(PFS) GM Alice's #3-00: First Steps Series [Group 2] (Inactive)

Game Master Alice Margatroid

The First Steps series... hurriedly played in reverse before they get retired. [Group 2]


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Grand Lodge

M Elf Ranger/2

I just re-read Blind and realized I don't get -4 on attacks, just the 50% chance to hit (not that it matters in my case). You do apply -4 to "most" strength and dex based skills, so I guess that acrobatics would fall into the "most" category. I should still make the check, even with -4. I really am starting to hate all the conditions in this module.


Round 2 wrote:

Initiative: Balak* | Shivaan* | Valnir | Garret | Thayn | Clacent | Gillmen

* = previous round

Current Map

Status
Clacent: 7/12 hp
Garret: blinded (3 rounds)
Thayn: blinded (3 rounds)

Shoalo: DEAD!
Ahrmisa: 2 damage.

OOC
Moving for Valnir. Haven't seen him post in a while; hope we haven't lost him! Making the assumption that he prepared burning hands and sleep again.

GM:

Shoalo Reflex: 1d20 + 1 ⇒ (2) + 1 = 3
Ahrmisa Reflex: 1d20 + 1 ⇒ (3) + 1 = 4

Ahrmisa Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Ahrmisa Crit Confirm: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Ulionestia Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21

Valnir Will Save: 1d20 + 4 ⇒ (14) + 4 = 18

Valnir, recognising that there is magic afoot, quickly hides his eyes beneath his hood before the bright lights can blind him. He moves up behind the two gillmen and burns them with a gout of flame.

Burning Hands: 1d4 ⇒ 2

Garret, despite being blinded, attempts to trip Shoalo - or at least where he remembered Shoalo last being. Unfortunately, the gillman seems to have shifted slightly since the image burned into Garret's mind, and he kicks at the empty air. If it's any consolation, the halfling does manage to stop himself from falling over. Thayn likewise struggles to land a hit on Shoalo, accidentally bumping the table with the centaur's spear in his attempts.

Luckily, the wrecking ball Clacent is here to save the day, rushing over and cutting Shoalo down in one hit. The box with your relic in it falls to the ground with a rattle.

Ahrmisa seems unaffected by the male gillman being cut down before her eyes; instead, she's much more worried about getting the relic back. She thrusts her spear into Clacent's side in order to distract him (you take 5 damage) before leaning down to grab the relic and nimbly backing away.

Clacent, you can take an AoO on Ahrmisa as she tries to pick up the relic box.

Ulionestia lets out a screech of rage and despair at seeing her companions and her plans being cut down by the Pathfinders. She gestures in the air, uttering ancient words of arcane power. Thick strands of sticky webbing shoot out from her open palms and coat much of the north-western section of the bar, trapping those within and holding them down like a fly in a spider's web.

Everyone except for Valnir must make a DC 14 Reflex save.

If you fail your save:
You are grappled. You can break free as a standard action with a DC 14 Escape Artist check or combat maneuver check.

Note for anyone in the area of the web:
The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a DC 14 combat maneuver check or Escape Artist check as part of their move action. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

Spellcraft DC 17:
That was a web spell.

All heroes are up!

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

What is happening?, what do I feel brushing against me? Is that a spider web?

Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20

Garret stands still and tries to defend himself as good as possible against any attacks

Total defend action, AC=15

Grand Lodge

M Elf Ranger/2

Reflex Save: 1d20 + 6 ⇒ (16) + 6 = 22

Thayn moves through the web and approaches Arhmiss. He lunges his spear in her direction.

Move to R6.
Escape Artist, if needed: 1d20 + 4 ⇒ (20) + 4 = 24

Attack: 1d20 + 3 ⇒ (16) + 3 = 19
% to Hit: 1d100 ⇒ 17
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Crit Conf: 1d20 + 3 ⇒ (1) + 3 = 4
Crit damage x3

Grand Lodge

M Elf Ranger/2

Okay, something is wrong with the dice roller. It is changing my rolls....

I added Escape Artist roll and saved (didn't change anything else) and it changed my attack rolls. I had a natural 20 for first attack, which prompted the crit rolls (and my crit confirm was 19).

I don't know how you want to deal with that, but that is the first time I have seen the site change dice rolls.

And now its not recognizing my ooc scripts properly.


Will comment on the OOC thread.

Lantern Lodge

Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
Reflex Save: 1d20 + 1 ⇒ (6) + 1 = 7

The blinding light takes its toll on Shivaan.

"Bwah, what is this trickery!

Shivaan stands from his seat, blinded, covered in webs, and trys to cast Bless.

Concentration Check: 1d20 + 1 + 3 ⇒ (1) + 1 + 3 = 5

If a success, the party is blessed.

EDIT: Removed some ridiculous bonus that creeped into my roll!


Not sure where that +10 to concentration checks is coming from...?

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Will Save 1d20 + 5 ⇒ (11) + 5 = 16

Balak, his preternatural reflexes trained into him, manages to cover his face to protect his eyes from the flash of pyrotechnic light. He launches himself towards the Gill-woman, but the melee gets in the way and he stumbles into a table before the blast of webbing erupts around him. Still, his training saves him, and he emerges from the webs closer to the bar.

Reflex Save 1d20 + 3 ⇒ (12) + 3 = 15
Double move to R 15

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7

Clacent heard the gillman mumble something in a language he haven't heard before but for sure he knows when a spell is being cast,
"Here it comes again guys!"

Ref Save: 1d20 + 4 ⇒ (19) + 4 = 23

Clacent rubs the webs on his shoulders like dandruff, and the spear like he is being tickled,
"My turn!" shouts Clacent as he thrusts his greatsword in return,

Greatsword: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

AoO: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

When the dust settles, all Ahrmisa saw was Clacent's back and her blood dripping for Clacent's greatsword.


Round 3 wrote:

Initiative: Balak* | Shivaan* | Valnir | Garret | Thayn | Clacent | Gillmen

* = previous round

Current Map

Status
Clacent: 7/12 hp, grappled
Garret: blinded (2 rounds)
Shivaan: blinded (3 rounds), grappled
Thayn: blinded (2 rounds)

Shoalo: DEAD!
Ahrmisa: DEAD!

OOC
Whether or not you saved on the web spell, you have to make a DC 14 Escape Artist or Combat Maneuver check in order to move through the webs at all. It's nasty, yes. I'll make your checks for you.

As Ahrmisa tries to rise, Clacent sends her to the ground with Shoalo, his blade going in one side of her body and out the other. It's likely that she was dead before she hit the ground.

Balak CM: 1d20 + 5 ⇒ (9) + 5 = 14 I decided to allow you to use your grapple bonus on this, since it's... well, using a grapple effect.

Balak pushes his way through the grasping web strands and moves along to the south of the room, just in front of the bar. Shivaan attempts to cast a spell, but the sticky webs that hold him in place cause him to gesticulate completely wrong, and his spell comes out more like a bane than a bless. (Luckily, he realises midway through and stops casting that, but the magical energy is wasted nonetheless.)

With only one target left, Valnir begins the incantations of another spell, muttering words of sleep in Elven. Garret goes into a defensive pose, ready to counter anything that might attack him. Thayn stumbles forward out of the spider webs, more of sheer dumb luck rather than anything, and attempts to stab where he last saw Ahrmisa--only to hit empty air. He realises that the job may have been finished before he got here...

Since you're blinded, I figured you wouldn't know if Clacent cut her down or not. Of course, you know now...

Clacent CM: 1d20 + 5 ⇒ (6) + 5 = 11
Clacent CM 2: 1d20 + 5 ⇒ (8) + 5 = 13

Clacent, with his second target down, decides to escape from the webbing and attempt to get towards the final gillwoman... however, his blade gets stuck in the web as he moves, and when he tries to pull it out, so too does his legs and left arm... argh!

Since you killed Ahrmisa with your AoO, I figured you would instead just move towards Ulionestia. Unfortunately you failed the combat maneuver check, so I used your standard action to break free from the grapple... which also failed. Probably shouldn't let me roll these things... ;)

Ulionestia's lip curls back in rage as she sees not one but TWO of her accomplices sent to their graves at the hand of Clacent's terrifying blade. A blast of slippery, brownish ooze flies from her hand and splatters on the ground below Balak as she draws a wand from her pocket and points it threateningly at him. "Stay back! Give me the relic and nobody has to be hurt!"

Spellcraft DC 16:
That was a grease spell.

Balak, please make a DC 13 Reflex save.

Grease Effects:
Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a DC 13 Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Lol who else is alive? I mean which icon on the map?

Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14

"Sorry guys, I'm not familiar with the magic they're throwing at us,"

CMB: 1d20 + 5 ⇒ (17) + 5 = 22

"Get me off these things? Gillmen spouting out webs is just very uncommon,"

Will that get me off the webbing?

Clacent finally free of the gillmen's cheap tactics, is now going for Ulionesti's head,

Breaking free from a grapple is a standard action, so Clacent is left with only a move which he will use to close the gap between them,

If Clacent needs another CMB: 1d20 + 5 ⇒ (8) + 5 = 13


Yes, it will get you free, and it is a standard action. The only enemy remaining is Ulionestia, who is in red. All the others are NPCs... patrons who are currently acting as difficult terrain--er... :)

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

I can't edit the map, but with a speed of 20 ft, I think Clacent will be within melee range well unless something happens lol

Grand Lodge

M Elf Ranger/2

Thayn flails and stumbles across the room in the direction of the threatening voice, trying to avoid the various substances of the floor.

Double move to V14.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Is she behind the bar or on it?
Reflex Save 1d20 + 3 ⇒ (11) + 3 = 14

Balak advances on her with a grin, careful not to fall down on the grease. "Oh, someone has to be hurt, darlin'." he says before reaching for her.

Move into melee and grapple! 1d20 + 5 ⇒ (17) + 5 = 22

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Stupid Gillwoman, she just pointed out to me where she is

Garret moves out of the web in the direction of Ulionestia.

Double move to S13

Escape Artist: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
-4 for blindness

Lantern Lodge

Shivaan keeps his eyes closed, the blinding flash still in full effect.

"I am sorry my friends, I cannot be of much aid!"

Shivaan tests the area around him with a free hand and tries to shuffle to N6 (If I can test that area before moving as a move?).

CMB for Webs: 1d20 + 0 ⇒ (11) + 0 = 11

Still grappled!

"Nester, I'm blind as a Mwangi Bat, are you OK?"


Round 4 wrote:

Initiative: Balak* | Shivaan* | Valnir | Garret | Thayn | Clacent | Gillmen

* = previous round

Current Map

Status
Balak: grappled
Clacent: 7/12 hp
Garret: blinded (1 round)
Shivaan: blinded (2 rounds), grappled
Thayn: blinded (1 round)

Shoalo: DEAD!
Ahrmisa: DEAD!
Ulionestia: grappled

OOC
Balak, she's on the bar, actually. She jumped up there earlier.

Garret, you tried to move into the aquarium (blue water squares) :P so I just put you to alongside of it as far as you could move.

GM:
Will: 1d20 + 6 ⇒ (19) + 6 = 25

Escape Artist: 1d20 + 2 ⇒ (12) + 2 = 14

Balak advances through the grease as if it was never there at all and effortlessly grabs Ulionestia around the waist. She struggles against the tiefling's might, pushing against his hands and arms, but has no chance in hell of getting out of his grasp.

Shivaan is still very much stuck! Nester replies, "Ah... yes, I'm... I'm okay, although I can't see either. I think the blindness is starting to wear off a little... hopefully the others are able to do something about this!"

Valnir finally finishes his spellcasting, directing a faint pink sleep powder over the head of Ulionestia; however, she almost immediately shakes off the effect, much to his chagrin. He hurries down south through the bar, ready to cast more close-range spells on Ulionestia.

Garret struggles his way free of the spider webs once more, and begins making his way towards the final gillwoman... Thayn and Clacent do the same thing.

Ulionestia has a snowball's chance in hell of being able to do anything while in a grapple... she tries to wriggle her way out of Balak's grasp but simply cannot! (And probably will not!)

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"I'll be there Balak, just hold her still!"

Clacent double moves towards Balak, by the way, where are the relics? Were they dropped on the floor when they died?

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret painfully collided with the aquarium, which he completely forgot about. He carefully feels his way around the tank.

Movement in the general direction of Ulionestia and Balak: U15

Grand Lodge

M Elf Ranger/2

Thayn moves around a large patron, hops on the bar and lunges at the gillwoman.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
% to hit: 1d100 ⇒ 2
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

You didn't move my token, but I am going to assume he was ok at V14. Thayn moves to W17 and attacks.


Sorry, Thayn. I was in a rush (posting before I went to the airport). Yes, that should be fine.

Clacent, the fake relic should be on the table with Nester, while the one brought by you guys is sitting on the floor where Shoalo and Ahrmisa died.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Cool as long as they are not within reach of this gillwoman. Who has the letter that was given to us by Lady Morgianna at the start of the adventure?

"Clearly you are outnumbered and pretty much close to your demise. Tell me who is your leader? Surrender now, and I will convince them to spare your life."


Despite her obvious predicament, Ulionestia spits in Clacent's direction. "Bite me!"

I think we can stop the round-by-round movement at this point. There's almost no way she can break out of the grapple, so you guys can do whatever you want with her -- kill her, tie her up, knock her out, whatever.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Put her in the aquarium.

Clacent will report to Grandmaster Torch, that Lady Gloriana attempted to forge an alliance with these cheating gillmen.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak grunts and squeezes her, trying to constrict her lungs and make her pass out.

Grapple check to inflict Nonlethal. 1d20 + 9 ⇒ (13) + 9 = 22
Damage 1d6 + 3 ⇒ (2) + 3 = 5

Grand Lodge

M Elf Ranger/2

Nestor, was that suppose to be the relic we were to retrieve or do you think the embassy is still waiting for us with the real one?

Lantern Lodge

"Phew! I'm glad that debacle is over. It seems Balak has subdued our attacker, perhaps we should hand her over to the local authorities. Nester our apologies, I'm glad you're OK!"

Shivaan has no faction but will likely choose Andoran.

Shivaan will track down the barkeep and apologize profusely for the mess.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"We apologize for the slight inconvenience my patrons. She will be paying for all the damages incurred. Again, we apologize."

I might pick Shadow Lodge since Grand Lodge is being abolished right?

Grand Lodge

M Elf Ranger/2

Shadow and Lantern lodges are being disband.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

LOL thanks for that, otherwise I would've switched to Shadow Lodge.


Shivaan, the barkeep was Ulionestia. :)

Balak puts some pressure on a particularly sensitive point of Ulionestia's neck, and her eyes waver and finally flutter closed as she falls into unconsciousness.

With the threat neutralised, everyone has enough time to catch their breath and fight their way out of the sticky web and slimy grease (at least until the spells eventually disappear on their own). Given another thirty seconds or so, most of the patrons of the bar regain their eyesight, although most are too scared to approach the bloody scene in the centre of the room or the group of Pathfinders looming over the unconscious body of the bartender. Nester limps over to the group and gives you all wry smile. "I am fine, thank you. No need to apologise... I must thank you instead for your quick reactions."

"Unless there is some wide-spread corruption within the Low Azlanti Embassy, either these gillmen were posing as the true ambassadors or there was no official deal after all. What do you think?"

Loots:

Besides their weapons, Shoalo and Ahrmisa each have on them a small sharkskin pouch decorated with a peculiar emblem: a golden snake on a shield. Inside each is 30 pp.

Ulionestia possessed a potion, a scroll, a wand, and a cloak, all magical; as well as an aquamarine amulet around her neck and 22 gp in her pocket. You also discover a folded-up letter in her pocket...

Ulionestia's Letter:

Sir,

I am proud to inform you that my plan has gone off without a hitch.

Let it be known that the Pathfinders are as gullible as they ever were! The unarmed vessel patrolling the coast seems to have tricked them all. I can't believe they fell for such a simple ruse! That and those rumours I spread of the Aspis Consortium's interest sent them running here, scared they'd lose out on a precious relic. What fools. Why on earth would we patrol the coast when we could simply buy the relic outright?

I recruited two Low Azlantis from the embassy using the money you so graciously provided for funding this mission. They promised me they would be discrete, so there is no chance of anything floating back to our organisation. They traded the fake relic for the real relic and left before the Pathfinders picked up on the ruse.

I hope you'll remember this when it comes to my next payment. Perhaps an upgrade of my ranking in the Aspis Consortium is in order, hmm?

Yours Sincerely,
Ulionestia

Pretty much the only thing left of this scenario is tying up loose ends with your letter from Lady Morilla (whatever you choose to do with it) and any remaining roleplaying with what you do with Ulionestia. Will send out your Chronicles when I get home in a few days!

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"And to think that Lady Morilla was trying to barter a deal with these people?" Clacent turns to Ulionestia, "You shall pay for all the damage you caused, I shall put you inside this aquarium and be an attraction, any money you make shall go to the tavern."

Upon arriving back Clacent tells the whole story to Lady Morilla and depending on her reaction and story, Clacent will report her to Grandmaster Torch if she's trying to deceive the society.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

To me it seems that these gillmen were acting on their own, without embassy knowledge.

I will go by the embassy to drop of the letter, and to tell them that we exposed some Aspis Consortium members in their ranks. I doubt that they want external influence in their diplomatic ranks. That should put the Society in their favour.


If you go by the Low Azlanti embassy, you're shortly able to arrange a private meeting with a gillman ambassador. Though the gillman bristles at what he initially interprets as accusations, some further explanation and quick talking replaces his annoyance with utter shock. He fervently declares that they were completely unaware of the activities of Ulionestia and her allies. Giving him the letter from Lady Glorianna causes him to smirk to himself and shake his head at a silent joke he doesn't share with you, although he thanks you for passing on the message.

Luckily, with the Aspis agent Ulionestia's plot unravelled, you are able to take the luxury of a ship back to Absalom to report to your superiors (all charges forwarded to the Society, of course).

On your return, Venture-Captain Dreng commends you highly for uncovering the ruse and preventing the Society's enemies from gaining control of an Azlanti artifact, although in private he apologises quite profusely for sending you on a fool's errand. "The Aspis Consortium is the greatest threat to our organisation. We should always be ever vigilant against them. If you remember nothing else for the rest of your careers, remember that!"

This is more or less over now, hooray! Chronicles in a few days. :) Thanks for playing.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Onwards to part 2!!

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