, Kharg notices something that looks like a door by the wall.

Is that another door over there?

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

"Markus, that's a brilliant idea! Brob was telling me earlier about Arliss Hall and how it's supposed to be able to rearrange itself to make room for additional Venture-Captains; if a building can do that then there's certainly a possibility of there being a secret way in to this one." She studies the building once more. "Or maybe a chimney or something we could squeeze down, if we can get up there..."


Lodge Map | Tower Battle Map
Penelope 'Nella' Tabor wrote:
"Markus, that's a brilliant idea! Brob was telling me earlier about Arliss Hall and how it's supposed to be able to rearrange itself to make room for additional Venture-Captains; if a building can do that then there's certainly a possibility of there being a secret way in to this one." She studies the building once more. "Or maybe a chimney or something we could squeeze down, if we can get up there..."

Sadly , Arliss Hall is another building (the large main lodge). There is a second door on the south side of the Quadrangle by you, but it's locked as well. Out on errands. Will try and recap what you know this afternoon


Lodge Map | Tower Battle Map

  • There are two sets of doors. One is the main double doors on the East side of the building. The other is a single door to the south. Both are locked.
  • There are a number of glass windows around the building that a small sized creature can get into if you break the glass. A medium creature would require an escape artist.
  • There is a Large (glass) window overlooking the stage / lecturn in the Main Room. It is 10 feet off the ground, though it wouldn't cause falling damage from there.
  • There is ivy on the side of the building with the Large Window that is climable.
  • There is a strange wine glass with a single fiery red bead in it on the lecturn.
  • There is a single captor that is pacing near the Double Doors.
  • The Captor has a strange item around his neck: a mummified hand. He is otherwise lightly armed.

    There are no other entrances that you know of from your time there. There's a basement, but if it has a secret entrance, it's not one you know of. There isn't a chimney.

  • Grand Lodge

    Male NG Halfling Sorcerer 2 | HP: 18/18 | AC: 15 (14 Tch, 12 Fl) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +5 (+2 vs fear) | Init: +3 | Perc: +9, SM: +1 | Speed 20ft | Tanglevine: 6/6 | Spells: 1st 5/5 | Active Conditions: None

    "How about if Jillia or I can get in through one of those little windows and try to open the side door from the inside? We can break a window far away from the Aspis chap, which he might not notice," Markus suggests.

    The Exchange

    Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
    Skills:
    Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
    Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

    Smiley, unbidden and without asking (sorry, guys, it's kind of in character for him) runs off to make a distraction 20-30 feet outside the doors nearest the captor.

    If no one stops him:

    Running back and forth across the field of vision from the dorm, he shouts Ha! and I'll get you!, kicks and stabs at invisible attackers, throws his dagger at nearby trees with a loud Har!, and generally makes a giant fool of himself for several minutes or until told to stop.

    Silver Crusade

    HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
    Skills:
    Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
    Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

    "That might work..." Nella nods, looking thoughtful. "If you try the southwestern window, he might not be able to hear the glass breaking if all of the doors between are shut. Then you can let us in through that door on the south wall!" She frowns. "Still, whatever that little bead is, this guy has to have some way of making it do its thing from a distance. We'll have to be careful."

    As Smiley takes off and begins making a ruckus in front of the eastern side of the building, Nella hisses, "Quick! Move out of sight!" and ducks around the southeastern corner.

    Maybe if Smiley can keep his attention long enough, Markus or Jillia will be able to get inside without being noticied!

    I can't think of any better options besides following Markus' suggestion with Smiley acting as a distraction. Nella could also stay outside with Smiley and try to help distract and/or talk the guy down while the others get inside.

    Liberty's Edge

    Male Half-orc Fighter 2 | AC 19 (t 13) (ff 16) | F+5, R+4, W+1 (+4 vs fear) | CMB +6 CMD 19 |Darkvision 60', Init +3, Per +0 SM +0 | speed 30 ft | HP 19/19

    Kharg was about to agree with Markus' plan when Smiley began his distraction. He moves out with Nella but stops at the south east corner of the building. This way , Kharg feels, he can keep an eye on both doors for the time being.

    As Kharg moves along the building, he seems to favor his left leg. Upon closer observation, it is clear he is still bleeding from a deep gash in his right leg, inflicted by a fire beetle.

    Kharg is down 5 hps from the beetle fight. Any healing would be much appreciated.


    Lodge Map | Tower Battle Map

    Smiley, you (or someone else that you can attempt to assist) can make a Bluff check to distract the hostage-taker.

    For everyone else, can you give very clear directions of what you're doing? You get the idea that once things go down, they're going to happen quick.

    The Exchange

    Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
    Skills:
    Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
    Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

    Smiley runs around like a loon, Ha!-ing and Har!-ing and fighting invisible foes left and right.

    Bluff: 1d20 - 1 ⇒ (8) - 1 = 7

    ...but it's pretty clear to anyone with half a brain that he's not fighting anything real.

    Which means Smiley does not know.

    Liberty's Edge

    NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

    Jillia mutters a bit of under-her-breath halfling profanity as she runs, head down, to the building, trying to stay under the windows.

    Gotta think fast. No hesitation now.

    "Think we can shoot him through the big back window?" Jillia asks, already starting to climb.

    Climb: 1d20 + 5 ⇒ (8) + 5 = 13

    The Exchange

    Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
    Skills:
    Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
    Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

    Ha!

    Hoo!

    Har! You'll not take me down!

    Grand Lodge

    Male NG Halfling Sorcerer 2 | HP: 18/18 | AC: 15 (14 Tch, 12 Fl) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +5 (+2 vs fear) | Init: +3 | Perc: +9, SM: +1 | Speed 20ft | Tanglevine: 6/6 | Spells: 1st 5/5 | Active Conditions: None

    "Smiley! Wait!" Markus whispers, before the dwarf runs off and starts shadow boxing near the door.

    "Right then, let's get moving," he adds, moving off toward the south western window, ducking as he does to stay below the windows.

    Markus' plan is to make his way to the small window in the same room as the southern door, try to quietly break it, and enter the building to try and open the door from the inside. Hopefully with Jillia to back him up.

    Also, was there a bonus for succeeding at the animal handling challenge? I'm hoping it might help out with climbing!


    Lodge Map | Tower Battle Map

    Smiley boxes around, completely befuddling the hostage-taker.

    "I... I don't know who you are, or what you're doing, but I'll kill them all if you come in here!"

    Nella can attempt to assist or take over the distraction if she desires.

    Kharg is currently at the corner of the building watching both sets of doors.

    Markus is poised at the South small window. watching Jillia attempt to climb the ivy.

    Jillia's initial attempt to scale the wall isn't successful, but she can collect herself and try again Or take 10

    If Jillia makes a DC 15 Climb Check:

    You see the same room that Smiley saw, though the hostage-taker has stopped pacing and is glancing at the door and all around nervously. You don't think he's seen you. He looks more nervous than aggressive.

    One of the captives does see you, and nods emphatically at the wine glass at the desk.

    That's how things are set, the main unknowns are Nella's exact action and who is breaking glass.

    Liberty's Edge

    NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

    Jillia will re-center herself, take a good look at the ivy, and climb up. Taking 10 is a good call.

    Is the door I marked in yellow closed? (If I can see it)

    If it is closed:
    Jillia will signal to Markus to break a window and go inside.

    If it looks like he is noticed, she'll cannonball herself through the big window and hope a solution presents itself.

    If it looks like he isn't noticed, she'll climb down and follow him in the small window.


    Lodge Map | Tower Battle Map

    The door that Jillia can see appears closed.

    There isn't anything to prevent Markus from noticing, so it'll be cannonball unless Markus does something to the contrary.

    Silver Crusade

    HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
    Skills:
    Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
    Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

    Nella facepalms as it seems like Smiley's attempt at a distraction wasn't working quite as expected.

    Oh boy...well, at least Smiley has his attention. Now let's see if we can keep it! I hope the others can get inside and fast...

    Taking a deep breath, Nella dashes out into view, running up to Smiley. "What are you doing!?" she pants. "Someone let the Vermicious Knids out of the menagerie and they're running amok! We need everyone we can get to defend the grounds or else they'll just pick us all off one by one!" She turns towards the doors. "And whoever's hiding in there, I don't know what sort of nonsense you're babbling on about but that means you too!"

    Bluff (Untrained): 1d20 + 2 ⇒ (15) + 2 = 17

    I'm not sure if this is going to be truly ridiculous or truly tragic, but Nella's the sort to try to double-down and play along...she's also really hoping that this guy isn't too bright.


    Lodge Map | Tower Battle Map

    There is only one possible and proper response that can be given to that. And that is "<blink>"

    Liberty's Edge

    Male Half-orc Fighter 2 | AC 19 (t 13) (ff 16) | F+5, R+4, W+1 (+4 vs fear) | CMB +6 CMD 19 |Darkvision 60', Init +3, Per +0 SM +0 | speed 30 ft | HP 19/19

    Kharg maintains his position on the southeast corner.

    Kharg likes Markus's plan and hopes it works, but he doesn't want to leave Smiley and Nella alone. If Markus gets the door open, he will give Nella and Smiley a silent signal (like a wave or something) and then move to the south door.

    The Exchange

    Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
    Skills:
    Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
    Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

    Knermicious Vmids??? I know just what to do!!!

    Smiley rolls up his pant legs hastily.

    If we surround it we can take it easily. That building won't help you, stranger. Come on out and fight with us!

    Bluff (assist): 1d20 - 1 ⇒ (18) - 1 = 17

    Grand Lodge

    Male NG Halfling Sorcerer 2 | HP: 18/18 | AC: 15 (14 Tch, 12 Fl) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +5 (+2 vs fear) | Init: +3 | Perc: +9, SM: +1 | Speed 20ft | Tanglevine: 6/6 | Spells: 1st 5/5 | Active Conditions: None

    At Jillia's signal, Markus clambers up onto the small sill beneath the window. Steadying himself, he pulls out a dagger. Shielding his eyes, he drives the tip of the dagger into the corner of the pane of glass as hard as he possibly can, hoping to break the window in one strike.

    If that works, I'll signal to Jillia that I'm in, and try to drop quietly into the room. If it doesn't, I'll look over to Jillia and see if I've alerted the hostage taker. If not, I'll have a second go.


    Lodge Map | Tower Battle Map

    "Uh... Wha? What in the Hells is a Vermin.. icious?"

    GM Rolls:

    Wha?: 1d20 + 8 ⇒ (14) + 8 = 22
    Nella round 2: 1d20 + 6 ⇒ (18) + 6 = 24
    Huh?: 1d20 + 8 ⇒ (15) + 8 = 23

    Markus Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
    HT's Perception: 1d20 + 6 ⇒ (11) + 6 = 17

    Hostage Taker's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
    Jillia Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
    Kharg's's Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
    Markus' Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
    Nella's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
    Smiley's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

    The halflings share a glance, then Markus drives his dagger into the pane of glass. Miraculously, the pane breaks but the hostage taker doesn't seem to notice, so intent on whatever the Hells is going on outside (Smiley: "I'm participating!"). Markus is able to unlock the outer door, (edit: and open it) just as the Hostage Taker's better instincts succumb to the flabbergasted need to figure out what exactly is going on, and Nella and Smiley are allmost as dumbfounded as the Hostage-Taker is as he unlocks the door and opens it up just a crack.

    The Aspis Agent has an almost priceless, bewildered look on his face that Nella and Smiley can barely see through the door.

    Combat Speed Dating!

    Next up: Everyone (miraculously) gets to act before the Hostage-taker!

    Combat table:

    <= ! -- means you're up!

    Goodies:

    • Kharg: -5HP. Heal me please.

    Baddies:

    • Befuddled

    Active Global Conditions: None.

    Round 2:

    • Markus <= !
    • Nella <= !
    • Smiley <= !
    • Jillia <= !
    • Kharg <= !

  • HT (Enemy)
  • The Exchange

    Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
    Skills:
    Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
    Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18

    There it is! Smiley points to HT in mock panic. It's right behind you. I'll get it!!!

    With a mighty Raaawwwrrrr Smiley charges at HT.

    Bull Rush: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

    Smiley's Rawr was mightier than his attack roll, that's for sure. Smiley's AC is at -2 for this round.

    Edit: added +2 charge bonus to BR. As I read the rules it looks like I might get an additional +2 since I'm making an attack of some sort. @GM?

    Liberty's Edge

    NG Female Halfling Street Poet 7 | HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4 | Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

    This is going to hurt.

    Using a bit of vine for leverage, Jillia hacks into the big glass window, then jumps through, amidst a shower of glass fragments.

    Acrobatics, using Obstacle Course Boon: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29

    Landing on her feet amidst the initiates, she moves towards the chalice they called her attention to.

    The Exchange

    Male Andoran Dwarven Brawler/3 (HP:30/30 | AC:18 T:12 FF:16 (+4 vs Giants) | CMB:+5 CMD:17 | F:+5 R:+5 W:+3 | Init:+2 | Perc:+6 Darkvision 60ft | Speed:20 ft) Unarmed +7 or BF +5/+5 (d6+3), PA +6 or PBF +4/+4 (d6+5) | QRS 0/1 MF 3/4
    Skills:
    Acrobatics +6 Climb +7 Diplomacy +1 Escape Artist +6 Fly +2 Heal +2 HA +3 Knowledge (History:Dwarves) +1 (Local) +3 Perception +6 Ride +6 Sense Motive +6 Stealth +1 Stonecunning +8 Survival +2 Swim +7
    Bull Rush +8/18 Dirty Trick +6/18 Disarm +7/18 Drag +6/18 Grapple +7/19 Overrun +8/18 Reposition +6/18 Steal +7/18 Sunder +6/18 Trip +6/18
    Jillian wrote:

    (20) + 7 + 2 = 29

    Landing on her feet amidst the initiates, she moves

    Sure, but was the one-handed handstand leading into a Piked Double Arabian dismount really necessary?

    101 to 150 of 535 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / GM Wolfspirit's PbP Game Day IV: Siege of Serpents Gameplay All Messageboards

    Want to post a reply? Sign in.