Gameday 7: The Dalsine Affair (Inactive)

Game Master Chyrone

Party Init:

[dice=Asterion]1d20+7[/dice
[dice=Azora]1d20+7[/dice
[dice=Balbo]1d20+3[/dice
[dice=Jeskit1d20+6[/dice
[dice=Mosi]1d20+3[/dice


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Loot sheet No plunder, no pay Battle map--Misc info slides

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Loot sheet No plunder, no pay Battle map--Misc info slides

In the middle of the night, you are summoned to the Grand Lodge. Still rubbing some sleep from your eyes, you enter the lodge,

A middle-aged venture-captain who runs the lodge—a ruddy-skinned and pockmark-faced man named Muesello—emerges from the narrow spiral stairs to the lodge’s second floor and speaks to you.

"Thank you for coming on such short notice, Pathfinders. Let me bring you all up to speed. It seems that I may have gotten myself, and by extension the Society, into a bit of hot water. You see, lately the Taldan government has been growing particularly protective of what it considers its national treasures. Grand Prince Stavian seems to have taken a personal interest in anything older than last week’s fish stew, imposing heavy tariffs on any antiquities being sent out of the country."

The grey-haired man lets out a deep sigh and his shoulders slump.

"“This is where my own idiocy comes in. I thought that I could save the Society a few pieces of gold by smuggling items out of the city, using my contacts in a secret cult of local Sarenites known as the Dawnflower Blossoms. They receive significant support from people in Qadira, and oversee regular shipments to and from Katheer."

"Everything went very smoothly until last night. A group of local guards known as the Porthmos Militia conducted a violent raid on one of the cult’s safe houses here in the neighborhood of Westport. A man named Chalfon Dalsine, a minor noble who was himself nearly a Pathfinder in his youth, led the attack. This gang slaughtered half the members of the cult, even those who didn’t fight back—it was horrible. A few members were able to escape, but the rest were either slain or captured and dragged away for interrogation."

Silver Crusade

Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|

"Not a very nice situation, but how can this humble servant of divine Kelinihat help to make it better?"

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit sits at one of the tables in the lodge. One hand bringing a tankard to his lips the other handing a morsel of bread to a creature on his shoulder. The creature is like a bird but more reptile; leathery wings but not a bat. What isn't covered by leather plates is the bulk of muscle and sinew. Jeskit carries a satchel for his familiar, a greatsword, and a sectioned staff in a sling on his back. A few pouches hang from his belt.

Where did the artifacts end up?

Grand Lodge

Male LN Vanara Unchained Monk 3 | HP 27/27 | AC [20]17 T [20]17 FF 13 | CMB +6, CMD [26]23 | F: +5, R: +7, W: +6 | Init: +3 | Perc: +10, SM: +3 | Speed 40ft, Climb 20ft | Stunning Fist: 0/3 | Wand of CLW: 43/50 | Active conditions: Crane Style

Bags hang from the eyes of Mosi, the Vanaran creature who leans hard on his walking stick, smooth and polished from years of use on the road. The bleary eyes might have been mistakenly attributed to the early wake up call, but more accurately reflect the weariness of travel. Endless travel. Mosi wouldn't dare have you mistake that weariness for a weakness, or a thing to take pity on him for. The wanderlust that has Mosi in it's grip is a welcome thing.

"Smuggling artifacts is not something the society has ever shied away from. Rest easy Muesello. Smuggling only became taboo when the society's arrangement with a certain man who shall not be named went sour. At least according to my studies on recent Society history. Just because a deal goes bad, doesn't mean it was a bad decision at the time." The robed monkey-man shrugs his shoulders, content to let his attempt at passing wisdom be accepted or dismissed.

"More important than the artifacts, are perhaps the people caught up in the bloody attack. Acolytes of Sarenrae are known for their kindness, and willingness to help all who need healing, in accordance with their goddess. Attacking this cult, or faction, seems a bit excessive, does it not? Where might we find these survivors? And how much time do we have to rescue the captured ones?" Mosi waits patiently while Muesello absorbs the rapid fire questions from the pathfinder agents.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

All thoughts of exhaustion evaporate at the description of what befell her fellow Sarenites. The words smolder out of the ifrit, "They would dare?!?! They will burn in the Dawnflower's wrath. Where is this Dalsine now?"


Loot sheet No plunder, no pay Battle map--Misc info slides

The man sighs.

"Fair questions."

He looks around to see if nobody else is within hearing range.
Assuring himself, eventually, he continues.

To be continued in a few hours.


Loot sheet No plunder, no pay Battle map--Misc info slides

"The Society is in a very delicate place at the moment, especially here in Taldor. The upheavals caused by the Shadow Lodge have only made things worse. If the government tracks those packages back to me, they might formally expel all Pathfinders from the country! Now what I need you to do is …"

*Knock* *Knock*...

Muesello: "Eh? Who is it?"
He looks at you with caution, putting a finger before his lips.

From outside: "The militia, we would have a word with you, mister Muesello."

"Just a minute, i have to find my keys, i will be right there."

He loudly fumbles around the shop to make it sound as though he’s searching for something, he whispers to you...

"Ten of the escaped Dawnflower Blossoms members are hidden here in the lodge. I was able to rescue them after the raid. They’re all upstairs—five in my bedroom and another five in my supply room."

He knocks over three hay bales along the room’s east wall, revealing a trap door beneath. He flings it open to reveal a ladder descending into darkness.

"You’ve got to get those people out of here," he pleads, gesturing frantically at the hatch.

"In my basement there is a staircase leading down to the ancient catacombs under the city. At the bottom of that staircase, there is a large lever on the right, just a few feet down the connecting corridor. Once everyone is clear of the staircase, pull it down and it will collapse behind you.
That should keep anyone from following you. Once you’re in the catacombs, just ask the cult members for directions; they should know their way around. Ask them to take you to the Vault of Sarenrae—it’s their last hiding place.
Oh, and track down this Chalfon Dalsine, and see if you can find my parcels: two beautiful sets of armor crafted by the fey of the Verduran Forest.
Last I heard, the Porthmos Militia had taken them back to Dalsine’s home."

..
...
... ..
The pounding on the door increases in volume and an annoyed voice calls out again. "We don’t want to break the door down, old man. Hurry up!"

"Yes, yes, I heard you. Hold on, I’ve got to find a candle." Muesello turns back and whispers once more, "I’ll hold them off as best I can. Please get the cult members out of here, or they’re all as good as dead, and please don’t try to kill the guards! This is a large group of serious guards who obviously mean business. Any lethal attacks or, gods forefend, a death could spell doom for the Society! These are city guards acting on the authority of the Grand Prince himself!"


Loot sheet No plunder, no pay Battle map--Misc info slides

Init:

Asterion: 1d20 + 7 ⇒ (1) + 7 = 8
Azora: 1d20 + 7 ⇒ (17) + 7 = 24
Balbo: 1d20 + 3 ⇒ (9) + 3 = 12
Jeskit: 1d20 + 6 ⇒ (11) + 6 = 17
Mosi: 1d20 + 3 ⇒ (16) + 3 = 19
Sarenite cultists: 1d20 ⇒ 7

Captain: 1d20 + 3 ⇒ (2) + 3 = 5
Militia guardsmen: 1d20 ⇒ 12

You can be as creative as you wish in this.
By themselves, the cultists take 12 rounds to evacuate.

In name of the law, round 1

Azora
Jeskit & Mosi
Balbo
-----------
Militia guardsmen
-----------
Asterion, Sarenite cultists
-----------
Guad captain

Grand Lodge

Male LN Vanara Unchained Monk 3 | HP 27/27 | AC [20]17 T [20]17 FF 13 | CMB +6, CMD [26]23 | F: +5, R: +7, W: +6 | Init: +3 | Perc: +10, SM: +3 | Speed 40ft, Climb 20ft | Stunning Fist: 0/3 | Wand of CLW: 43/50 | Active conditions: Crane Style

Just so I can make sure I know what is going on, We are on the main floor. The 10 cultists are upstairs, and they will take 12 rounds to evacuate. So our goal here is to hold off the guards for 12 rounds?

Not one who needs to be told twice, Mosi springs into action. He bolts upstairs to get the cultists. They would need to get down into the basement as quickly as possible, hopefully before the guards knock the door down.

Please correct me if I am wrong, but I am assuming we need to go get them. Mosi will head up to start that process. I'll post some ideas on how we can deal with this in the discussion thread for... well... discussion.


Loot sheet No plunder, no pay Battle map--Misc info slides

Correct, getting the cultists to safety is the goal here, in whatever creative way the team sees fit.

The Concordance

Male Halfling | Sacred Huntsmaster of Erastil 1/ Zen Archer 4 | Per: +10 | Init: +3 | HP: 2/33 | AC: 21, Touch: 20, FF: 17, CMD: 20 | Fort: +7, Reflex: +7, Will: +10 | 1st Level Spells Cast - 1 (of 2) | Notes: None | 'Chompy' | HP: 33/33 | AC: 20, Touch: 13, FF: 17, CMD: 20 | Fort: +4, Reflex: +8 (Evasion), Will: +1 |
Abilities Used:
Luck - 3 (of 3); Zeal Surge - 1 (of 1); Perfct Strike - 4 (of 4); Ki Pool - 6 (of 6); Vengnce Strike - 1 (of 2)

The wild-looking halfling sits astride a bipedal lizard with razor-sharp teeth that is rather small for its kind, but a perfectly-sized mount for Balbo. The inquisitor listens intently, his lips curling back in a sneer when Muesello speaks of the slaughter instigated against the Sarenites. "The foul deeds of this Chalfine and the men he led should not go unpunished, but as you say, we should not deal death to those guardsmen that might not be a part of the slaughter." Balbo agrees.

When the pounding starts, the halfling smiles grimly. "We will get the survivors out of here quickly. Maybe Chompy here can help with that." Balbo heads up the stairs after the others, intending to use his fierce-looking dinosaur and his own commanding presence to boost the reactions of the cultists should any of them be hesitant to move quickly.

When he finds the Dawnflower Blossoms in the supply room, the mounted halfling moves in and calls out in what he hopes is a commanding voice. "Time to move! Quickly now, to the basement! We have secured a path to safety for you all!"

Intimidate Check: 1d20 + 2 ⇒ (19) + 2 = 21

Maybe 'Chompy' can give a circumstance bonus as well? :) Balbo's intent is to intimidate the cultists that are slow-moving or resistant to moving out as quickly as possible, herding them down into the basement. I'm guessing my dinosaur can just jump down there, since I doubt it could scale a ladder. But stairs shouldn't be much of an issue, I shouldn't think.

Silver Crusade

Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|

Asterion moves to the bedroom, and says to the cultists "Please follow me downstairs quickly to the catacombs there are guards at the door."


Loot sheet No plunder, no pay Battle map--Misc info slides

I'll have the map up tonight. Given distances, your actions may vary.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit races downstairs to the ladder into the catacombs and swings open whatever hatch there may be. The authorities are here. We must go. Down the ladder, please.

diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18


Loot sheet No plunder, no pay Battle map--Misc info slides

Map is up.

Jeskit is the 1st to hurry down the spiral stairs, ending up in the room below. His words are unheard, however.

People being 2 floors up... :P

Mosi hurries his furry rear end up the stairs, seeing five worried people above.

Balbo Baggins Beethair rides his allosaurus up the stairs, the heavy dino's footsteps making the stairs creak under the weight of it and its rider.

The cultists above are suddenly scared sh!tless, a vicious looking dinosaur has come to their current hideout!

Azora
--------------
Militia guardsmen
--------------
Asterion, Sarenite cultists
--------------
Guard captain
--------------
VC

The Concordance

Male Halfling | Sacred Huntsmaster of Erastil 1/ Zen Archer 4 | Per: +10 | Init: +3 | HP: 2/33 | AC: 21, Touch: 20, FF: 17, CMD: 20 | Fort: +7, Reflex: +7, Will: +10 | 1st Level Spells Cast - 1 (of 2) | Notes: None | 'Chompy' | HP: 33/33 | AC: 20, Touch: 13, FF: 17, CMD: 20 | Fort: +4, Reflex: +8 (Evasion), Will: +1 |
Abilities Used:
Luck - 3 (of 3); Zeal Surge - 1 (of 1); Perfct Strike - 4 (of 4); Ki Pool - 6 (of 6); Vengnce Strike - 1 (of 2)
GM Chyro wrote:

Balbo Baggins Beethair rides his allosaurus up the stairs, the heavy dino's footsteps making the stairs creak under the weight of it and its rider.

The cultists above are suddenly scared sh!tless, a vicious looking dinosaur has come to their current hideout!

But they'll see a stern-looking halfling riding it! That should count for something, right? Oh, and does this mean he'll get the circumstance bonus to Intimidate after all? :)


Loot sheet No plunder, no pay Battle map--Misc info slides

These are unarmed refugees, you're more than adequately scaring them. Said halfling just might decide to unleash the carnivore onto them if they don't cooperate. ^^

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Ah, i misread that. I'll run back up in my next round and bar the door.

Grand Lodge

Male LN Vanara Unchained Monk 3 | HP 27/27 | AC [20]17 T [20]17 FF 13 | CMB +6, CMD [26]23 | F: +5, R: +7, W: +6 | Init: +3 | Perc: +10, SM: +3 | Speed 40ft, Climb 20ft | Stunning Fist: 0/3 | Wand of CLW: 43/50 | Active conditions: Crane Style

"Come servants of the Dawnflower. Your salvation is at hand." The situation is a little too tense for Mosi to smirk at his overly dramatic beckoning, but later, when he replays the scene in his mind, he is certain it will give him a good chuckle.

"We are pathfinders, here to undo the mess we have all gotten into. First we must get you into the basement, and quickly! The city guard is pounding at the door, we have very little time."

While Mosi implores them to hurry, he tugs at their sleeves and hops about between them, gently pushing and nudging and herding them towards the door.

We must give the guards pause. What could we say that might make them think twice about knocking down the door? Mosi wracks his brain, occasionally bopping himself on the head with a closed fist.

Think Mosi! Think!

Took some liberties with the "free" action of speech. If I've taken too many liberties, please feel free to adjudicate that as my second round action.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

Azora follows the others up the stairs. Upon reaching the refugees, she offers a quick blessing. "As the dawn breaks to a new day, so too does The Dawnflower offer opportunity to the faithful. Come brothers and sisters, the guards have come and we must be away from this place."

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24


Loot sheet No plunder, no pay Battle map--Misc info slides

The stairs get a lot of walking over right now.

The scare that put into the Sarenites by Balbo's dinosaur, is mostly taken away by the sight and voice of a fellow Sarenite, and they snap to, though still wary of the dinosaur, for good measure.
--------------------

Outside:
Captain: "Enough, break down that door for an arrest, there is more movement going on than a single old man can cause."

The guardsmen get into action.
Cyan draws something from his pack.

Green str check: 1d20 + 1 ⇒ (1) + 1 = 2
Purple str check: 1d20 + 1 ⇒ (7) + 1 = 8
They do not put in enough force to break the door open, and make space for the others to try.
Red tries as well.
Str: 1d20 + 1 ⇒ (20) + 1 = 21

In a display of strength, the guard gives a solid kick, breaking open the doors!
---------------------

Asterion Same actions, or will you adjust?

Silver Crusade

Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|

Same Actions

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Sorry, DM should I have gone when Mosi and Azora went?


Loot sheet No plunder, no pay Battle map--Misc info slides

You could have. But everyone up there makes it rather crowded. ^^

Asterion moves up the stairs and speaks to the ones beyond the door.
The Sarenites in the bedroom starts grabbing what few neccessities they have left, before one opens the door.

(Cue a repeat of previous jumpscare-involving-dinosaur)
---------------
The captain heads inside.
"To all inside! DO not interfere, and you shall not be harmed. Get in the way of an arrest, and you will be arrested as well."

She immediately moves towards Muesello.
Sap vs ff: 1d20 + 2 ⇒ (4) + 2 = 6 Nl, SA: 1d3 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5
The aged venture captain leans to the left, avoiding the incoming strike.

He himself tries a defensive casting.
Focussing DC 17: 1d20 + 8 ⇒ (20) + 8 = 28, and a slick coating appears near the door.
===========================================

In name of the law, round 2

Azora
Jeskit & Mosi

Balbo
-----------
Militia guardsmen
-----------
Asterion, Sarenite cultists
-----------
Guad captain
-----------
Venture captain

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit hears the commotion upstairs and knows he has the foot speed to catch up to the group, I have to hold the stairs.

Jeskit slips a scroll out of his wrist sheath and casts the spell. He moves up the stairs and stamps the ground when he lands in his spot roaring a reptilian shriek with his sectioned-staff at the ready.

Swift action to eject the scroll, standard to cast, move action to the 1st floor landing blocking the stairs, free action to enter rage.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

"Why are you grabbing things? We have NO time. Quickly, let's get moving." The oracle tries to help the refugees up and gently push them toward the door.

Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29 lol, maybe I should have tried to talk down the guards instead. :)

Grand Lodge

Male LN Vanara Unchained Monk 3 | HP 27/27 | AC [20]17 T [20]17 FF 13 | CMB +6, CMD [26]23 | F: +5, R: +7, W: +6 | Init: +3 | Perc: +10, SM: +3 | Speed 40ft, Climb 20ft | Stunning Fist: 0/3 | Wand of CLW: 43/50 | Active conditions: Crane Style

"You overstep your authority, brazenly attacking a man before finding out if he has even committed a crime." Mosi states, rather evenly and calmly despite his quickened pace back down the stairs. He skids to a stop beside the woman, brandishing his quarterstaff.

Spinning the heavy walking stick in the air, he plants one end on the wooden floor. In a dizzying flurry of fur, tail and feet, Mosi uses the staff as leverage to launch his bottom half up into the air, aiming his heel at the side of the woman's head.

Single Unarmed Strike, Stunning fist: 1d20 + 5 ⇒ (18) + 5 = 23 for Non-Lethal Damage: 1d6 + 3 ⇒ (6) + 3 = 9

DC 14 Fort save or be stunned if the attack hits.


Loot sheet No plunder, no pay Battle map--Misc info slides
Mosi wrote:
ou overstep your authority, brazenly attacking a man before finding out if he has even committed a crime, and current circumstances aren't exactly in his favor.

Well, technically speaking, he was a suspect already.

Belated reflex for militia vs grease, DC 14: 1d20 ⇒ 5

As Jeskit moves past the captain, she takes an aoo.
Sap: 1d20 + 2 ⇒ (6) + 2 = 8 Nl: 1d3 + 1 ⇒ (1) + 1 = 2 Miss.
Fort Captain: 1d20 + 2 ⇒ (5) + 2 = 7

Mosi's quartserstaff strike leaves the captain disoriented, causing her to drop her sap.

Militia soldiers:
"They are attacking the captain!"
"Attacking an official will get you an arrest and confinement in the cell for you, ape-man."

Azora's encouragements seems to work, together with the noise going on downstairs.

Balbo
----------------
Militia guardsmen
Red (prone)
----------------
Asterion & Sarenites
----------------
Guard captain (stunned)
----------------
VC Muesello

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Sorry, just want to orient myself on the map. I figured going directly up the stairs and sitting in that first square wouldn't draw an attack of opportunity.


Loot sheet No plunder, no pay Battle map--Misc info slides

Probably a misunderstanding of the map.
The haystacks the VC turned over to reveal the secret passage, is due south on the ground floor. The stairs you are standing near, is the stairs leading to the 2nd floor.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

OOOOH. Got it. I'll hold my position here for now, thanks.

Grand Lodge

Male LN Vanara Unchained Monk 3 | HP 27/27 | AC [20]17 T [20]17 FF 13 | CMB +6, CMD [26]23 | F: +5, R: +7, W: +6 | Init: +3 | Perc: +10, SM: +3 | Speed 40ft, Climb 20ft | Stunning Fist: 0/3 | Wand of CLW: 43/50 | Active conditions: Crane Style
GM Chyro wrote:
Mosi wrote:
ou overstep your authority, brazenly attacking a man before finding out if he has even committed a crime, and current circumstances aren't exactly in his favor.

Well, technically speaking, he was a suspect already.

I would write a retort about the inappropriateness of beating a suspect to unconsciousness before proper questioning, but based on the news lately, maybe it's not all that uncommon... Oi...

The Concordance

Male Halfling | Sacred Huntsmaster of Erastil 1/ Zen Archer 4 | Per: +10 | Init: +3 | HP: 2/33 | AC: 21, Touch: 20, FF: 17, CMD: 20 | Fort: +7, Reflex: +7, Will: +10 | 1st Level Spells Cast - 1 (of 2) | Notes: None | 'Chompy' | HP: 33/33 | AC: 20, Touch: 13, FF: 17, CMD: 20 | Fort: +4, Reflex: +8 (Evasion), Will: +1 |
Abilities Used:
Luck - 3 (of 3); Zeal Surge - 1 (of 1); Perfct Strike - 4 (of 4); Ki Pool - 6 (of 6); Vengnce Strike - 1 (of 2)

Balbo is focused on getting the cultists down the stairs, and after moving away from the staircase to give them a clear path, he waits to follow the group down, intimidating those that linger with a menacing growl from Chompy.

Move west on the map to get clear of the stair case, then ready an an action to move after the last one heading down the steps to keep them moving.


Loot sheet No plunder, no pay Battle map--Misc info slides

Anyone specific you'd like for Chompy to intimidate?
As intimidate affects combat effectiveness.

The Concordance

Male Halfling | Sacred Huntsmaster of Erastil 1/ Zen Archer 4 | Per: +10 | Init: +3 | HP: 2/33 | AC: 21, Touch: 20, FF: 17, CMD: 20 | Fort: +7, Reflex: +7, Will: +10 | 1st Level Spells Cast - 1 (of 2) | Notes: None | 'Chompy' | HP: 33/33 | AC: 20, Touch: 13, FF: 17, CMD: 20 | Fort: +4, Reflex: +8 (Evasion), Will: +1 |
Abilities Used:
Luck - 3 (of 3); Zeal Surge - 1 (of 1); Perfct Strike - 4 (of 4); Ki Pool - 6 (of 6); Vengnce Strike - 1 (of 2)

I'm more just trying to get the folks moving downstairs if they try to hesitate (grabbing personal effects, trying to hide instead of run, etc). If you'd like me to choose one of the bad guys to Intimidate with my earlier roll, let's say the Captain himself.


Loot sheet No plunder, no pay Battle map--Misc info slides

You'ĺl have to roll for that, then. ;)
I'ĺl get to the update tomorrow.

The Concordance

Male Halfling | Sacred Huntsmaster of Erastil 1/ Zen Archer 4 | Per: +10 | Init: +3 | HP: 2/33 | AC: 21, Touch: 20, FF: 17, CMD: 20 | Fort: +7, Reflex: +7, Will: +10 | 1st Level Spells Cast - 1 (of 2) | Notes: None | 'Chompy' | HP: 33/33 | AC: 20, Touch: 13, FF: 17, CMD: 20 | Fort: +4, Reflex: +8 (Evasion), Will: +1 |
Abilities Used:
Luck - 3 (of 3); Zeal Surge - 1 (of 1); Perfct Strike - 4 (of 4); Ki Pool - 6 (of 6); Vengnce Strike - 1 (of 2)

Intimidate Check: 1d20 + 2 ⇒ (9) + 2 = 11

Ugh, that won't do anything, I don't think. But I just don't see Balbo doing much to help against the guards at this point, since he's really a ranged combatant. If things get too hairy he'll pitch in, but for now leave the others to worry about the guards and instead focus on getting cultists down the ladder, into the basement and through that secret tunnel.


Loot sheet No plunder, no pay Battle map--Misc info slides

Lol, i misread your post yesterday. I thought you were headed downstairs, 'away from the stairs'. Ok, closing line, got it.

Balbo kees watch on the Sarenites.
------------------
Militia guardsmen
Cyan steps 5ft down, and hurls a fabric pouch at Mosi.
Rt, 1 increment: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2
Miss. 1d8 ⇒ 2
The pouch misses, it was too far to the left, and instead breaks at Jeskit's feet into a sticky substance.

For 1 round, Jeskit's square is considered difficult terrain, as the raisin hardens from its sticky form.

Green carefully advances towards Mosi.
Acro for 1/2 speed, DC 14: 1d20 - 1 ⇒ (4) - 1 = 3
The moment green sets foot on the slick surface, he slips, falling flat onto the floor, before he stands up with a frown.

Purple tries so too,
Acro for 1/2 speed, DC 14: 1d20 - 1 ⇒ (8) - 1 = 7
The same goes for him, except he slips back towards the street.

Red stands up,
Acro for 1/2 speed, DC 14: 1d20 - 1 ⇒ (5) - 1 = 4, and he too as no luck getting further ahead, slipping up and ending up prone yet again.
-------------------
Asterion
Sarenites
----------------
Guard captain (stunned)
----------------
VC Muesello

Silver Crusade

Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|

"Keep going down... he says to the sarenites as he goes down the stairs and stops near the conflict with the guards to see if he is needed


Loot sheet No plunder, no pay Battle map--Misc info slides

After Asterion's further encouragement, the 1st group of Sarenites hurries themselves down the stairs, a few of them descending the stairs down the hatch.
----------------
The captain regains her senses, and steps 5ft away from Mosi.
She grabs her nearby sap, and once again swings at the VC.
Sap: 1d20 + 2 ⇒ (17) + 2 = 19 Nl: 1d3 + 1 ⇒ (2) + 1 = 3
This time though, she hits the VC over the head.

The VC himself motions for you to focus on evacuating.
"Do not linger here fighting, hurry, get them out of here!"

Cast defensive, DC 17: 1d20 + 8 ⇒ (12) + 8 = 20
Will DC 14: 1d20 ⇒ 17
A colorful cone flies forth towards the captain, who blinks in time to avoid getting her senses overloaded.
=========================================

In name of the law, round 3

Azora
Jeskit & Mosi

Balbo
-----------
Militia guardsmen
(all prone)
-----------
Asterion, Sarenite cultists
-----------
Guard captain
-----------
Venture captain

The Concordance

Male Halfling | Sacred Huntsmaster of Erastil 1/ Zen Archer 4 | Per: +10 | Init: +3 | HP: 2/33 | AC: 21, Touch: 20, FF: 17, CMD: 20 | Fort: +7, Reflex: +7, Will: +10 | 1st Level Spells Cast - 1 (of 2) | Notes: None | 'Chompy' | HP: 33/33 | AC: 20, Touch: 13, FF: 17, CMD: 20 | Fort: +4, Reflex: +8 (Evasion), Will: +1 |
Abilities Used:
Luck - 3 (of 3); Zeal Surge - 1 (of 1); Perfct Strike - 4 (of 4); Ki Pool - 6 (of 6); Vengnce Strike - 1 (of 2)

Balbo continues to urge the cultists down the steps, only moving after them once they have all headed out of the room.

I'll go ahead and post now, basically still 'readying' to move after them in a rear-guard position. His self-appointed task is to make certain that all of the cultists are headed down toward the main floor, and then into the basement.

Grand Lodge

Nagaji Urban Bloodrager 3 | HP 31/31 | AC 20/12/18| F+6 R+4 W+2: +4 vs. mind-affecting effects | Init +6 | Perc +8 | Speed: 30ft | Familiar: within arms reach | Active Effects: None

Jeskit will follow the fleeing Sarenites and provide protection.

Move and ready an action to attack if an enemy draws close. Maintain rage for anothe rround.

Grand Lodge

Male LN Vanara Unchained Monk 3 | HP 27/27 | AC [20]17 T [20]17 FF 13 | CMB +6, CMD [26]23 | F: +5, R: +7, W: +6 | Init: +3 | Perc: +10, SM: +3 | Speed 40ft, Climb 20ft | Stunning Fist: 0/3 | Wand of CLW: 43/50 | Active conditions: Crane Style

Mosi looks torn. Keeping the militia busy while the cultists flee seemed appropriate, but if the cultists didn't get moving they would all get overwhelmed soon enough.

"Fine! Be careful though!" the humanoid monkey says, worry tinging his words.

Mosi hustles over to the hatch to the cellar, pulling his vial of impact foam out as he goes. He stops and looks down past the stairs, picking an ideal spot and throwing the alchemical bounce house goo. When the vial breaks, it blossoms in spectacular fashion, creating a bouncing, bulbous mass of white padding.

"Jump! It will break your fall. You must hurry! I will show you if you are scared." he implores, waving his hands frantically as if by the motion it will help shoo the scared Saranites faster.

Do we have to open the door of the other room to get the other 5 moving?


Loot sheet No plunder, no pay Battle map--Misc info slides

No, them opening the door by themselves was to be in my previous post, but somehow it got lost.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

"Let us be gone from this place! (before the site goes down again!)!"

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21

Doing whatever I can to politely hurry them along.


Loot sheet No plunder, no pay Battle map--Misc info slides

Mosi, you may be 1 action short to toss the vial down.
Contrary to weapons (and wands, as i've learned some time ago), vials aren't drawn as part of moving around.
From what i can see on the map, you moved and drew the vial, able to start tossing it next round.

Jeskit climbs onto the table and boxes, stepping in some fruit with one leg, splashing fruity pulp onto freshly ironed clothing, as Azora once more encourages the Sarenites to move along.
---------------------
Militia guardsmen
Acro: 4d20 ⇒ (6, 1, 9, 4) = 20
The guardsmen make no progress whatsoever, slipping onto their sorry asses all over again.
---------------------
Asterion
Sarenites
---------------------
Guard captain
---------------------
VC

Grand Lodge

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Male LN Vanara Unchained Monk 3 | HP 27/27 | AC [20]17 T [20]17 FF 13 | CMB +6, CMD [26]23 | F: +5, R: +7, W: +6 | Init: +3 | Perc: +10, SM: +3 | Speed 40ft, Climb 20ft | Stunning Fist: 0/3 | Wand of CLW: 43/50 | Active conditions: Crane Style

No worries, I didn't realize that about drawing and moving. I'll toss it next round, then I can demonstrate the painless and fun jumping to help encourage them to move faster!

Silver Crusade

Spells 1:2/3 Half Elf Inquisitor (Sanctified Slayer) 2 HP: 17/17| AC:19|T:14| FF:15| CMB:+5|CMD: 19|Fort:+4|Ref: +4|Will:+6/+8 Ench| Init:+7| Perc:+12|

Asterion keeps signalling the people to move down the stairs to the basement.. "Down you go, as fast as you can, so we don't have to fight these guards." he draws his gladius

I'm not sure exactly the path the Sarenites need to follow, which makes making plans difficult


Loot sheet No plunder, no pay Battle map--Misc info slides

The Sarenites follow the encouragement, descending both stairs.
--------------
Militia guard captain.
Sap: 1d20 + 2 ⇒ (16) + 2 = 18 Nl: 1d3 + 1 ⇒ (2) + 1 = 3
She hits VC Muesello once again for some minor nl.
---------------

VC Muesello (6 nl) tries casting another spell.
Cast defensive DC 17: 1d20 + 8 ⇒ (8) + 8 = 16
He misses it by a fraction, and it fizzles.
==========================

In name of the law, round 4

Azora
Jeskit & Mosi

Balbo
-----------
Militia guardsmen
(all prone)
-----------
Asterion
Sarenite cultists
-----------
Guard captain
-----------
Venture captain (6 nl)

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