[PFS/DMK/GD4] 6-97 Siege of Serpents - PbP Gameday IV Special (Inactive)

Game Master Kludde

Maps and handouts
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The adventurers are enjoying their successes, and are offered some wine and drinks as the first ushers can be seen gathering people for Farabellus' speech...

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

"Talking? Who came here for speeches and talking?" Scarlet complains as she wanders towards the source of her annoyance.

Liberty's Edge

Regional Venture Coordinator - Online


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The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

"That wasn't what I was expecting...."


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Sir Laribold Croome, an immaculately dressed Taldan nobleman, scrambles for cover behind a table, which his halfling manservant helpfully flips onto its side. Catching his breath, the Taldan fumbles for his monocle before addressing the nearby Pathfinders "Monsters and villains are attacking all over the grounds," he states with perfect articulation, punctuated by a crossbow bolt that embeds itself in his makeshift barricade. "Spread out, patrol the grounds, and snuff out trouble as you find it. If you should discover any clues about what the devil is going on, report back here at the base of Skyreach."

He pulls his sword cane free from its sheath and raises it overhead. “Look alive, and show initiative,” he shouts before performing an elaborate dueling salute in the direction of an elephant and setting off after it.

The Grand Lodge’s campus is overrun with marauders and monsters, while support staff, initiates, and visitors run in peril for their lives.

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.”

From my understanding, the hostage taker is alone and has declared that he can kill all the hostages almost instantly. Valsin explains. I don't think the threat stems from a magical spell, but we should treat the threat as credible. Reconnaissance should be possible, but the doors are locked and the keys are missing.

The quadrangle is a square building that you all know well from your times as initiates. The building consists of main hall and several side rooms. All of the rooms except the main hall have small windows
whose curtains are drawn. The main hall has a large, round window 10 feet up from the floor.

I'm trying to put up a map, but the crummy connection I'm on doesn't allow me

Silver Crusade

M Elven Wizard (Evoker)-6 | AC 13 (17 w/mage armor) T 12 FF 11 | HP 27/27 | F +2 R +4 W +7 | Init +1 | Perc +7

Rhanloi casts mage armor on himself, then gathers the arrows and bolts of his comrades (up to 30 - he will use 20 of his own) and casts flame arrow on the lot.
Flame Arrow: Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes. This spell will last for 50 minutes...

When the rest of the team is ready, he nocks one the spelled arrows and prepares to move quickly to the northern dormitory in the Quadrangle.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra looks outraged "Who would dare attack the Pathfinders here! It will not go well for them."

The halfling hands 5 of her light crossbow bolts to Rhanloi to be enchanted with flame Arrow "Thanks! Now off to the Quadrangle."

Marra eyes the northern dormitory as they approach, "We of the small size could probably sneak in the small windows?"

perception: 1d20 + 11 ⇒ (16) + 11 = 27

Casting message {link} linking to all five companions and the brownie

The Exchange

Poppy likewise hands over 5 bolts.
Strangely her expression has changed and is looking a little malevolent.

"Time to work!" She hefts her crossbow.

"I can sneak in and give us some recon"

poppy has a good stealth skill and can probably sneak in and see what is going on... Size tiny helps

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

"Well, more interesting than speeches,", Cacumattus replies to Scarlet, while casting mage armour on himself, and handing five of his bolts over for enchantment. Taking them back with a grateful nod, he turns to Poppy and Marra.

"Good idea. Poppy sneaks in a checks out the situation, confirms the single aspis, and so on. Then Marra and I can follow, unlock the door for the others, and get in good positions to attack as soon as the others burst through the door."


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Finally got the map up

The smaller windows are all shuttered, windowsblinds tightly locked in place. Simply climbing through is not possible before the blinds are removed, and even then it will require some sqeueezing.

The main doors to the hall are locked tight as well. The window in the main hall (Just over the podium on the west side) is has a glass pane in it, but it otherwise not blocked.

Can Poppy fly? Otherwise, she'll have to climb up the ten feet to the window to look.

The Exchange

Scarlet and Poppy scoot to the window, keeping low. Scarlet gets poppy up on her shoulders, and Poppy scrambles the rest up.

Climb 1d20 + 8 ⇒ (18) + 8 = 26
Perception 1d20 + 12 ⇒ (8) + 12 = 20
Stealth 1d20 + 19 ⇒ (11) + 19 = 30

Silver Crusade

M Elven Wizard (Evoker)-6 | AC 13 (17 w/mage armor) T 12 FF 11 | HP 27/27 | F +2 R +4 W +7 | Init +1 | Perc +7

Rhanloi sends his raven familiar to fly around and have a look at the roof.
There's a door on the south wall leading into a dining area. Can we get to that door from the outside?

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Go go battlespace operating systems :p

Dark Archive

N Male Human Kensai4/SwordSaint2 Init +4; AC23, Touch 18, FF 16, CMD 25/18; hp 45/45; Fort +8, Ref +5, Will +4; Perception: +2; Arcane pool: 4/4; Effects: none

Rasamoro poured a potion of barkskin and moved forward, having his katana still on his hip. He held another potion in his hand, just in case something go wrong.

I'll wait for recon ends before I will buff further, since most of them are 1 min/lvl


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Poppy has a look through the windows and sees several pathfinder initiates sitting on the podium of the main hall, tightly bound, fear in their eyes. Further down the hall a single man is standing, nervously casting glances. He looks at the main door, and the other door in the hall in turn, then up at a item suspended from the ceiling above the podium. It looks to be a scale of sorts, and in it lies a single glass marble.

The door on the south wall is locked.

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra sighs when the room is described, "Must be a trap of some sort, not sure how he intends to trip it. I suggest we try to talk him down, depending how that goes I can try to fascinate him, but any threatening actions would break the fascination if it works."

The looks around to the others "first thing we do is get a door open quietly."

Marra moves quietly to the front double doors

stealth: 1d20 + 14 ⇒ (9) + 14 = 23

examines the doors for traps.

perception: 1d20 + 11 ⇒ (6) + 11 = 17

if she finds no traps she tries to pick the lock still under stealth.

disable device: 1d20 + 6 ⇒ (15) + 6 = 21

using the message spell she signals the others if it works, but does not open the door yet.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Assuming that his greater animal aspect has run its course already (1 min/level)...

Boram pulls a small bead out of his belt pouch and drops it into a small vial of liquid. Almost immediately, the liquid takes on the same properties of the extract he drank earlier, and he drinks this one, too, with the same effect. A white glow suffuses his mouth, and he empties a potion into it, then spits it back out into its vial. As before, his features take on various animal-like qualities; the hairy mask covering his face the most notable among them.

Use a boro bead to reconstitute his extract of alchemical allocation, then drink it to gain the +4 to stealth, disable device, and sleight of hand rolls.

After his preparation, and handing 10 (or 15, if nobody else wants any) arrows to Rhanloi to be enchanted, Boram follows Marra's lead.

Stealth (Take 10, Dex Mutagen, Greater Animal Aspect (Raccoon)): 10 + 6 + 2 + 4 = 22

Disable Device (Take 10, Masterwork Tools, Dex Mutagen, Greater Animal Aspect (Raccoon)): 10 + 11 + 2 + 2 + 4 = 29

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

"I wonder if the marble is the device? An explosive of some sort?"

Dark Archive

N Male Human Kensai4/SwordSaint2 Init +4; AC23, Touch 18, FF 16, CMD 25/18; hp 45/45; Fort +8, Ref +5, Will +4; Perception: +2; Arcane pool: 4/4; Effects: none

- I don't know about this stuff, - said Rasamoro, - I have a scroll of short-distance movement, trans-planar window -in Tien - which can be used to drop me and another one of us inside the room, just when it's needed. But this one is quite rare, so I'd like to keep it with me until we couldn't do it without spending it.

In one of his previous adventures, Rasamoro and team was ambushed by evil Consortium wizard, who almost blew their team away with two fireballs in a row and several other nasty spells. As last one standing (dodged both) he needed to "burn" about 1500 gp of consumables to save his friends. That scroll was one of not so many things left and he was actually considering fleeing a fight, but than overcame his fear and fought the wizard and won a challenge.


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Marra moves to the main entry doors. As soon as she sets her picks to the door, a nervous voice form inside shouts: Don't try anything sneaky out there, or I will kill everyone in here. Yes I will!

If you want to know what the marble is, roll a spellcraft check

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

"So much for the element of surprise," Cacumattus mutters under his breath, while considering Poppy's description of the marble device.

Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra rolls her eyes, then calls out the door to the man "I just want to talk to you. If you kill the people then you have nothing, you must want something otherwise why take hostages? Can I come in to see with my own eyes that the people are unharmed and to bargain for their release?"

diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29

since motive: 1d20 + 11 ⇒ (19) + 11 = 30 (read his state of mind.)


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Cacumattus:

The marble sounds like a bead from a necklace of fireballs, and in the worse case is potent enough to kill everyone on the podium outright.

Stay away or I will torch the whole place! the man shouts from the other end, nervously. He sounds scared to death, and obviously hasn't thought his plan through much.

The Exchange

Poppy whispers, "I can magically move in and appear next to the gem, perhaps steal it?"

GM, where is the device and where is the person? I'm thinking if the person is somewhere and addressing Marra at the door, perhaps Poppy could find a location to Dimension Door into and then sneak up and steal the gem...? The party can then rush the door and shout down the guy?


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The device is over the podium (orange star), about fifteen feet in the air, while the nervous man is on the other end of the hall (blue circle)

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Is there a route to get to the southern door?

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra keeps talking to the man "Don't do anything rash, we can work it out. We can talk can't we? Just come open the door so we can talk face to face."

diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Southern door looks like it is off the ramparts on the walls surrounding the college

Scarlet and Poppy have a rather involved conversation, spoken very quickly about "Visiting the neighbours" that seems then goes on to mention "The lock charmer working the lid", "a ginny", "hoisting the booze",and then "hushing the pigeon" variously nodding towards Marra, waving at Poppy, and pointing at Rasamoro, Boram, and Cacumattus. It doesn't seem to make much sense, but the pair of them seem to be having a fairly comprehensive talk.

"Marra, you keep him talking and well distracted - if you can get a chance then pick the lock, otherwise here's a crowbar" she pulls a prybar from her bag and hands it to Rasamorro "Poppy will get in behind the desk back there and climb up and steal the gem while the fellow is distracted. Once she has the gem, we crash the door and... deal with the man"

In short, the planned action is that:
Marra will keep the man talking to the door, doing what she can to keep his attention. If there is a chance, working the lock might still be an idea.

Poppy will Dimension Door to the back of the room onto the back stairs where she will be out of the mans sight, she will then spiderclimb up onto the roof and disable the device.

Once the device is secured or disabled, we rush the room and deal with the Aspis Agent, any thoughts?

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

My main thought was that it might be fairly easy for an arcane character to grab the bead with mage hand, if they could get close enough.

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Mage Hand won't work :(

Target one non-magical, unattended object weighing up to 5 lbs.

Other problem is that we don't know if it is a simple drop trap or wired to be 'tamper proof'

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra whispers through the message spell to the group. "Sounds like a plan. Mage Hand won't work on the bead, but what about holding a bag under the bead. or casting feather fall on the bead if it drops. Both need line of effect which we don't have yet. Broram maybe you can unlock this door or the side door stealthy."


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The southern door can be reached from the outside, though it is locked as well.

For the dimension door plan, I need a stealth roll from Poppy.

Don't try to convince me now, I'd rather go down in flames than talk to your like!

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Marra calls through the door "What you are afraid of a small girl halfling? I least, we didn't send you on a fools mission to exchange your life and a hand full of recruits all for a minor diversion? Who every put you up to this doesn't care about you. You are only a tool to them!"

diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15

The Exchange

Stealth 1d20 + 19 ⇒ (7) + 19 = 26


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While Marra keeps the man talking - without convincing him too much - poppy dimension doors into the room and silently climbs up to the ceiling, eyed by scared-looking hostages. Up at the ceiling, she manages to grab the glowing bead.

The Exchange

Poppy smiles at the bit o' petty larceny and moves away quickly.

She whispers the code through Message

"Good work gulling the pigeon, Bagged flash in hand"

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

"That's us - the trap is disarmed, let's crack the door and get to work"

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Acknologing through the message spell, Marra talks to the man through the door, "It would be best for you if you surrender, before anyone gets hurt."

diplomacy w/One shot +2 Diplomacy: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18

Not having much hope she looks to Boram to pick the lock hopefully without alerting the man.

if Boram doesn't before the DM's post:

Marra tries to pick the lock again quietly.
disable device: 1d20 + 6 ⇒ (13) + 6 = 19
stealth: 1d20 + 14 ⇒ (8) + 14 = 22

Dark Archive

N Male Human Kensai4/SwordSaint2 Init +4; AC23, Touch 18, FF 16, CMD 25/18; hp 45/45; Fort +8, Ref +5, Will +4; Perception: +2; Arcane pool: 4/4; Effects: none

Feeling combat is inevitable, Rasamoro drinks potion of cat's grace and waits for a gap to jump in.

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram, seeing Marra's nod, sets to work with his picks.

Stealth (Dex Mutagen, Greater Animal Aspect (Raccoon)): 1d20 + 6 + 2 + 4 ⇒ (20) + 6 + 2 + 4 = 32

Disable Device (Masterwork Tools, Dex Mutagen, Greater Animal Aspect (Raccoon)): 1d20 + 11 + 2 + 2 + 4 ⇒ (7) + 11 + 2 + 2 + 4 = 26


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Marra tries one last time to convince the hostage taker, but it takes a swift block by Boram to resolve the situation: suddenly the hostage takes is face-to-face with six pathfinder who don't take kindly to aspis agents threatening the lives of their comrades.

init:

init, Scarlet: 1d20 + 8 ⇒ (17) + 8 = 25
init, Marra: 1d20 + 5 ⇒ (12) + 5 = 17
init, Cacumattus: 1d20 + 7 ⇒ (13) + 7 = 20
init, Boram (Dex Mutagen): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
init,Rasamoro : 1d20 + 4 ⇒ (5) + 4 = 9
init, Rhanloi: 1d20 + 2 ⇒ (16) + 2 = 18

init, bad guy: 1d20 + 1 ⇒ (11) + 1 = 12

---
Scarlet
Cacu
Rhanloi
Marra
Boram

---
Hostage taker
---
Rasamoro
---

Dark Archive

Male Halfling Alchemist (Grenadier) 7 [ HP 61/61 | AC 20/T13/F18 | Fort +6, Ref +7, Will +2 (+2 vs. fear) | Init +4 | Perception +17 ]

Boram steps into the room and fires a shot at the heart of the Aspis agent.

Not an action: 5' step, as indicated on map
Standard action: Attack agent
Attack (+1 Composite Longbow, Dex Mutagen, Point Blank Shot, Deadly Aim): 1d20 + 8 + 2 + 1 - 2 ⇒ (14) + 8 + 2 + 1 - 2 = 23
Damage (+1 Composite Longbow, Dex Mutagen, Point Blank Shot, Deadly Aim, Flame Arrow): 1d6 + 3 + 1 + 4 + 1d6 ⇒ (6) + 3 + 1 + 4 + (2) = 16

Move action: Grab acid flask from bandolier

Grand Lodge

Male Gnome Rogue (unchained) 2/sorcerer 4 | HP 36/36 | AC 17:13:15 | Init +7 | Fort +4 Ref +8 Will +4; +4 vs. illusion | Perception 14 Sense Motive -2

While Boram deals with the lock (i.e. before combat), Cacumattus readies his crossbow and casts mage armour on himself.

Once the door is open, he rushes through and takes position behind a pillar, flinging a beam of fire at the Aspis agent as he goes.

Scorching Ray: 1d20 + 5 ⇒ (14) + 5 = 19 for: 4d6 ⇒ (4, 6, 2, 4) = 16

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Poppy rushes in, brandishing a spear and menacing at the Agent - which turns out to simply be a ruse to allow Scarlet to close and attack.

Scarlet
Flank+Sneak
Attack 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Damage 1d4 + 5 + 2d6 ⇒ (4) + 5 + (5, 6) = 20


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Boram fires a shot at the check of the hostage taker, while Cacumattus burns the man's sword hand with a scorching ray. As poppy moves in, the man turns around, already bleeding strongly, and Scarlet takes the opportunity to cut open the man's back and tear out his kidneys.

Combat over!

A sigh of relief can be heard from the hostages, and as they are liberated, Ambrus Valsin moves. Well-handled, not a single drop of blood spilt, he says, taking a spit on the bloodied corpse on the floor, if only all hostage situations were dealt with so fluently.

The victory is short-lived, however, as the beauty of the Grand Lodge’s well-manicured grounds is shattered by the sounds of shouts and screams from panicked initiates, support staff, and visitors.

Frightened innocents trip over hedges and stumble through fountains and pools in an effort to higher, a member of the guard has already entered the grounds get to safety by the most direct means possible, especially when the landscaping otherwise leads them to certain peril.

Two woolly rhinoceroses prowl the grounds - you're certain to have seen the locked in cage before - and gore anyone in sight.

init:

init, Scarlet: 1d20 + 8 ⇒ (9) + 8 = 17
init, Marra: 1d20 + 5 ⇒ (2) + 5 = 7
init, Cacumattus: 1d20 + 7 ⇒ (17) + 7 = 24
init, Boram (Dex Mutagen): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
init,Rasamoro : 1d20 + 4 ⇒ (15) + 4 = 19
init, Rhanloi: 1d20 + 2 ⇒ (12) + 2 = 14

init, rhinos: 1d20 + 0 ⇒ (7) + 0 = 7

---
Cacumattus
Rasamoro
Scarlet
Boram
Rhanloi

--
Rhino
Rhino
--
Marra

Silver Crusade

M Elven Wizard (Evoker)-6 | AC 13 (17 w/mage armor) T 12 FF 11 | HP 27/27 | F +2 R +4 W +7 | Init +1 | Perc +7

Rhanloi imbues his bow with arcane energy, takes aim, and lets an enchanted flame arrow loose at the giant beast!
Ranged attack: 1d20 + 6 ⇒ (18) + 6 = 24
Arcane strike + Fire damage: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8

Grand Lodge

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Flatfooted, Marra eyes the Wooly rhinoceroses.

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Q1: Is the terrain 'difficult' and can we thus be charged?
Q2: Which Rhino is injured?
Q3: These aren't 'magical beasts' etc?
Intent is for Poppy+Scarlet to try animal handle and Push one into backing down


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A1: The light green hedges and blue water pools are difficult, the rhino do not have a charge line
A2: The blue one is injured.
A3: K(nature) or K(arcana) to figure out :-)

Rhanloi shoots an arrow at the nearest beast, penetrating the creature's tough hide.

---
Cacumattus
Rasamoro
Scarlet
Boram

Rhanloi
--
Rhino - Red
Rhino - Blue (8)
--
Marra

Dark Archive

N Male Human Kensai4/SwordSaint2 Init +4; AC23, Touch 18, FF 16, CMD 25/18; hp 45/45; Fort +8, Ref +5, Will +4; Perception: +2; Arcane pool: 4/4; Effects: none

Is my Cats Grace still functioning?
Is this surprise round (Standart only) or normal?

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