[PFS] GM Lithrac's Murder on the Silken Caravan (#0-03) (Inactive)

Game Master Cyril Corbaz


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The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

If it matters, Vasily's Inspire Courage provides a +1 bonus vs charm effects, so please add that to your saves, if you can.

Vasily, inspire, resistant to sonic: 1d20 + 4 + 1 + 4 ⇒ (11) + 4 + 1 + 4 = 20

"Damn birds, messing up my songs," mutters Vasily under his breath. He sighs, and begins his Countersong performance once more, moving up toward the cavern at the top of the mountain as he goes.

Countersong, Perform: 1d20 + 8 ⇒ (8) + 8 = 16I think that is enough for everyone to be safe, just barely. Bardic Performance 5/9 rounds used today.

BTW, that's a great picture of a harpy on the map page.

Grand Lodge

You're right about command, thanks for bringing it to my attention. Slight retcon of the blue harpy's turn then: she remains there, maintaining the grapple.

Papy and Nahramon still have to make their Will saves since they act before Vasily. Zymir, on the other hand, acts after Zymir so his Countersong is in effect at that time. Zymir, you can act normally for this turn.

Initiative - round 4 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

Zymir shakes his head, moving back to Vasily Your song is the only thing keeping us from being slaves to the monster's song. Let us make sure you stay in the fight. he the says a quick prayer and places a reassuring hand on the bard's shoulder.
protection from evil

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

I will not succomb !
Will: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Fiouuu ! Thanks for your song Vasily

Evil creature ! Shelyn will smash you with her spear !

Purity Spear
Trying to touch her.Touch attack,Inspire: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Potentialy making Dommage: 2d8 ⇒ (2, 1) = 3 ...ok useless...
and blind her for one rnd. (or is it only evil outsider who are blinded?...not sure with the spell formulation)

DC 16 Will for 1/2 dmg and negates blinded effect

Grand Lodge

Spear of Purity (for reference)

The spell blinds only evil outsider, Nahramon. However, since the spell has an attack roll, the bard song applies to the damage as well, so you actually deal 4 damage to her. Next time, can you tell me which one of the harpies you're targetting? Here it's obvious that it's the blue one (the other two are out of range), but it really makes my life easier if you just say it. Thanks!

The prone harpy is grazed by a spear of pure light emanating from Nahramon's holy symbol!

Meanwhile, it appears that the elderly Papy has dozed off somewhere... ;)

Initiative - round 4 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Will save: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Drooling a little, Papy follows the song before being stopped by Vasily's music.

Grand Lodge

Fly: 1d20 + 12 ⇒ (8) + 12 = 20
The blue-feathered harpy stands up and flies towards the entrance of the cave.

The red-feathered harpy drops Atmar in her nest, then lashes at Idgethun, soon joined by her purple-feathered kin.
Talon: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 3
Talon: 1d20 + 3 ⇒ (14) + 3 = 171d6 ⇒ 6

Talon: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 2
Talon: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 1

As for Atmar, he cowers in fear inside the harpy's nest.

Initiative - round 5 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

Man, what a weird map. I'd like to step into a flanking position with Argus if possible. If I can, please add +2 to the attack rolls (such that it will matter, haha).

Glad to be absorbing the brunt of the attacks, Idgethun thanks Pharasma for her blessings. Still, she asks another as she slides behind the red-feathered harpy. Fervor to swift-cast magic weapon on my primary dagger.

Phomos and Kyrinae dig into the fell creature in unison--or rather, they would, if Odd's mind was not busy with assessing the tactical situation on how to keep everyone alive.

Dagger @ Red, TWF, Bull's, Magic: 1d20 + 7 - 2 + 2 + 1 ⇒ (5) + 7 - 2 + 2 + 1 = 13
Damage: 1d6 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10

Dagger @ Red, TWF, Bull's: 1d20 + 7 - 2 + 2 ⇒ (2) + 7 - 2 + 2 = 9
Damage: 1d6 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

Zymir will start the long climb up to the top.
Can't update the map at the moment. But he will move as far as he can with a double move.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Yeah definately getting into flank with Odd if the map allows.

Alright ladies, time to show you a trick some kobolds taught me.

Argus concentrates for a moment before clapping his hands together. Flames erupt from his fists as he drops into a fighting stance before striking out at the red feathered harpy.

Move action to use martial flex to gain Elemental Fist and setting it to Fire. Swift action to start up Dragon Style.

Fists of the Golden Dragon.

Add 2 if I can get into Flank
Flurry @ Red: 1d20 + 3 ⇒ (8) + 3 = 11

Flurry @ Red: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 3 + 1 + 1d6 ⇒ (5) + 3 + 1 + (3) = 12

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Papy spits on the ground with disgust. "You shall do a little trrrrip down the altarrr!"

EVIL EYE (-2 AC) on nearest harpy for 6 rounds. Will save DC 14 to reduce it to 1 round.

Grand Lodge

Sure, no problem to flank, the map is a little abstract anyway.

Papy, you're way too far to use your hexes - they have a range of 30 feet. Maybe you'd like to move first?

Zymir climbs up the statue while Idgethun and Argus focus their martial efforts on the harpy that snatched Atmar. Unforunately, only Argus is able to wound her.

Initiative - round 5 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Oh you're right, I forgot to look at the map :D

Before cursing and spitting, Papy moves in the cave's direction.

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

Narhamon will double move to the top.

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Now that the harpies' song has ended, Vasily gives up his Countersong, and seeing that all the action will be up top, he rushes scrabbling up the mountain lair as best he can.

End Countersong, for now. Double move upwards.

Grand Lodge

Will: 1d20 + 6 ⇒ (12) + 6 = 18

The harpy resists the curse! She swoops down and lets go of Hokama as she flies over her nest, inside the cave. She lands near Idgethun and rakes her with her talons.
Talon: 1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 2

The two other harpies shift slightly to flank Argus.
Talon, flank: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 81d6 ⇒ 5
Talon, flank: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 131d6 ⇒ 4
Talon, flank: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 201d6 ⇒ 1
Talon, flank: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 61d6 ⇒ 3

So basically inside the cave we have a line formed with Idgethun - Red Harpy - Argus - Purple Harpy.

Initiative - round 6 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

"Pharasma, grace my instruments of your will with your icy indifference!" Odd whispers to herself. A cold, blue sheen coats the weapon in her right hand. Sacred Weapon ability as a swift action to enchant my primary dagger as frost. 1/4 rounds used today.

"Courage, Argus! We'll take these hags down yet!"

Full attack on Red.

Dagger @ Red, TWF, Bull's, Magic Weapon, Flank: 1d20 + 7 - 2 + 2 + 1 + 2 ⇒ (18) + 7 - 2 + 2 + 1 + 2 = 28
Damage: 1d6 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7 plus Cold: 1d6 ⇒ 3

Dagger @ Red, TWF, Bull's, Flank: 1d20 + 7 - 2 + 2 + 2 ⇒ (9) + 7 - 2 + 2 + 2 = 18
Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Grand Lodge

The harpy shrieks in pain as both blades delve into her flesh!

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Ha, nicely done.

Argus calls as he tries to ignore the blood seeping from the wound to his arm.

Unarmed @ Red, Flurry, Flank: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage: 1d6 + 3 + 1 + 1d6 ⇒ (2) + 3 + 1 + (5) = 11

If that drops Red, Argus turns on Purple

Unarmed @ Red or Purple, Flurry, Flank: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Vasily once again double moves, entering the cave enough to see the harpies in their struggle with his mates. Vasily stands back from the fight, looking to aid in the fight next round, drawing his rapier.

Is there an opportunity to get a flank around the end in the next round? Not sure what the combat map looks like in the normal dimensions rather than up and down.

Grand Lodge

Argus strikes the red-feather harpy, knocking her out. She appears to be bleeding, and hasn't long to live.

Vasily comes closer and sees that the cave is crowded. Flanking will be hard, but you could manage to fit in.

Initiative - round 6 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Papy climbs to the cave and looks at the harpy he didn't aim with the evil eye curse: "You shall eat nothing but dirrrt!"

EVIL EYE (-2 AC) on the other harpy for 6 rounds. Will save DC 14 to reduce it to 1 round.

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

Finally reaching the statues shoulder Zymir singles out the Harpy with blue feathers. DESTROY YOUR SISTER!
Murderous Command DC 18

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

Nahramon get close to the fight and use his deflection aura.+2 deflection AC to all allies

Grand Lodge

Will vs Evil Eye: 1d20 + 6 ⇒ (6) + 6 = 12
Will vs Murderous Command: 1d20 + 6 ⇒ (8) + 6 = 14

The blue-feathered harpy becomes blood-crazed and attacks her own daughter!
Talon: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 5
Talon: 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 6

The attacked harpy chooses to focus her wrath on Argus.
Talon: 1d20 + 3 ⇒ (19) + 3 = 221d6 ⇒ 6
Talon: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 3

Initiative - round 7 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

Idgethun turns to attack the blue-feathered harpy! "Worry not, Atmar and Hokama! We're almost finished here..."

Full attack @ Blue. Sacred Weapon 2/4 rounds used today.

Dagger @ Blue, TWF, Bull's, Magic: 1d20 + 7 - 2 + 2 + 1 ⇒ (18) + 7 - 2 + 2 + 1 = 26
Damage: 1d6 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11 plus Cold: 1d6 ⇒ 2

Dagger @ Blue, TWF, Bull's: 1d20 + 7 - 2 + 2 ⇒ (20) + 7 - 2 + 2 = 27 CRIT THREAT
Confirm: 1d20 + 7 - 2 + 2 ⇒ (16) + 7 - 2 + 2 = 23
CRITICAL: 2d6 + 2 + 2 ⇒ (6, 1) + 2 + 2 = 11

Grand Lodge

Idgethun's deadly blades are indeed guided by divine providence. They strike through the air, stabbing the harpy's heart twice. The monstrous womanlike bird-beast falls on the ground, lifeless.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Argus takes the talon along the shoulder, wincing slightly. The flames around his hands die out as he launches into another round of attacks.

Just die already, you vile bird-wench.

Reread elemental fist and I realized that it uses one use per attack, so Argus is out after last round.

Unarmed @ Purple, Flurry: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Unarmed @ Purple, Flurry: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Grand Lodge

Thanks to the curse laid upon by Papy, the harpy is unable to defend herself properly against Argus's deadly fists!

Initiative - round 7 - bold may act!
1. Papy, Idgethun, Nahramon, Argus, Vasily, Zymir
2. Harpies
3. Hokama, Atmar, drover

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Papy looks straight at the remaining harpy and shouts "BEWAAAARRRRRRRRRE the wrrrath of men, monsterrr!"

EVIL EYE (-2 Attack) on remaining harpy for 6 rounds. Will save DC 14 to reduce it to 1 round.

Grand Lodge

Will: 1d20 + 6 ⇒ (16) + 6 = 22
The harpy resists the new curse partially!

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

Nahramon move to Idgethun and give her the Shelyn luck.
Oh Shelyn ! Give to this true defensor of the beauty your great help

@Idgethun for one round roll two times all your d20 and take the best one

Scarab Sages

Oracle of Lore 5
Defense:
AC 21; Touch 16; Flat-footed 15; CMD 11; hp 33 /33; Fort +2; Ref +7; Will +5
Offense:
Initiative: +0; Spd 20ft; CMB: +1; Quarterstaff +1 (1d6-2/ x2)
Skills:
Diplomacy +12; Heal: +5; Knowledge (Arcane, Religion +13), (Planes +11), ( Dungeon, History, Nature +10); Spellcraft: +12; Use Magic Device: +14

I am out of effective spells to combat these creatures. Does anyone need healing? Zymir asks as he continues to climb

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Seeing the fight down to just one harpy, Vasily leaps into the fray, stabbing dramatically at the final enemy.

Vasily rapier: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirm: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg, CRIT: 2d6 ⇒ (2, 3) = 5

Grand Lodge

Cornered and stabbed, the last harpy is unable to escape her dire fate, dying at the hands of the Pathfinders.

End combat.

Atmar and Hokama immediately run to you, grateful that you spared them a certain death. Hidden among the detritus of the harpies’ cave are a scattering of 245 silver coins and a small teakwood chest. Within are 40 gold crowns, a map of the nearby Silken Way where it passes through the Zho Mountains (with Gaspar’s personal seal on it), and a bejeweled masterwork kukri recognizable as part of Gaspar and Mahmoud’s weapons shipment. There is also an amulet of natural armor +1 hidden in the harpies’ filth.

Following the Kamawgyar Shrine trail and with the help of the map you've found, you soon reach the main route of the Silken Way as it leaves the western flank of the Zho Mountains. The smell of water in the air as you leave the mountain pass indicates that the Shat-al-Qadr River runs somewhere nearby. You have found your heading again. As you round a final talus slope, you discover something altogether unexpected. The very caravan you have sought waits before you, the merchants and drovers kneeling with their arms bound behind their backs and the camels clustered nearby. Among these captives walk two dozens or so armed warriors wrapped in the dark robes and helms of the desert bandits you fought before. Standing with his back to you, not ten feet away, is the armored form of the Taldan knight, Gaspar du Mer. He holds his wide-bladed sword in one hand and clutches the tied arms of the caravan mistress Jamila al-Shafah with the other as he shouts orders to the brigands. Hokama curses "That bastard... he was beind it the whole time! We have to free Jamila, but they're way too many."

As if echoing the merchant's words, a miracle occurs. A mysterious shrouded figure appears out of nowhere and starts laying waste to the raiders! Startled at first, Gaspar du Mer releases Jamila and turns to face you.

"You! I should have killed you when I had the chance. No matter, you die here and now. Raiders, charges!"

However, a good deal of the raiders are too taken battling the shrouded creature to obey du Mer's order. Only ten of his hobgoblin raiders follow him in his final standoff with you.

As you storm off to meet him in battle, Hokama suggests "Maybe the Qadiran authorities would like to question du Mer, capture him alive if you can!"

Initiative rolls:
Initiative (Zymir): 1d20 ⇒ 3
Initiative (Papy Shayn): 1d20 + 13 ⇒ (18) + 13 = 31
Initiative (Vasily): 1d20 + 7 ⇒ (4) + 7 = 11
Initiative (Argus): 1d20 + 3 ⇒ (10) + 3 = 13
Initiative (Idgethun): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Nahramon): 1d20 + 1 ⇒ (4) + 1 = 5
Initiative (Gaspar du Mer): 1d20 + 1 ⇒ (5) + 1 = 6
Initiative (hobgoblins): 1d20 + 2 ⇒ (4) + 2 = 6

Murderer Unmasked - round 1 - bold may act!
1. Papy, Argus, Vasily, Idgethun
2. Gaspar du Mer & hobgoblin raiders
3. Nahramon, Zymir

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

When last harpy falls, Papy heals himself with his wand. When he's done he proposes to heal others.
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3

______________________

Papy Shayn moves in diagonal and blows what looks like... a grey mist. Casting obscuring mist

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

"Argus, stand by me!" Side by side with the brawler, she draws her daggers and readies to strike the first enemy through the mist.

Argus, you should take that amulet. Also, Odd would have healed him after the last fight. Fervor: 1d6 ⇒ 5

Readied Attack:
First enemy within reach. Dagger: 1d20 + 7 ⇒ (1) + 7 = 8 crit fail :/

Grand Lodge

Papy, obscuring mist is centered on you (see the effect line of the spell). Moved the area accordingly.

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

That would change my actions slightly--Odd moves while drawing her weapons to cover the open patch between the mist and the rock formation.

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Well, sorry for that, it is written 20 ft range so I assumed I could make it appear at 20 ft of Papy. It's ok for me.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Yeah Argus would like the amulet if possible. And Odd, save the Fervor, since Argus would have offered up his clw wand to heal himself.

Aye Odd. Lets settle things up with these ones.

Argus moves up next to Odd while drawing a vial from his bandolier and downing the liquid.

Using my potion of Bull's Strength.

Scarab Sages

Human (Osirian) Cleric 4 HP: 36/36 | AC: 20 | T: 12 | FF: 19 | CMD: 13 | Fort: +6 | Ref: +3 | Will: +9| Init: +1 | Perc: +6 | Sense Motive: +8 | Speed 20 ft./ Channel [7/7] ; Bit of Luck [7/7] ; Deflection aura [1/1] ; Domain spell 1 [1/1] ; Domain spell 2 [1/1]

Is that the same day ?

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Vasily begins casting Sleep, thinking to put out as many enemies as possible at once.

Heroes, stand back from engaging them, if you can. Let my spell work first," calls the Varisian bard prior to starting the incantation.

1 round casting time. Should affect up to 4 HD of creatures.

Grand Lodge

Yes Nahramon, it's the same day as before. By the way you should edit your header, since you have used some of your resources already.

Vasily, I'll let you move the template for the spell area to wherever you wish to aim it when your next turn comes.

"You and me, Sir Dwarf, a duel." suggests Gaspar du Mer as he moves closer to Argus.

"Raiders, ignore this dwarf unless he attacks you. He's mine."

It's hard to say if the hobgoblins acknowledge what he says. The two frontmost raiders charge Idgethun however, their scimitar blades flashing in the searing sun.
Scimitar, charge: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 211d6 + 1 ⇒ (3) + 1 = 4
Scimitar, charge: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 141d6 + 1 ⇒ (5) + 1 = 6

One of them attempts to move around the Pharasmin priestess, but incurs her wrath in so doing! [ooc]Red provokes from Idgethun.

Three raiders enter the mist, disappearing from view.

Murderer Unmasked - round 2 - bold may act!
1. Nahramon, Zymir, Papy, Argus, Vasily, Idgethun
2. Gaspar du Mer & hobgoblin raiders

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

Admonishing herself for her first clumsy attack, Odd concentrates as best she can on doing better as one raider tries to slip past her.

Dagger (AoO) @ Red: 1d20 + 7 ⇒ (20) + 7 = 27 CRIT THREAT
Confirm: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Crit Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

I'll wait for my actual turn to see what the situation is then.

Grand Lodge

Idgethun slays the daring hobgoblin, though another one quickly takes his place.

You can take another AoO, since you have Combat Reflexes! Actually, roll two - if you kill the second, a third will come.

The Exchange

Aasimar Warpriest of Abadar 6 HP 57/57 | AC 18 FF 17 Tch 11 | CMD 18 | F+9 R+5 W10 | Perc+5 | Init+1
Per Diem:
Spells [2nd] 4/4 [1st] 5/5 | Fervor 6/6 | Blessings 6/6 | Sacred Weapon 6/6 | Pearl: Unused

Totally forgot I had that, lol. Clearly I don't play this character enough. :)

Idgethun feels that she has done a good deed in sending another hobgoblin to her goddess, and decides to send a couple more!

Dagger @ Next: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Dagger @ Another: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Vasily's sleep-inducing spell goes off pointed where the hobgoblin's have bottlenecked around Odd and Argus.

Looks like I might be able to catch 5 of them in there, though only 4 HD are affected. DC 14 Will save.

As a move action, Vasily, rapier in hand, moves forward to flank with Odd. Stabbing the Purple Hobgoblin in the back.

VAsily Rapier, flanking: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Dmg, Sneak attack: 1d6 + 1d6 ⇒ (6) + (2) = 8

If for some reason the Purple Hob is already dead, Vasily will move up behind Argus using Black Arrow line instead, and not attack.

Grand Lodge

Skills:
Acro +8, Climb +7, K.Local +4, K.Engineering +5, Perception +9, Stealth +7
Tracked:
Martial Flexibility 3/4 | Stunning Fist 3/3 DC 14
AC: 1615/1615/109 | HP: 26/27 | Saves: +7/+7/+5 (+2 vs spells, poisons, spell-like abilities) | Senses: Darkvision 60' Perception +9

Haven't been called sir in a long time, but if that's how you want it. You have a few debts that need to be paid.

Argus growls as he takes a step then races at Du Mer, ending the charge with a jumping punch.

Swift to activate Dragon Style, then charging Du Mer (using Red line)

Unarmed @ Du Mer, Charge, Bull's Strength: 1d20 + 5 + 2 + 2 ⇒ (16) + 5 + 2 + 2 = 25
Damage, Non-Lethal: 1d6 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12

Grand Lodge

Human Haunted Knight 2 | Banner (everyone): +2 vs Fear, +1 to attack if you charge | HP: 24/25 | AC: 20 (24 vs giants) | T: 11 | FF: 19 | CMD: 15 (19 vs bullrush or trip) | Fort: +8 | Ref: +2 | Will: +5 (+7 vs fear) | Init: +1 | Perc: +8 | Sense Motive: +8 | Speed 20 ft.
Tracked resources:
Challenge: 1/1 ; Tactitian: 1/1 ; Spells: 0 - 4 ; 1st - 2/2

Papy goes back and casts Enlarge Person on the warpriest.

"Go forrr 'em! Slay 'em scums!"

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