[PFS] GM Lithrac's The Stranger Within (#5-18) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

Dakar completely ignores the bard's antics, choosing to reply to Hawkwren's guess with a smirk. "It might very well be the case. If you have nothing to offer, I have a job for you. Imelda Gael is using her cousin Orphyro as a bit of a shield. The boy has been a member in good standing for many years now and always paid his dues on time. Of course, I realize the kind of mishaps that occur in your line of work, but I would be disappointed to hear he was dead. Spare Orphyro’s life, and tell him he lives courtesy of Dakar.”

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

That's some message, Bizzle says matter-of-factly. Maybe we could give the boy Ace's mandolin also?

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

"It's a message I think we're capable of delivering," the halfling adds in.

Grand Lodge

"Good, I knew there would be something we could agree on. You'll find the Gaels hiding in Orphyros' store, Pailbearers. It’s on the ground level of Ankar-Te, at the corner of Blackstone Shamble and Three Eel Alley. You should be aware that Imelda Gael is an accomplished alchemist, and she sells a drug called flayleaf that can induce a pathetic state of fatigue or inebriation. She’s also benefited from combat training with the Freemen for several months. Her cousin Orphyro is a necromancer, as I’m sure you guessed. Just yesterday he purchased the bodies of some deceased Brothers of the Seal—a bit excessive for creating household servants if you ask me."

Just before you leave, you hear Dakar remarking "It is regrettable to lose out on an investment, especially one with such connections to exotic goods as the disgraced Sczarni. Should you learn of more reliable investments that might pique my interest, it would be in your interest to keep me apprised."

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

Hawkwren nods and gathers his gear. "Let us be off."

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

"As it happens," Bart pipes up, "I might know a guy who knows a guy... do you currently have an established relation with Trade Prince Aaqir al'Hakam? I could put you in touch...."

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

Raoul listens intently to the accord that is struck. "Wait, so you want us to almost kill this Orphyro fellow, but let him live by the grace of your word? Is that all? Sometimes I'm afraid that I don't understand all the nomenclature of the organized crime milieu."

Grand Lodge

The shadowy figure on the paper screen barely moves when Aaqir's name is mentioned.

"A Trade Prince, you say? I don't know. These usually don't back their promises."

After an awkward silence, Dakar's voice resumes.

"After all, why not give it a try. My associate will hand you a standard mercantile contract, which I expect you will sign on behalf of your Prince al'Hakam. Take some time to review the terms of the contract, though it is only standard procedure."

A contract is handed to Bart for him to read, then sign. However, as could be expected, the contract includes numerous unfavorable terms: a discount on any goods traded, a price protection agreement, promises to buy back unsold merchandise, and formal introductions to the trade prince’s suppliers. Bart needn't be a very experienced diviner to guess that al’Hakam would be unhappy with the deal as proposed. Luckily, it is also standard procedure at this time to haggle over the details.

Members of The Exchange faction, and their companions if they wish to take part in this, are welcome to argue about one of the points mentioned above. I'll ask you to designate a spokesperson (other may aid another) to argue, then add a check to your roleplaying. Appraise, Diplomacy or Profession (merchant) are appropriate for this situation.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart will let Bizzle take lead on the discussion of contractual details but add his own comments in, "Formal introductions to the Trade Prince's suppliers? I don't see how al'Hakam will ever agree to this contract as it stands now...."

Auto-aid Diplomacy

GM:
Would it be possible for Bart to Sleight of Hand a few extra commas, periods, crossouts, and whatnot while he's looking it over and talking, essentially trying to make some of the clauses invalid?

Grand Lodge

Bart:
Sure! You can make a Sleight of Hand check, it's a very creative idea, I like it!

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart reads over the contract more carefully, taking out a pen to underline a few parts, "And this part right here, about a price protection agreement. . . I don't see that going over well, but I suppose I'll allow it."

Prescience: 1d20 ⇒ 5 not using

Sleight of Hand: 1d20 + 19 ⇒ (20) + 19 = 39
(to add in a few commas and periods to nullify that part of the contract as Bart "underlines")

"And promises to buy back unsold merchandise? That'll be unpopular with the Trade Prince; you certainly drive a hard bargain! But I think I can convince him to accept that part too."

Prescience: 1d20 ⇒ 9 not using

Sleight of Hand: 1d20 + 19 ⇒ (13) + 19 = 32
(again, making little adjustments as Bart reads/underlines to make that part of the contract void)

I think I'll stop there... don't want to temp fate too much! And I'm hoping Bizzle can help me talk them down on the other points.

Dark Archive

1 person marked this as a favorite.
Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace uses Prestidigitation to "clean" the mandolin before re-writing it to say "Your life, Courtesy of Dakar and ACE FROM THE FLESH PUPPETS!"

Perfect! Ace straps the mandolin around him and begins to tune it. It would be the height of absurdity to give a gift that isn't tuned properly.

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

Bizzle takes a look at the contract and notes some of the things that Bart has been indicating. I must agree with my friend here, his points are very valid. Of course, a discount for the goods is a touchy subject when you consider the fact that such pricing hasn't even been discussed. Also, you have to consider that you would not be the exclusive client. I'm sure the Trade Prince has many other buyers and while he might be able to uphold pricing for certain items while he has them available, all stock is subject to prior sales. New stock might change with pricing...

Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13 I hate this game.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace grows bored and sees Bizzle floundering and decides to try and help the poor gnome. He interrupts the gnome's stammering. Look, Dakar. You got a good thing going here in Kaer Maga. Think about what any Osiriani pact with the Exchange can do for your bottomline. We can take this deal to Aaqir and get rejected or we can set up something where we all get to live like Trade Princes, am I right?

Ace waves his hands towards the windows. You run this part of Kaer Maga, yes? Think about what a contract with Aaqir can bring. Maybe you run all of Kaer Maga, maybe you take over Urglin and Janderhoff... Hell, you could be the man in Riddleport or Korvosa by this time next year.

Ace shrugs and moves towards Bart, looking over the contract. We will take this to him unless you want to sweeten the pot for everyone involved.

Diplomacy: 1d20 + 23 ⇒ (15) + 23 = 38

Grand Lodge

Dakar's silent shadowy figure almost looks amused by Ace's tone. "My, my, how sweet a tongue. If I didn't know better, I would even come to think of you as a future associate! Very well, I'll amend a few points."

The revised contract is indeed more agreeable, and Bizzle can anticipate Aaqir's favorable consideration upon this new version. Bart's revisions also pass unnoticed, leading to a very sweet deal for the budding mercantile faction.

You are brought back to the Common House the same way you were taken to Dakar - with one of those sound-absorbing hoods on your face. From there, you have a bit of a walk to Ankar-Te and the Pallbearers shop.

Spices from Tian Xia and Vudra mingle with the muted scent of death on the busy streets of Ankar-Te. The wealthy ride litters carried by teams of undead that slowly push their way through the press of pedestrians. You finally reach your destination and understand that Pallbearers specializes in selling palanquins, sedan chairs, and zombie teams to carry them. The front door appears to be unlocked, and you can see two clerks in the shop going about their business.

Pallbearers Map

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

After Dakar's men leave Bart blows out a sigh, "Boy, Dakar is going to be pissed when he figures out what I did to his contract." He then smirks and holds up a hand to high-five Ace and Bizzle.

"Well, I guess there's nothing to do but go in there and talk to the clerks about speaking with the owner of the shop. Ace, you wanna take lead?"

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

On the way, Boom mixes up an extract of shield, one of spider climb, and one of targeted bomb admixture.

At the door, Boom quietly pulls out a flask and drains it into her gullet. Immediately, her muscles surge with a new-found strength and her skins becomes noticeably more scaly.

Mutagen for +4 alchemical bonus to STR and +2 natural armor for the next 40 minutes. STR is currently 18 and AC is 21.

She then palms a vial of shield in one hand and bull's strength in the other.

I am SO unreasonably excited for this: this will be the first time I've actually gotten everything together for +4 alchemical, +4 enhancement, and +4 morale bonus to STR for STR 26 with an INT character.

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

Raoul takes a bit of time to use his pearl of power to regain the use of his magic missile spell. He then expends his 2nd level pearl of power to regain the use of hypnotic pattern.

That's awesome, Boom!

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace will cast Good Hope on the party and draws his Rod of Threnodic Spell, Lesser.

+2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls

Threnodic Spell lets me use mind-affecting spells on undead.

Grand Lodge

Boom, please remember to update your header - that's what I check during fights, not your actual character sheet.

Moving onward, for the players who didn't get a chance to post their buffing before you enter (Hawk, Bizzle), you may do so in your next post.

A glass display case along the west wall presents a row of mindless undead standing motionless within. Several skullshaped amulets hang on pegboard on the back wall behind the shop counter. A red lacquered-wood palanquin rests on the floor, as if ready for a test ride. When you enter the shop, one of the clerks leans casually on the counter and calls out: “Sorry, the boss ain’t in right now. I can take your order, though. Just step right up to the counter here.”

Finally, please remember to move your own token on the googledocs map, or if you can't because you're posting from a phone/tablet, indicate the directions (for example NW, W, W, NW) where you want to go so that I may move your token for you.

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

After seeing her companions also take a moment to prepare, Boom shrugs and downs both of her handy extracts. Shield and Bull's Strength now active; header updated. The muscles throughout the tiefling's body positively ripple with magical energy.

Striding inside the shop -- but only inside the door -- Boom takes a moment to glance around and let her companions also file in. Then, with a pointed look at the clerk, she squints and shuts the door. A scaly hand touches the hilt of her greatsword and a mischievous grin splits her lips. "We have... business... with your employer that does not concern you. I suggest you take this opportunity to become a Stranger to your former master." Intimidate: 1d20 + 10 ⇒ (11) + 10 = 21

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

Bizzle gladly gives the high five and smiles. Haha! Was a simple matter, really, the gnome still thinks it was all his doing.

I think I'm good to go after updating my header.

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

Eep, forgot Ace's spell. Make that an Intimdate check of 23 then.

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

Raoul steps forward, next to boom. He rubs his temples wearily, providing himself with his diviner's fortune insight bonus to his cause.

"My dear sirs. We have just come from Dakar himself. Now, we ask that you do not haste in finding your boss. Our patience will grow thin if one of you does not fetch Ophyro and his chemical-swilling sister Imelda immediately!"

Raoul steps forward and slaps the coffin to emphasize is point, hoping to aid in Boom's intimidation.

Intimidate, Aid Another + DF + GH: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

The Varisian clerk appears to cringe at Boom's words, and beckons you inside. "We'll lead you to him, then. Come." With those words, he treads towards the workroom at the back of the shop.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart follows close behind, fingering the daggers hidden up his sleeves.

Grand Lodge

Moving things forward so that we may finish in time for your characters to be available for the PbP Gameday 3.

As you step inside, the clerk turns back and clutches the talisman around his neck, yelling "Kill those intruders! Leave none alive."

Suddenly, four zombies-who seemed to be passive until now-animate and move slowly toward you, their eyes empty.

Initiative rolls:
Initiative (Bart): 1d20 + 10 ⇒ (11) + 10 = 21
Initiative (Hawkwren): 1d20 + 5 ⇒ (4) + 5 = 9
Initiative (Raoul): 1d20 + 11 ⇒ (1) + 11 = 12
Initiative (Bizzle): 1d20 + 5 ⇒ (14) + 5 = 19
Initiative (Ace): 1d20 + 11 ⇒ (17) + 11 = 28
Initiative (Boom): 1d20 + 3 ⇒ (10) + 3 = 13
Initiative (F): 1d20 ⇒ 18
Initiative (S): 1d20 + 8 ⇒ (7) + 8 = 15

Initiative - round 1 - bold may act!
1. Ace, Bart, Bizzle
2. Zombies, Clerks
3. Boom, Raoul, Hawkwren
Knowledge (religion) to identify what kind of zombie they are.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace begins to Inspire the group as well as casting Haste.

Good Hope: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls
Haste: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves; one extra attack with one natural or manufactured weapon; all of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet.
Inspire Courage: +2 morale bonus on saving throws against charm and fear effects - Doesn't Stack with Good Hope and a +2 competence bonus on attack and weapon damage rolls.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart quickly whips out a pair of mithral daggers and moves towards the closest zombie! Cant edit the map atm, just step Bart closer to one of them.

+1 mithral dagger: 1d20 + 10 + 5 ⇒ (9) + 10 + 5 = 24
damage: 1d3 + 2 + 4 ⇒ (2) + 2 + 4 = 8
sneak: 3d8 ⇒ (7, 2, 6) = 15

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

Bizzle decides to retrieve his Wand of Dominate Person and uses it on the clerk, demanding that he call off his zombie horde!

DC 19 Will, one charge down, two left.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Ok, moved Bart. Also: @Bizzle: Nice! That's awesome, I hope it works.

Grand Lodge

Bizzle - great move! I'll just remind you that dominate person has a 1 round casting time, just like a summon spell. As such, you'll need your standard action this turn as well as a standard action from next turn to complete the spell (since I assume you'll need a move action to retrieve the wand).

Bart reacts as quick as a flash and takes down one of the zombies before it can act, shattering the glass case that was protecting them. The halfling's dagger pierces into the undead, which explodes in a burst of rotten flayleaf litter!

Bart: Fort save DC 12 (vs Poison), if you fail you take 1 Wis damage and you're fatigued.

The clerks move out to attack you. One waits for a zombie to replace the dead one before he strikes Bart, while the other shoots a dart at Raoul, catching him unawares.
Dart vs Raoul, FF: 1d20 + 9 ⇒ (4) + 9 = 13 *hit* - I didn't see you cast mage armor at any point during the scenario. Did you?
1d4 + 1 + 3d6 ⇒ (4) + 1 + (3, 3, 2) = 13

Short sword vs Bart, flanking, ready: 1d20 + 9 ⇒ (2) + 9 = 11 *miss*

One of the zombies replaces its deader colleague, striking Bart.
Slam, flanking: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 *miss*

One of the zombies break the glass case, while the last one steps through the broken glass and breathes out a cloud of noxious flayleaf at the Pathfinders.
Bizzle, Hawkwren, Ace, please make a DC 12 Fort save (vs Poison), if you fail you take 1 Wis damage and you're fatigued.

Initiative - round 1 - bold may act!
1. Ace, Bart, Bizzle
2. Zombies, Clerks
3. Boom, Raoul, Hawkwren

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

GM: Nope, I totally forgot to do that. No mage armor in effect at this time.

Raoul winces from the dart, but manages to keep his mind on the task at hand. He retrieves a piece of shaved licorice root from his spell component pouch and calls out. "The winds shall hasten my companions!"

Cast haste. It affects all of my companions, but not me. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Also, you get an extra attack when you use the full attack action.

He then tries to use his companions to get some cover from the.

Haste lasts 5 rounds.

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

Round I

Aren't we already hasted from Ace? Of course, Raoul wouldn't know that without a spellcraft check, presumably. :)

At the clerk's betrayal, Boom's grin grows gargantuan -- almost too wide, and her sharp white teeth gleam in the glow of garish shop's candlelight.

Her chemical-fueled muscles already itching for a challenge, Boom's delight in melee gives her a rush of even greater might and prowess. Entering Controlled Rage for +4 STR. No will bonus or AC penalty. STR now 26. Striding forward into the thick of the fray (granting a +1 dodge bonus to AC so long as I am adjacent to two or more enemies, putting my AC at 27 with haste -- though appearance-wise I still look pretty squishy), Boom unsheathes her terrifying greatsword, the steel of which has an unnaturally bright sheen at the moment (activating Scabbard of Vigor for +3 enhancement for three rounds) and brings the blade brutally down upon the zombie to her northwest.

Greatsword: 1d20 + 4 + 7 + 3 + 2 + 1 ⇒ (4) + 4 + 7 + 3 + 2 + 1 = 21
Damage: 2d6 + 10 + 3 + 2 ⇒ (6, 4) + 10 + 3 + 2 = 25

ALL the buffs! I could get used to this. :)

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

@GM: since Bizzle is using a wand, casting it is a standard action. Wands are activated by command words, which are standard actions to say.

+1 mithral dagger: 1d20 + 8 + 5 ⇒ (17) + 8 + 5 = 30
damage: 1d3 + 2 + 4 ⇒ (1) + 2 + 4 = 7

+1 mithral dagger: 1d20 + 8 + 5 ⇒ (1) + 8 + 5 = 14
damage: 1d3 + 2 + 4 ⇒ (1) + 2 + 4 = 7

+1 mithral dagger: 1d20 + 8 + 5 ⇒ (10) + 8 + 5 = 23
damage: 1d3 + 2 + 4 ⇒ (2) + 2 + 4 = 8

Bart slices into some zombie!

Grand Lodge

Boom is right, Ace already hasted you. You may retcon your action if you wish to do so, Raoul.

Boom, her muscles bulging (no doubt from the abuse of illicit products!) with incredible strength, tears through one of the zombies, making it explode as well, releasing more noxious fumes of flayleaf in the room! You'll also need to make that DC 12 Fort save (vs Poison), if you fail you take 1 Wis damage and you're fatigued.

Bart slices into another zombie, releasing yet more flayleaf gas.

Bart, could you please roll the required save vs Poison? You'll need to save against it twice actually, since you've just slain another zombie. Boom also needs to save twice.

As for the wand question:

PRD wrote:
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.)

Sadly, it takes a 1 round action since wands are spell trigger items.

Initiative - round 2 - bold may act!
1. Ace, Bart, Bizzle
2. Zombies, Clerks
3. Boom, Raoul, Hawkwren

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

Fort Save: 1d20 + 5 ⇒ (18) + 5 = 23

Bizzle will finish casting the spell from his wand.

Grand Lodge

Yes, and you have a move action to spare, if you want to use it. With only one zombie left, do you wish to change your order for the "clerk"?

Liberty's Edge

Male Gnome Sorcerer [10] : HP 62/62 | AC16 [20], 18[22] vs evil | T15 (17) | FF14 (16) | Fort+9 (+10 vs evil) | Ref+11 (+12 vs evil) | Will+13 (+14 vs evil) | CMB +1 CMD 15 | Init+6 | Perc+16 | SM+9 | Spellcraft +17

Yes, simply change it to "surrender and call off your beast" or simply "surrender".

Grand Lodge

Will save: 1d20 + 1 ⇒ (6) + 1 = 7

The Sczarni clerk's eyes become blank.

Initiative - round 2 - bold may act!
1. Ace, Bart, Bizzle
2. Zombies, Clerks
3. Boom, Raoul (retcon), Hawkwren

Grand Lodge

Male Elf Wizard 5 HP 32/32 | AC 13 (17)* | T 13 | FF 10 | Fort +3 | Ref +4 | Will +5 (+2 vs. ench.) | CMD 15 | Init +11 | Perc +9 | DF 7/8

Crud - my fault for not reading Ace's post carefully. Retconning.

Raoul points at the zombie, unleashing 3 magic missiles at it.

3 Magic Missiles: 3d4 + 3 ⇒ (2, 1, 3) + 3 = 9

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Fort: 1d20 + 4 ⇒ (3) + 4 = 7
Fort: 1d20 + 4 ⇒ (9) + 4 = 13

[ooc]Sorry, missed the Fort in my rush this morning. Also, I was clearly woefully misinformed about wands!

Grand Lodge

Tiefling Alchemist 9 / Barbarian (Urban) 1 HP 104/104 | AC 21 FF 17 Tch 15 | CMD 24 (25 v grapple) | F+14 R+13 W+6 | Perc+9 | Init+4
Per Diem:
Bombs 18/18 | Rage 13/13 | Wings 9/9 | Formulae [3rd] 5/5 [2nd] 6/6 [1st] 7/7

Boom's alchemical hobbies have given her substantial experience with poisons, so she shakes off the flayleaf without much trouble. Fort: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18

She also peruses her encyclopedic knowledge of the world as a subroutine afterthought to identify the last curious zombie. Know Religion: 1d20 + 7 ⇒ (3) + 7 = 10

Grand Lodge

No worries Bart! It happens to me all the time. ;)

Boom's second Fort save: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Unfortunately, Boom can't quite put the finger on what's special about these zombies... It's probably the flayleaf preventing boom from concentrating properly!

Raoul's three missiles hit the zombie, but don't destroy it just yet.

Initiative - round 2 - bold may act!
1. Ace, Bart, Bizzle
2. Zombies, Clerks
3. Boom, Raoul , Hawkwren

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Ace takes a huge whiff of the Flayleaf, dulling his senses. Hoo boy! This is what I've been waiting for! We haven't had this good of drugs since those sewers in Augustana.

Ace lets his Inspire Courage drop stands over the zombie, inhaling to his heart's content.

Purposeful failure of the saves for a few rounds. Should bump the DC to 16 for two extra doses and deal three Wisdom damage.

Fort Save: 1d20 + 5 ⇒ (18) + 5 = 23

Whew, enough fun time. Let's get back to work. Ace looks a little groggy. You had some of this s*@%, Bart?

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart coughs a few times as he inhales the gas. He gives Ace a thumbs up and takes a few more huffs from the zombie.

Sure, I'll take another Wisdom damage! Ace and I are determined to turn this into a party.

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

Sorry, got back late last night.

Fort: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

Hawk fires at the zombie until it is down, then turns his arrows on the man not under Bizzle's sway.

Rapid, PBS, GH, Haste, Deadly Aim: 1d20 + 13 - 2 + 1 + 2 + 1 - 2 + 2 ⇒ (7) + 13 - 2 + 1 + 2 + 1 - 2 + 2 = 22
Damage: 1d8 + 2 + 1 + 2 + 4 + 2 ⇒ (2) + 2 + 1 + 2 + 4 + 2 = 13
Manyshot: 1d8 + 2 + 1 + 2 + 4 + 2 ⇒ (8) + 2 + 1 + 2 + 4 + 2 = 19

Rapid, PBS, GH, Haste, Deadly Aim: 1d20 + 13 - 2 + 1 + 2 + 1 - 2 + 2 ⇒ (11) + 13 - 2 + 1 + 2 + 1 - 2 + 2 = 26
Damage: 1d8 + 2 + 1 + 2 + 4 + 2 ⇒ (3) + 2 + 1 + 2 + 4 + 2 = 14

Iterative, Rapid, PBS, GH, Haste, Deadly Aim: 1d20 + 8 - 2 + 1 + 2 + 1 - 2 + 2 ⇒ (10) + 8 - 2 + 1 + 2 + 1 - 2 + 2 = 20
Damage: 1d8 + 2 + 1 + 2 + 4 + 2 ⇒ (5) + 2 + 1 + 2 + 4 + 2 = 16

Hasted, Rapid, PBS, GH, Haste, Deadly Aim: 1d20 + 13 - 2 + 1 + 2 + 1 - 2 + 2 ⇒ (9) + 13 - 2 + 1 + 2 + 1 - 2 + 2 = 24
Damage: 1d8 + 2 + 1 + 2 + 4 + 2 ⇒ (5) + 2 + 1 + 2 + 4 + 2 = 16

If the zombie goes down, Hawk's FE is human, so please add +4 to those shots against the man.

Forgot Inspire, edited it in.

Grand Lodge

No worries, welcome back Tek!

The first arrow brings down the last zombie, then the rest of the volley finishes its course in the Varisian "clerk's" head, killing him instantly.

End combat! The last remaning enemy is under Bizzle's influence for days.

You find various riches on the dead clerk, including a potion of invisibility, two alchemist's fires, a +1 chain shirt, a +1 short sword, an antitoxin, thieves' tools and 69 gold coins of various mints.

More importantly, you are able to question the Sczarni "clerk" on Imelda's whereabouts. You learn that she's expecting you below the shop - the Varisian shows you where the hidden trap door it - with Orphyro and some undead retainers. He doesn't know much more since he was forbidden to set foot there.

In the center of the room at the back of the shop, a long table bears a confusing mess of stains, a glass of red wine, and a half-eaten bag of peanuts. A huge oil-on-velvet painting of woman in varying states of decay covers much of the eastern wall. You find a wand of inflict light wounds (with 20 charges left) lying on the table.

Venturing below doesn't prove hard at all. No trap, no lock bar your way down. A stone staircase doubles back on itself as it stretches deep below surface level. A stone wall divided by a pair of doors faces the foot of the stairs, with a single door each on the east and west walls. Two human skulls rest on identical shelves on either side of the double doors.

Dark Archive

Rock Star 15 HP: 141/141 | AC 32 | T 11 | FF 31 | Fort +19 | Ref +20 | Will +17 (+14) | CMD 22 | Init. +16 | Perc. +18 | Bluff +35 (+5) | Dip/Sense +35 | Intimidate +31 | Spellcraft +20 | UMD +18
Resources:
Bardic Performance 44/44 | Bard - 1st: 8/8; 2nd: 7/7; 3rd: 7/7; 4th: 6/6; 5th: 5/5 | CLW: 14 charges
Current Buffs:
Tattoos: Invisibility (x2) [Ring]; Fly [Chest]; Primal Scream [Shoulders]; Water Walk [Feet] | Haagenti’s Blessing | Overland Flight

Oh S!&#! Bart! Snacks! Ace grabs the peanuts and the red wine. Ugh, perfect after that kosher dope. Ace finds himself lost in the food and drink, blindly following everyone while sharing the peanuts and wine with Bart.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Bart follows Ace and starts rummaging through the munchies. "S%#*, that was good stuff! Pass the peanuts, man!"

Still in the midst of his flayleaf high, Bart takes the potion of invisibility and readies to gulp it down. "Come on, let's get this party started. Anyone sneaking down with me? No? Just wait for the sound of dying bad guys then."

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