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

Game Master Kludde

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Liberty's Edge

Regional Venture Coordinator - Online


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Overseer Announcement wrote:
Table GMs - The Hidden Library [Area E1] and Tapestry Chamber [Area E3] are now CODE GREEN. The Sky Key Chamber [Area E2] is still CODE YELLOW

GM Note:

E1 = Green
E2 = Yellow
E3 = Green

ACT III Ends, and ACT IV Begins, Tomorrow at 3 PM EST US [UTC-5]

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

{Hasted: Temporary AC24 & Movement speed 40', -3 Wisdom drain}

Inspire Courage (IC) all allies get +2 to hit, damage and save vs fear. 8r of 16

Continuing the inspiring bardic oration, Marra sends arcane power into her small scimitar as she shifts forward and hastily attacks the Southeast creature.

1st attack: +1 keen scimitar w/+2 IC, +1 Haste: 1d20 + 11 + 2 + 1 ⇒ (4) + 11 + 2 + 1 = 18
damage if hits w/+2 IC +2 AS: 1d4 + 6 + 2 + 2 ⇒ (2) + 6 + 2 + 2 = 12

2nd attack: +1 keen scimitar w/+2 IC, +1 Haste: 1d20 + 11 + 2 + 1 ⇒ (20) + 11 + 2 + 1 = 34
damage if hits w/+2 IC +2 AS: 1d4 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14

to confirm crit: 1d20 + 11 + 2 + 1 ⇒ (18) + 11 + 2 + 1 = 32
Plus damage if confirmed: 1d4 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13 +2 fire on crit 2nd attack total = 27+2fire

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

Moving around the cordoned off sky key display area, Cacumattus releases his last beam of fire at the northern Xill.

Scorching Ray, PBS, IC, vs touch: 1d20 + 5 + 1 + 2 - 4 ⇒ (12) + 5 + 1 + 2 - 4 = 16 for: 4d6 + 1 + 2 ⇒ (2, 4, 4, 3) + 1 + 2 = 16

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 calmly moves forward, draws another fire arrow, aims at whichever xill remains standing, holds his breath, and releases the arrow...
Point blank ranged attack: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Arcane strike + fire damage: 1d8 + 1 + 1d6 + 2 ⇒ (2) + 1 + (2) + 2 = 7


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Boram's arrow hits the outer armor of the xill, but does nothing more than chink off. Scarlet has had enough of the relentless attacks by the four-armed creature, and decides to bring it down with two well-aimed strikes.

Rasamoro patiently waits for the best moment to strike, and when he does, he goes straight for the heart of the creature. The creature twitches in its carapace as it rolls on its back and curls up.

Combat over!

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

Scarlet heaves in the big breaths...

"What a nasty piece of work, wish I had four arms!" she exclaims, looking at her claws.

She draws a wand and badgers the casters.

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 will happily use the wand to help Scarlet. After attending to her needs, he will examine the room, especially the wonky clock that reminds him of the weird time clock tower from his previous adventure in Uringen...
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Liberty's Edge

Regional Venture Coordinator - Online


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Overseer Announcement
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The Sky Key Chamber [Area E2] is now CODE GREEN – All Three ACT III Areas are now CODE GREEN (WELL DONE!)

Liberty's Edge

Regional Venture Coordinator - Online


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Overseer Announcement
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Overseer Note: ACT IV – The Floating Tower is now open and Code Red. Table GMs Please begin ACT IV. You have until December 20th, 2015 at 3:00 PM EST [UTC-5] to finish this act.

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

- Very intensive day! said Rasamoro casting infernal healing on himself, and than on Scarlet, - I've lost almost all of my advantages. I'm starting to be afraid, could it be the dirty magic is storming my will? If anyone needs healing, I can help you a bit.

He checked his backpack and retrieved a scroll of lesser restoration. He put several other scrolls behind his belt to reach them promptly, if there will be such need.
- I'd be grateful if one of you knows how to use that.

OK, let's buff (who can) and finish those Aspis b?*s! GM, please inform me if my barkskin or shield expired and should be renewed


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When did you cast it again?

---

Kreighton Shaine finishes giving instructions to one team before sending them into Arliss Hall and turning to greet the new arrivals. “Ah, you received my message?” he asks eagerly while pulling out a small notepad and making a single tally mark. “Excellent, I was uncertain whether recent events might block communication as well. We have a theory that the northwest tower’s new floating status may be the result of the Sky Key and Hao Jin Tapestry coming too close to one another, much like two extradimensional spaces placed inside one another. Thus far, all of our more conventional attempts to reach the tower have been repelled, and admittedly the whole thing could just rocket into the Irorium any minute.” He squints to the north before adding, “That would be unfortunate, as there’s a rather big match over there today. Best we take control of the tower before it misbehaves further.

“The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects—a pair of full-length mirrors—it should be stable and safe to use. The only catch is that one of the mirrors is inside Arliss Hall. The hall has several extradimensional properties, and with so many visitors, it’s been changing its internal layout constantly. Rather than waste time sending you to gure out a puzzle, I’ll lead you to the portal myself. We venture-captains are fairly used to it.”

Being the pathfinders that you are, you are somewhat familiar with Arliss Hall: Its passageways are known to shi in strange ways, and it o en seems larger inside that it should from the outside. The majority of the rooms inside are modest but tasteful apartments that venture-captains (and maybe even the Decemvirate) use as personal apartments.

Kreighton opens the door, and lead the group in. However, when the adventurers turn around, the elf is no longer there.

“Of all the luck,” the Master of Scrolls voice echoes from thin air. “We must have exceeded some capacity limit for this version of the hall and it moved me over to another... iteration of itself. I’ll try to find my way over to you, but look for the mirror! It is in a private room that is reserved. We call it the Lost Room. The chamber will be hidden in plain sight but there’s always some sort of trick to find it. Hurry and I’ll try to join you soon! One last thing—rarely can anyone find the Lost Room alone, so work together!”

I've put up a map of Arliss Hall. You are in the main lobby

There is a guest registry near the entrance, identifying which rooms are available. Currently the registry lists nine rooms, including both room 8 and “room 8A”, even though no such room appears to exist. Room 8 is currently registered to the Pathfinder agent Osprey, while Room 8A is marked “Reserved— do not use.” At the top of the page are words written in delicate penmanship and red ink. “Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed.”

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

"Well, let's start with the obvious choice and check out Osprey's room..." Rhanloi says. He casts detect magic and begins looking around the entrance hall. He will continue to cast this cantrip as they search the hall...

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 nods "Seems logical, I suggest we search the walls near room 8 for secrets."

Marra head up the stairs to where room 8 is and starts searching the walls in the Hallway.

perception: 1d20 + 11 ⇒ (10) + 11 = 21


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The whole of Arliss Hall breathes magic, and it becomes rapidly clear to Rhanloi that detecting for it is somewhat pointless. Marra searches for secret doors in the hallway, but only finds the eight doors labelled 1 to 8. All of them are unlocked.

Inside room number 8, the key is in the lock.

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

"Do we simply take the key, step in the room, and lock the door behind us?"

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

"Or perhaps we lock ourselves inside the room, and then 8A will become apparent..."

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

"Lets try that"


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The party steps inside room number 8, and Rhanloi locks the door. Nothing happens, so the registry must have been right - the party is not being disturbed by anyone.

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 haven't casted second one yet. If both are expired, please say and I adjust my stats

After the door was locked Rasamoro opened curtains, to let more light into room and start looking for mirror.


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The first casting has expired if you cast it before going into the tower (which I think you did?)

Rasamoro opens the curtains, and looks out over the destruction that the Aspis attack caused. There's a large mirror on the side wall, but it looks mundane.

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 unlocks the door, then steps outside the room, taking the key with him, and tries the key in the locks of the other seven doors.

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

Unless it is the garden outside.

Not sure what the work together line is about, collective perception check or something?

Can we sign in on the registry for room 8A? Maybe that summons it?

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

"Boram! Now that you have locked the door and are outside, try opening the door, but without the key. Bang on the door and really rattle the handle!" Rhanloi calls through the 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

While inside the room when Boram locks it, Marra tries to open the door from the inside while it is locked.


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Marra tries to open the door while it is locked, but finds that the door is locked.
Boram tries the key on the other seven doors, and finds it fits on none of them. When he tries to lock the door from the outside (with Rhanloi still inside), and rattles the handle, Rhanloi notices nothing - no sound, no knocking, nothing.

So to be clear: that's Rhanloi in room 8, Boram in the corridor locking the door from outside, and Boram knocking on the 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 borrows the key and tries first from inside and then from the outside turning the key in in the lock different ways to see it somehow has more than just a lock and unlock state. (Ie: maybe if you turn it clockwise it locks as normal, but if you continue to turn it unlocks room 8A???)

If that fails then Marra goes down to the register book and writes in "Her name for room 8A in place of reserved." Then checks to see if the room door magically appears.

Failing that, she takes twenty (total 31) to search the wall at the end of the hall next to room 8.


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Marra tries a few combinations with the key, but it really only turns in one direction. She enters her name in place of 'reserved', but that also doesn't seem to have any effect. Her search reveals little.

Srange though. It seems Osprey had no intention of going to room 8A, he just needed a room where he would not be disturbed. In this place of shifting rooms and moving corridors, perhaps something would happen if he locked himself inside. Rhanloi didn't notice any banging on the door when the door was 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 suggest someone take the key into the room and lock the door, then she tries to open the door from the outside.

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 does as Marra suggests, ushering everyone else outside the room, taking the key inside, and locking the door.


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Boram moves into the room 8 and locks the door. Marra then tries the handle on the outside and... finds the room empty. The furnishings are exactly the same: window looking out over the grounds on the far end, mirror on the left side, couch and desk on the right.

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 ]

...and Boram winks out of existence completely?

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 stays in the room with Boram, since he was in it to start. He will look around while they wait to see if anything changes. After a few moments, he will open the door to see what his colleagues were doing...


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Boram is still in the same room as he was before, blissfully unaware of what is going on. Rhanloi is there as well, finding nothing he hasn't found before.

:-)

Rhanloi opens the door after some time, but has given Marra enough time to figure out the way to access room 8A: the door to room 8 must be locked from the inside.

Which is the next part of the puzzle: how do you get the last person in room 8 to room 8A?

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 steps into room 8A and closes the door, then have Boram in the locked room 8 unlocks and opens the door.

have everyone else step out into the hallway and close the door to room 8.

Then Marra in room 8A opens the door, expecting to see everyone in the hallway and invites them in.


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With Marra inside room number eight, she waits for Boram to open the door and move into the hallway. When she opens the door of room 8A, though, she stares at a blank wall - the room doesn't connect to the hallway.

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 has another idea to try.

She explains

"Someone locks themselves into room 8. "

"The rest of the group opens the door to room 8A."

"Person in room 8 climbs out the window and comes back in through the main door to join the rest of the party in room 8A."

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

"Sounds legit..." Rhanloi says. He will be the sole person in room 8 while the rest of the party goes into 8A. With the door still locked from the inside, Rhanloi will attempt to find a way out of the room and then back into the regular hall.


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Rhanloi locks himself into room 8, then climbs out of the windows, hits the floor and runs back into Arliss hall, to enter room 8A.

Upon closer inspection, the surface of the mirror in the room is insubstantial, and is easily disturbed. The mirror forms a portal, leading to a room beyond. The southeast corner of that room has broken off along with part of the floor. Rubble, loose bricks, and masonry litter the edges. Beyond the opening, blue sky and the Absalom’s city skyline are plainly visible. A solitary door is closed to the south and a full- length mirror is bolted to northwest wall.

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The floating tower begins to shift, tilting slightly to one side. A shower of debris rains down on the lawn and buildings below.

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 renews the Message spell making a link between her and the rest of the party, testing it she whispers "Little tight in her would someone open the door?"

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

"Oh, of course!" Cacumattus slaps himself on the forehead. "The old reverse-Zarniwoop window trick, I should've thought of that."

Once through the mirror portal, Cacumattus examines the door and disables any lock or trap it might have.

Perception (trapfinding): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Disable Device: 1d20 + 8 ⇒ (9) + 8 = 17


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The tower tilts, and Marra just manages to grab a hold of Rhanloi before he would fall out. Rock and debris roll off the platform to join the cloud of debris magically circling the detached tower. From the other side of the broken wall, a large stone pillar dislodges and adds to the debris.

With the pillar gone, the doors open easily.

This floor is clear except where the walls are crumbled away. The north and west windows feature gargoyles just below them. Both gargoyles have a reservoir built into their backs so oil or other chemicals can be poured and sprayed down on would-be attackers. Numerous arrow slits are built into the walls.

Those broken stairs on the southeast lead down to and area that has been broken of. There is still a mostly intact level above you

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'm definitely pro-magic, but this is too much. I started losing grasp of reality and space - whispers Rasamoro, - what do we do now?

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 thanks Marra for grabbing him as the tower tilts! Once they team is ready, he will move out of the room and to the west, pointing to the door of the north-west room and looking at Cacumattus.


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Rhanloi points to the northwest room. After cacumattus performs a check for traps, he finds the door is unlocked, and leads to a staircase up behind it.

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 follows the others to the door and, when the others begin to make their way up, drinks an extract and does the same.

Drink heightened awareness extract, dropping the perception bonus for the initiative bonus when the time comes


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The top floor of the tower is an open area, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist roils within the southern circle.

Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.

Having the higher ground in the tiled tower are three Aspis agents, clearling looking to defend their vantage point.

Treat moving westward (sloping up) as moving through difficult terrain

init:

init, Scarlet: 1d20 + 8 ⇒ (15) + 8 = 23
init, Marra: 1d20 + 5 ⇒ (2) + 5 = 7
init, Cacumattus: 1d20 + 7 ⇒ (16) + 7 = 23
init, Boram (Dex Mutagen): 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
init,Rasamoro : 1d20 + 4 ⇒ (1) + 4 = 5
init, Rhanloi: 1d20 + 2 ⇒ (19) + 2 = 21

init, mooks: 1d20 + 6 ⇒ (13) + 6 = 19

---
Scarlet
Cacu
Rhanloi

---
Shuriken thrower
Shuriken thrower
Leader
---
Boram
Marra
Rasa
---

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

Cacumattus clears the top of the stairs, crossbow drawn, and fires at the northernmost enemy.

Crossbow, Sneak attack: 1d20 + 7 ⇒ (15) + 7 = 22 for: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6

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 steps through the door, sees the Aspis agents, and flings a growing ball of fire that generates a searing explosion of flame and detonates with a low roar! "Fire in the hole!! he calls out to warn his colleagues.
damage: 5d6 + 2 ⇒ (2, 6, 6, 2, 1) + 2 = 19
DC19 Reflex for half damage

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 follows the others from the half broken room into the tower and up the stairs where they run into the Aspis agents. The halfling is slow to react.

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