Merchants and Mages

Game Master bbangerter


651 to 700 of 797 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick continues to use his performance skills to inspire competence in himself and others while they navigate the webbing.

Escape Artist: 1d20 + 7 + 3 ⇒ (13) + 7 + 3 = 23
Escape Artist: 1d20 + 7 + 3 ⇒ (10) + 7 + 3 = 20

------------------------------------------------------
Current Effects: heroism (Ian), 15 min; heroism (Hezrog), 70 min; bless [Issa],6rds; fortune [Cindy], 1+ rds; Inspire Competence;


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

CMD: 1d20 + 14 ⇒ (12) + 14 = 26


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy completes her summoning spell, summoning a Lantern Archon with a move of fly 60' She tells it to hunt. She also has a fly speed of 60 but will single move and keep up her cackle. The archon will move 120' a round and I think was only 1 round behind.


Cormick slips through the webbing, giving chase immediately, side by side with Ian. While Cindy's lantern archon goes flying down the passage in search of prey. Everyone else following as quickly as they can.

The soft echoing of Nasun's footsteps sprinting away can be heard ahead. The group comes to the large cavern with the stream flowing through it, the faint sound of spellcasting can heard up ahead, to far distant to make out what the spell is.

Hast group:

Rilumin and Morvae leading the way, the group rushes down the stairs, Morvae's flight giving him he speed to periodically pause and heal some of his wounds. Startled patrons at the library scramble out of the way. A pair of library guards moves to block the group, but Master Hast calls out, "Out of the way you fools." and the pair do a double take, quickly stepping to the side again from the armed men rushing towards the basement.

Upon reaching the basement level, half a dozen city guards stand near a hole dug into the library floor, a pile of stone and earth next to it. A rope drops into the hole, tied to the door handle at this end.

The guard captain looks up in surprise, giving a short salute to Master Hast, "Sir?"

The faint sound of spellcasting comes up through the hole, then all is silent.


Hast group:

Morvae casts another spell, his body growing in size, then with the benefit of the flight spell drops down into the hole.

Main group
Continuing down the passage the main group soon meets up with Morvae, twice as large as normal, looking about the passage. There is no sign of Nasun.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"Where did he go? Cormick asks when they catch up.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

not really sure on remaining durations for the heroism spell previously cast. Can you please provide the amount of time that it took to catch up with Morvae?

------------------------------------------------------
Current Effects: heroism (Ian), 15 min; heroism (Hezrog), 70 min;


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Any sign of the Lantern Archon?


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

how far down is it


Cormick, 5 more rounds is all that has passed.

Rilumin, it is about 40', but there is a rope tied up top that you can use to climb down.

The lantern archon is a bit further down the passage to the west, casting about looking for signs of prey.

Morvae turns to Master Hast, asking in a very formal tone, "Master Hast, would you perhaps have a way to detect for invisible creatures or those otherwise hidden? It would seem our quarry is evading us."

With frustration in his voice he responds, "I do not. I was never good with divination."


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I offer this scroll of See invisibility Cindy offers. for whoever you believe it best for I can cast it if you cannot.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin will, when given the "all clear" from the others, slide down the rope.

climb: 1d20 + 14 ⇒ (8) + 14 = 22 enough to climb "accelerated" down a standard unknotted rope


As Rilumin begins climbing down the rope, Morvae holds out his hand for the scroll, "I could use it."

At that moment there is also a commotion up above where Hezrog, Master Hast, and the guardsmen wait.

Hezrog:

You can hear quite clearly shouts and a scream of pain from up the stairs to the main floor of the library.

Master Hast turns in alarm, "Captain, we better go look into that.". The guards and Master Hast begin racing up the stairs.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy hands off the scroll before flying up to investigate the screen.


Morvae shoots up through the hole to follow Master Hast and the guardsmen, above in the main hallway they find it nearly filled with a billowing mist.

Map

What is everyone else doing?


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Dang, full running + haste and he was way way faster eh. I guess I'm finding Serelina and sticking with her.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

i guess climbing back up?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Looking at the remaining companions, Serelina says "Let us get back to the surface." She then starts the most direct path she can remember out of the catacombs.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I had already stated Cindy was flying up to the surface.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I agree.

Following his comrades, Issa tries to go back to the surface.

Help me climb up, please.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Climb: 1d20 - 1 ⇒ (18) - 1 = 17

Cormick will climb out and head over to see what the commotion is about.

------------------------------------------------------
Current Effects: heroism (Ian), 15 min; heroism (Hezrog), 70 min;


Cindy moves flies up the hole and up the stairs right behind Morvae, while Rilumin and Cormick climb the rope, and fall behind a little.

Serelina, other than the rope, the fastest route is some 12 rounds or so of running back to the stairwell in the temple of Abadar, then on the surface streets to the library. The rope is a DC 15 climb check for the first section. Then a DC 5 climb check for the second section.

Morvae pushes past the guards, the flight spell allowing him faster movement. In front of the door on the right B23 a library guard lies unconscious on the floor. The door itself is open, the mist billowing into the room beyond.

Ian and Hezrog climbing the rope as well?


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian gives a try at climbing, but can't make much progress in enlarged full plate.
Climb: 1d20 + 3 ⇒ (4) + 3 = 7


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Yep.

climb: 1d20 + 4 ⇒ (5) + 4 = 9

... or maybe not


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

It's like two fat cats trying to grab a string that's dangling too high up


Nina moves over near the rope and cups her hands, to help people get a lift up, her smaller frame straining, and she grunts as she hoists Issa up higher along the rope.

Climb for Issa: 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 13

"Well come, someone else help out here too." her voice strains through her teeth as Issa teeters precariously, his own strength not quite enough to lift him higher.

A second assist will get Issa up. Nina will likewise provide a +2 bonus to any wanting to try again.

Morvae squeezes through the door, and upon reaching the edge of the mist in the room beyond sees a number of shocked looking patrons standing around the edges of the room. Several of them scream at the appearance of the celestial. There is however no sign of Nasun. Morvae's voice calls back through the mist, "He is not in here."

The city guardsman continue through the mist in the main hallway, when one of them shouts, "Someone fleeing up the stairs at the north end of the hallway, going to the second level." the four guards give chase down the hall, while the guard captain turns back and rushes up the stairs on the south side.

For reference, each of the floors of the library are largely symmetrical. One long hallway down the middle, with stairs on both the north and south ends. Rooms off to either side. (Although the very north end of the hallway also leads into the large meeting room where public meetings from the Mageocracy take place).

Course of action from everyone?
Hezrog and Ian feel free to make several rolls to climb the rope, just so we know how many rounds it takes you. One of you can also assist Nina with helping the other - giving a +4 to the first to go up.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin will pursue as best he can, and think back on anything he might know to be a target for the assailant.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Forgot about the +2 str from Enlarge Person

Climb: 1d20 + 4 ⇒ (11) + 4 = 15
Climb: 1d20 + 4 ⇒ (12) + 4 = 16

Ian climbs up and will help the others with his considerable strength.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Can Serelina use her shift ability to get up? She isn't going to be climbing.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick will give chase in the direction of the action.


Yes Serelina, you can shift up there.

Ian manages to get up the rope, then turns to assist others still trying, while Serelina teleports herself up.

Up top Morvae and most of the guards head northward and up the stairs to the second floor, while at the south end the guard captain, already on the second floor by the time the others reach it points up to the third floor then continues up the next flight of steps.

The chase continues up to the third floor, patrons scattering out of the way. Nasun is spotted in the middle of the hallway, just beginning an ascent up the stairs of the clock tower.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy pursues at her flight speed somewhat unsure what she will do if she catches the undead. As she moves she pulls her greataxe.


Map

The chase continues on the third floor.

Party is up, those not visible on the map are on the second or lower floors still.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Not sure how to zoom in. Cant tell much detail on the map. Is the enemy in the middle? Wha is that beside him?


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

i similarly have no idea what is going on on the map. i can make out my token towards the bottom along with some allied tokens. dunno whats in the middle or those lil ones up top


Nasun is in the middle, starting to make his way up a stair case that leads into the clock tower.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin shoots at Nasun active: Haste?

Shot 1 (two arrows)
RS+DA: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21
dmg: 1d8 + 10 + 4 ⇒ (5) + 10 + 4 = 19

Shot 2
RS+DA: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18

Shot 3
RS+DA: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21

as usual cover and concealment mean nothing to Rilumin

haste shot RS+DA: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
dmg: 1d8 + 10 + 4 ⇒ (7) + 10 + 4 = 21
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian runs outside the building and looks up--trying to see where Nasun is heading and if there's any escape route from up there. If there's nothing obvious he'll start making his way up.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy will fly to the stairs in a move action and try to block the way up with her body while going defensive. Fighting defensively if she can't use a standard to go full defense.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

@GM is Issa up ?


Climb for Issa, with assist from Nina and Ian: 1d20 - 1 + 4 ⇒ (19) - 1 + 4 = 22
Climb for Hezrog with assists: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28

Hezrog and Issa come up the stairs behind Ian, while Ian sprints outside, looking up at the clock tower. If Nasun intended to go somewhere from the tower its not obvious. The closest building he might leap to is over 100' distance. The tower is however narrow, and fighting within it will prove cramped.

Morvae moves to the base of the stairs, right behind the nosferatu, while Cindy double moves to block the stairway, flying up past Nasun.

Rilumin lets several arrows fly, trying to damage the creature, but none find their mark.
Haste is no longer active.

The vampire turns on Morvae, "You are persistent, aren't you." It flicks one gloved hand, a rapier appearing in the hand, then steps in to fight the celestial, blade and magic working together.
Intensified, empowered, shocking grasp.
Defensive concentration check: 32
Attacks, targeting touch AC: 28, 20, 14
Damage: 8 + 42 = 50, 9, 11. 70 damage total.

Map

Party is up


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin shoots at Nasun [

Shot 1 (two arrows)
RS+DA: 1d20 + 11 ⇒ (1) + 11 = 12
dmg: 1d8 + 10 + 4 ⇒ (6) + 10 + 4 = 20
dmg: 1d8 + 10 + 4 ⇒ (8) + 10 + 4 = 22

Shot 2
RS+DA: 1d20 + 11 ⇒ (16) + 11 = 27
dmg: 1d8 + 10 + 4 ⇒ (1) + 10 + 4 = 15

Shot 3
RS+DA: 1d20 + 6 ⇒ (9) + 6 = 15
dmg: 1d8 + 10 + 4 ⇒ (4) + 10 + 4 = 18

as usual cover and concealment mean nothing to Rilumin


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Finally on the outside Issa whistles.

A few seconds later, a giant bird appears from the rooftops and comes near Issa.

Sorry to have let you alone for a long time my friend.

He turns to his comrades. Where next ?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Continuing to block the stairs Cindy brandishes her great axe and uses her Misfortune Hex on Nasun.

DC16 Will Save or roll twice for all d20 rolls for a round, taking the worst roll. And as a reminder Cindy wears the guise of a man at arms.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Cormick moves forward and uses a wand of CLW on Morvae.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Holy ouch. omw.

Ian will probably be running to catch up for a few rounds.


At Issa's whistle a small roc, small for such creatures anyway as it is nearly the size of a man, wheels down from the sky.

Will save: 27

Cormick provides some minor healing to Morvae as the celestial staggers backward in pain and surprise. Morvae in a heavy voice, "I must retire." And with a slight pop he vanishes.

Rilumin launches more arrows, but is unable to strike the target. The guardsmen move in behind Nasun, though they seem apprehensive after seeing the jolt Morvae took.

3 rounds Ian

Nasun turns on Cindy, "Your next.", as he casts another spell and attacks her.
Defensive concentration check: 28.
Shocking grasp, no metamagic enhancements on this one.
Attacks, targeting touch AC: 19, 16, 15.
Damage: 12 + 18 = 30, 12, 9. Total = 51

Can get a map up later tonight, but party is up


Map

Forgot to roll the guards attacks... and that was a set of horribly low rolls: 16, 6, 9


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Maybe Leo should cast dispel magic on Nasun? Is that a good idea?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

For a witch Cindy has good hit points but can't stand up to another round of that level damage. Not totally sure I understand the damage. That was three touch attacks but only one shocking grass, right? What was the other damage? Also I'd like to better understand who threatens the vampire now and what is my perception of how hurt the creature is.


12 + 18 is max rapier damage (12) and shocking grasp damage (18). The others are high rolls on rapier damage as well.
With the time spent chasing Nasun up to the library he has had a fair bit of time to get health back from fast healing.

That is an excellent idea Ian.
Dispel magic roll: 25

One of the layers of protective magic on Nasun disappears.

651 to 700 of 797 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Merchants and Mages All Messageboards

Want to post a reply? Sign in.