[PFS - PbP Game Day 2] #2-21: The Dalsine Affair (Inactive)

Game Master StephNyan


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Grand Lodge

Female Kyton-Spawn Female Teifling Arcanist/1 (HP 8/8 | AC:12 | T:12 | FF:10 | CMB: 2 | CMD:14 | Fort:+2 | Ref:+2 | Will:+1 | Init:+2 | Perc: +5 | Speed 30) Arcanist 1

Shael considers her options and moves to assist the Cultists down to the main floor. So long as they could stall the guard she could refocus her energies...


"Time's up, old man! Lads, take this door down!" The floor of the shop shakes when the door's hit with a ram. The bar holding the door doesn't look like it'll hold for long.

Muesello starts pushing a table toward the door in an attempt to create a barricade. "Someone help stall them!"

Shael moves upstairs (?) and spurs the cultists to go downstairs. They aren't moving very fast, still panicked and pushing each other, but one more cultist arrives on the main floor. "Someone seen my wife?" the cultist, an old man, asks. In one of his hands he holds wooden teeth. "She forgot to put these in!"

Use social skills (or spells?) to move the cultists faster, like Mary and Jorus did.

Updated Map

Silver Crusade

Max HP: 40; Current HP: 27 AC: 21 (touch 13; FF 19); CMD: 18; F/R/W: +5/+3/+3 (+4 vs fear); Perc: +4; Initiative: 5;

"Anybody a convincing liar?" Race whispers. "Shout out something about them coming through and everybody out the back door."

Sczarni

Male Male Human Oracle/1 (HP -10/9 | AC:20 | T:13 | FF:17 | CMB: 3 | CMD:13 | Fort:+2 | Ref:+3 | Will:+1 | Init:+3 | Perc: -1 | Speed 20)

Oric climbs the ladder to find the confused cultist asking after his wife.
Please you have to move as quickly as you can. Your wife is already below with others of the Society who will help you.
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
Race will you help this on the floor below guiding cultists down to Mary? I will head upstairs and see if I can help convince them to move before that door gives way.
Not waiting for a reply Oric continues up to he rest of the cultists.
Please listen. You must form a single file line and hurry down to a passageway out of the basement.
Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
Pointing a the cultists one at a time to define an order Oric continues.
You first! Hurry now. Then you, and you.
Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13
Shael if you can give me an aid another on the last two diplomacy checks we can probably get this herd moving. Anyone left on the 1 st floor can probably help delay the guards with a Strength check to reinforce the door unless someone has a better option.


Only one Diplomacy check per person you use it on. So Oric's last check won't do anything.

Oric convinced the old man to move into the basement. The man finds his way to his wife and Mary. Oric manages to somewhat calm down the panicked cultists, and gets two more to move downstairs. One of them directly notices the hatch and moves toward it. The other seems confused and looks around. "I don't know what to do!"

Updated Map

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

Might I suggest moving them by force using a strength check? Perhaps carry grandma and grandpa down the stairs.

Grand Lodge

Male Tiefling Rogue / 1 | HP: 10/10 | AC 16 {13 tch/13 FF} | Init +7 | Speed 30' | Fort +2 / Reflex +5 / Will +1 | CMB +1 / CMD 14 | Perception +5

Mort runs upstairs to assist.

Mort points at Oric and says, "Listen to this human, the Militia is here to slaughter each and every one of you. You need to move one by one down these stairs to get to the basement below. NOW."

Grand Lodge

Male Tiefling Rogue / 1 | HP: 10/10 | AC 16 {13 tch/13 FF} | Init +7 | Speed 30' | Fort +2 / Reflex +5 / Will +1 | CMB +1 / CMD 14 | Perception +5

Bluff: 1d20 + 5 ⇒ (8) + 5 = 13

Forgot my roll

Silver Crusade

Max HP: 40; Current HP: 27 AC: 21 (touch 13; FF 19); CMD: 18; F/R/W: +5/+3/+3 (+4 vs fear); Perc: +4; Initiative: 5;

"Pardom me," Race says to the confused cultist, grabs his arm, and starts pulling him towards the hatch. "Down there. Hurry."

Sczarni

Male Male Human Oracle/1 (HP -10/9 | AC:20 | T:13 | FF:17 | CMB: 3 | CMD:13 | Fort:+2 | Ref:+3 | Will:+1 | Init:+3 | Perc: -1 | Speed 20)

It seems I have not been clear. Guards are breaking into the house right now. My friends and I are trying to help you but you must listen to us and head down stairs imidiatly or the guards will have us all. Any who survive their capture will be put to the question. I have no wish to be tortured so get moving!
Intimidate: 1d20 + 3 ⇒ (20) + 3 = 23

Grand Lodge

Female Kyton-Spawn Female Teifling Arcanist/1 (HP 8/8 | AC:12 | T:12 | FF:10 | CMB: 2 | CMD:14 | Fort:+2 | Ref:+2 | Will:+1 | Init:+2 | Perc: +5 | Speed 30) Arcanist 1

Aid Another Oric's Intimidate: 1d20 + 1 ⇒ (9) + 1 = 10

Shael pulls out her club and slaps it across her open palm in a thug like manner. She points it at the closest Cultists. "I have half a mind to leave you, so do as Oric said and MOVE!" She moves so that they have a clear path to the way down, which she emphasizes by pointing towards it with the club. Any hesitation is greeted with a much less polite. "MOVE! I didn't survive Nidal to die here!"

-=~MAP~=-


While one cultist climbs down the hatch and reaches Mary a few seconds later, Race shows the confused cultist where the hatch is. Once the confused cultist is in the basement he looks around warily. "Where did everyone go?! they're not here!"

Oric, with the aid of Shael, scares the cultists enough to all move downstairs. When the last cultist sets his foot on the stairs, the front door comes down.

"Surrender yourself, Muesello! You, cultists, will also come with us! No one else moves, unless they want to be arrested!" the militia captain, who stands in front of Race, shouts. The captain and the guards all hold a sap in their hands. It seems they'll use force when necessary, but want to prevent lethal damage.

"Some of you, help me block their path!" Muesello shouts, "Everyone else, get the cultists to the basement! Drag them if you must!"

Updated Map

Sczarni

Male Male Human Oracle/1 (HP -10/9 | AC:20 | T:13 | FF:17 | CMB: 3 | CMD:13 | Fort:+2 | Ref:+3 | Will:+1 | Init:+3 | Perc: -1 | Speed 20)

Shael it looks like the window next to mine will give you a good vantage point to surprise the guards with the spell you had in mind for them earlier.

Oric opens the window, or smashes it open if it won't open quickly, then heads to the top of the stairs to physically move the cultists along.

The opened window is marked with and x
Updated Map

Grand Lodge

Female Kyton-Spawn Female Teifling Arcanist/1 (HP 8/8 | AC:12 | T:12 | FF:10 | CMB: 2 | CMD:14 | Fort:+2 | Ref:+2 | Will:+1 | Init:+2 | Perc: +5 | Speed 30) Arcanist 1

Shael tsks as she hears the crash of the front door coming down. She regards the window for a moment before nodding to Oric. She moves towards the window take up position and starts calculating a best odds scenario.

Updated Map

Color Spray has a 15ft cone and angling downward I believe it should cover the group of soldiers for the most part.

Move to Window

She focused her magic, aiming to try an envelop the largest amount of those that threatened them. As Musello had begged for them not to harm them she would do her best to avoid unneeded deaths. However he didn't say she couldn't inflict multiple debilitating effects...

She stood in the window, focusing her energy and began to create a ball of multicolored light that began to expand outward. When it was finally to hard for her to control she released it in the direction of the soldiers, causing them to try and avert their eyes as the vivid cone of clashing colors sprang forth from her hand.

SA: Cast Color Spray DC 14

Grand Lodge

Male Tiefling Rogue / 1 | HP: 10/10 | AC 16 {13 tch/13 FF} | Init +7 | Speed 30' | Fort +2 / Reflex +5 / Will +1 | CMB +1 / CMD 14 | Perception +5

MAP: Mort moves next to Race

Mort steps to the closest cultist, grabs them by the elbow and points to the door in the floor, "You move down that hole NOW!"

Sense Motive to see if the Militia Captain will truly start with non-lethal force.: 1d20 + 5 ⇒ (10) + 5 = 15

Silver Crusade

Max HP: 40; Current HP: 27 AC: 21 (touch 13; FF 19); CMD: 18; F/R/W: +5/+3/+3 (+4 vs fear); Perc: +4; Initiative: 5;

"Sorry about this, captain," Race says, as he brings the flat of his scimitar down on the man's head, taking a brief moment to charge it with magical energy.

Non-lethal scimitar attack: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

Perception to hear attack: 1d20 + 4 ⇒ (2) + 4 = 6

Mary doesn't hear the commotion starting two floors above, and calls out "Hurry up already and get down here, it's the best way to stay alive."

Not sure if enough time has gone by to do diplomacy again.
Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

Well, glad to get those rolls out of the way..

Grand Lodge

Half-elf Ranger(Trapper)-1 HP: 11/11 | AC: 18 (T-13 FF-14) | CMB: +3 CMD: 16 | Perception: +8 |Fort: +3 Ref: +4 Will: +2

As the guards smash at the door, Jorus pulls up his hood and keeps guiding the people to the hatch, "Move people, your lives depend on it." As he says that he uses his knowledge and guides them down like cattle.

Handle Animal:1d20 + 4 ⇒ (11) + 4 = 15 This one is to guide like cattle to make it more efficient.
Diplomacy:1d20 ⇒ 2 if needed.


Oric opens the window and Shael moves up to it. Shael readies her spell, then sprays the militia she can reach with a variety of colors. Due to the downward angle from which she uses her spell, there's only one militia member Shael can't reach.

Will saves & Color Spray rolls:
Militia 1 out of reach
Militia 2: 1d20 + 0 ⇒ (16) + 0 = 16
Militia 3: 1d20 + 0 ⇒ (8) + 0 = 8
Militia 4: 1d20 + 0 ⇒ (4) + 0 = 4
Militia Captain: 1d20 + 2 ⇒ (6) + 2 = 8

UBS Militia 3: 2d4 ⇒ (3, 3) = 6 BS Militia 3: 1d4 ⇒ 4
UBS Militia 4: 2d4 ⇒ (2, 3) = 5 BS Militia 4: 1d4 ⇒ 3
UBS Militia Captain: 2d4 ⇒ (1, 2) = 3 BS Militia Captain: 1d4 ⇒ 2

Three of the militia members, including the captain, collapse when Shael's spell takes effect. Race hits the unconscious captain on his head, inflicting some nonlethal damage. Mort meanwhile concludes the captain wasn't about to reach for a lethal weapon, and isn't going to reach for one anytime soon.

Initiative rolls:
Chilly: 1d20 + 4 ⇒ (10) + 4 = 14
Jorus: 1d20 + 2 ⇒ (18) + 2 = 20
Mort: 1d20 + 7 ⇒ (16) + 7 = 23
Oric: 1d20 + 3 ⇒ (11) + 3 = 14
Race: 1d20 + 2 ⇒ (19) + 2 = 21
Shael: 1d20 + 2 ⇒ (17) + 2 = 19

Militia 1: 1d20 + 0 ⇒ (14) + 0 = 14
Militia 2: 1d20 + 0 ⇒ (17) + 0 = 17

Muesello: 1d20 + 0 ⇒ (6) + 0 = 6

The two conscious militia members see their captain go down and receive a hit from Race's scimitar. "We'll get you for that!" one shouts, raising his sap.

Further attempts by the party to get the cultists moving faster don't seem to help. Jorus receives several evil glares when he handles the cultists like sheep. The appearance of the guards, however, does cause the cultists to move just a bit faster. One more cultist enters the basement, and the confused cultist finally makes his way to Mary.

Combat starts. Mary isn't aware of anything, but gets to make a DC 12 Perception roll once every round to notice the fight.

Turn progression:
Jorus
Mort
Race
Shael

Militia 2
Chilly
Oric
Militia 1
Muesello

Those who have their names in bold may act in any order.

Updated Map
Red circle = Unconscious
1 green pyramid = Militia 1, etc.


Rolling Perception for Mary this round, because she can't post today.

Perception Mary: 1d20 + 4 ⇒ (1) + 4 = 5 Owww...

Sczarni

Male Male Human Oracle/1 (HP -10/9 | AC:20 | T:13 | FF:17 | CMB: 3 | CMD:13 | Fort:+2 | Ref:+3 | Will:+1 | Init:+3 | Perc: -1 | Speed 20)

She is very busy organizing the cultists in the catacombs.

Silver Crusade

Max HP: 40; Current HP: 27 AC: 21 (touch 13; FF 19); CMD: 18; F/R/W: +5/+3/+3 (+4 vs fear); Perc: +4; Initiative: 5;

Race shuts the door and holds it shut, motioning for someone to drag some heavy furniture in front.

Hoping it confuses the guards more than the cultists, he calls through the door, "I'll hold them here. Everybody out the back door!"

Bluff: 1d20 - 1 ⇒ (15) - 1 = 14

Grand Lodge

Male Tiefling Rogue / 1 | HP: 10/10 | AC 16 {13 tch/13 FF} | Init +7 | Speed 30' | Fort +2 / Reflex +5 / Will +1 | CMB +1 / CMD 14 | Perception +5

Mort will grab the closest piece of something he feels he can manage and drags it towards Race to help block the door.

here's a check to move the item if you need it. Without any modifier.: 1d20 ⇒ 9

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly sees that the door is covered, so he stays where he is to help cultists down the hatch.

Get a move on people, times a wasting.

Grand Lodge

Female Kyton-Spawn Female Teifling Arcanist/1 (HP 8/8 | AC:12 | T:12 | FF:10 | CMB: 2 | CMD:14 | Fort:+2 | Ref:+2 | Will:+1 | Init:+2 | Perc: +5 | Speed 30) Arcanist 1

Times slows down as the militia collapse, not all of them go down but it's just enough to satisfy her. Enemy leader removed, morale low, anger rising. Tactical advantage temporary... She grimaced when she was still hearing the cultists were still[/i[ being moved down below. [i]Correction: Tactical Advantage lost. Her tail whips in annoyance as she turns and heads down the stairs. "We can't let ourselves get cut off up here Oric." She doesn't say anything more as she disappears down the narrow stairs to the main floor.

Will Update character sheet as per your instruction Steph, posting from phone at the moment.
Move Action: 30ft

When she sees just how many people are still left to get below she tsks in frustration. "I can hit them again if needed as Musello asked I won't kill them. Today."

Map


Race and Mort: The door cannot be fortified anymore. The hinges are too far damaged to properly support the door's weight. I should've made that a bit more obvious when I wrote the door 'came down', but it's too late to block the entrance.

You may both retcon, and I'll ignore your previous post.

Chilly, your turn's with Oric: after Militia 2. You may retcon once you're up, because the situation could be different then.

Silver Crusade

Max HP: 40; Current HP: 27 AC: 21 (touch 13; FF 19); CMD: 18; F/R/W: +5/+3/+3 (+4 vs fear); Perc: +4; Initiative: 5;

In that case, Race will take a moment to line the flat of his blade up with the captain's head and send him into night night land.

Coup de gras, but with non-lethal (I think this is allowed, but if not, please let me know as Race is very conscientious of not killing or lethally wounding these soldiers who are just doing their jobs): 2d6 + 6 + 2 ⇒ (1, 4) + 6 + 2 = 13

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)
StephNyan wrote:

Rolling Perception for Mary this round, because she can't post today.

[dice=Perception Mary]1d20 + 4 Owww...

Epic fail.

Grand Lodge

Half-elf Ranger(Trapper)-1 HP: 11/11 | AC: 18 (T-13 FF-14) | CMB: +3 CMD: 16 | Perception: +8 |Fort: +3 Ref: +4 Will: +2

"Don't hold back, start running. We got healers for those who fall so rush rush!" Jorus breaks these orders from his cowl covered face. As he says this to the people he puts away his chakram and draws his sling.


The cultists continue to move to the basement, and Jorus tries to speed them up. Shael meanwhile moves downstairs after admiring the chaos she's caused.

@Race: You may deal nonlethal damage with a coup de grace, but do you want to take this risk? "If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die."

Turn progression:
Jorus
Mort
Race

Shael
Militia 2
Chilly
Oric
Militia 1
Muesello

Race gets to reconsider his action. Mort also gets to retcon. I'll GMPC Mort if he hasn't returned by the time Race has taken his action.

Updated Map

Grand Lodge

Female Kyton-Spawn Female Teifling Arcanist/1 (HP 8/8 | AC:12 | T:12 | FF:10 | CMB: 2 | CMD:14 | Fort:+2 | Ref:+2 | Will:+1 | Init:+2 | Perc: +5 | Speed 30) Arcanist 1

I think he mean't it all to be non-lethal. So instead of death maybe unconscious for a number of hours? Dunno if that is possible lol. =/


Shael Nomensteia wrote:
I think he mean't it all to be non-lethal. So instead of death maybe unconscious for a number of hours? Dunno if that is possible lol. =/

The rules nowhere state a coup de grace can't be nonlethal, but failing the Fort save means death.

Grand Lodge

Female Kyton-Spawn Female Teifling Arcanist/1 (HP 8/8 | AC:12 | T:12 | FF:10 | CMB: 2 | CMD:14 | Fort:+2 | Ref:+2 | Will:+1 | Init:+2 | Perc: +5 | Speed 30) Arcanist 1

Oh. :/

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

I think your option really is to tie them up if unconscious.

Silver Crusade

Max HP: 40; Current HP: 27 AC: 21 (touch 13; FF 19); CMD: 18; F/R/W: +5/+3/+3 (+4 vs fear); Perc: +4; Initiative: 5;

Not risking it then. I'm used to non-lethal coup de gras means if the damage isn't enough to knock the guy out, they make the Fort save or go unconscious, but that must be a house rule. He won't try it, then. Instead, he'll ready an attack should another guard try to push through.

Readied non-lethal attack: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7


"Hurry up, more are coming!" Mort shouts at the cultists.

Bluff: 1d20 + 5 ⇒ (1) + 5 = 6

Mort's bluff isn't very convincing, and doesn't make the cultists move any faster.

Militia 2 runs toward Race and tries to hit the fighter with a sap. "You'll regret this!"

Sap: 1d20 + 3 ⇒ (2) + 3 = 5 Nonlethal damage: 1d6 + 1 ⇒ (5) + 1 = 6

The militia member's attack goes wide as he nearly trips over his captain. Race, who'd carefully aimed for the militia member, happens to miss his own attack when the militia member shifts his position.

Turn progression:
Jorus
Mort
Race
Shael
Militia 2
Chilly
Oric

Militia 1
Muesello

Chilly and Oric are up.

Updated Map

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly maintains his position at the trapdoor, noting that there is little room near the guards. He tries to hurry the cultists.

diplomacy: 1d20 + 3 ⇒ (11) + 3 = 14

Come on folks. More speed less chatter.

Any who need assistance down the trapdoor will get it from him.

Sczarni

Male Male Human Oracle/1 (HP -10/9 | AC:20 | T:13 | FF:17 | CMB: 3 | CMD:13 | Fort:+2 | Ref:+3 | Will:+1 | Init:+3 | Perc: -1 | Speed 20)

Oric moves down the stairs and over to the ladder planning to take up his position helping the cultists in the basement. Hearing Chilly he adds his encouragement.
Hurry, Hurry, the guards are going to break through our line!
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
Updated Map


Chilly and Oric convince the cultists to move just a little bit faster. The last cultist arrives at the hatch to the basement.

Militia 1 moves up in front of Muesello and Race, and hits Race with a slap from his sap. "Take that!"

Sap: 1d20 + 3 ⇒ (17) + 3 = 20 Nonlethal damage: 1d6 + 1 ⇒ (5) + 1 = 6

"All of you, get down the hatch!" Muesello shouts as the last cultist goes into the basement, "I'll lock it once you're all down, get going!"

Turn progression:
Jorus
Mort
Race (6 nonlethal damage)
Shael

Militia 2
Chilly
Oric
Militia 1
Muesello

Jorus, Mort, Race and Shael are up.

Updated Map

Sczarni

Male Male Human Oracle/1 (HP -10/9 | AC:20 | T:13 | FF:17 | CMB: 3 | CMD:13 | Fort:+2 | Ref:+3 | Will:+1 | Init:+3 | Perc: -1 | Speed 20)

@StephNyan I seemed to have a map error. I thought I had updated it so I was on the first floor adjacent to the hatch but that didn't appear to work. I am at work and on my phone so can't correct things. Can you move my token for me?

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

UPDATED MAP for ORIC


@Oric: there you go ;)

Updated Map

Sczarni

Male Male Human Oracle/1 (HP -10/9 | AC:20 | T:13 | FF:17 | CMB: 3 | CMD:13 | Fort:+2 | Ref:+3 | Will:+1 | Init:+3 | Perc: -1 | Speed 20)

Thank you both.

Silver Crusade

Max HP: 40; Current HP: 27 AC: 21 (touch 13; FF 19); CMD: 18; F/R/W: +5/+3/+3 (+4 vs fear); Perc: +4; Initiative: 5;

Race grimaces as the sap connects, shakes his head clear, and withdraws. Rather than take the time dealing with the ladder (assuming it's only ten feet down), he just drops down the hole.

Acrobatics: 1d20 + 2 - 5 ⇒ (17) + 2 - 5 = 14
Damage: 1d6 ⇒ 5 OUCH!

In his efforts to avoid squishing a cultist, he lands badly and rolls his ankle.

Map

Grand Lodge

Male Tiefling Rogue / 1 | HP: 10/10 | AC 16 {13 tch/13 FF} | Init +7 | Speed 30' | Fort +2 / Reflex +5 / Will +1 | CMB +1 / CMD 14 | Perception +5

MAP

Mort heads down the hatch, "Good luck to you Muesello."

In case Race takes more damage because his fall is more than 10 feet, Mort is prepared to use his 'Sacred Touch' trait on him if needed.

Grand Lodge

Female Kyton-Spawn Female Teifling Arcanist/1 (HP 8/8 | AC:12 | T:12 | FF:10 | CMB: 2 | CMD:14 | Fort:+2 | Ref:+2 | Will:+1 | Init:+2 | Perc: +5 | Speed 30) Arcanist 1

Shael gives the closest militia member a glare that would turn most men's guts to water. Her bloodline forced her to crush down the need to torture creatures needlessly but these fools were testing her patience. Her tail whipped as she raised her hand to unleash something more potent on them, however Musello's shout brought her back from the brink and she proceed with haste to the hatch.
INstead of taking a possible dive she climbs down quickly and joins Mort and the Cultists in the basement, pushing through the amassed fools who had dragged out the escape far longer than she liked. She said nothing as she sidled up behind Mort, looking absolutely furious with how the situation had turned out.

Map


When he runs toward the hatch Race turns his back to the two militia members. This provokes an attack of opportunity from both.

AoO with Sap: 1d20 + 3 ⇒ (17) + 3 = 20 Nonlethal damage: 1d6 + 1 ⇒ (5) + 1 = 6
AoO with Sap: 1d20 + 3 ⇒ (9) + 3 = 12 Nonlethal damage: 1d6 + 1 ⇒ (4) + 1 = 5

One of the militia members manages to hit Race with his sap, which causes Race to be staggered. Despite being staggered Race manages to get to the hatch, where he jumps into the basement. The damage Race takes from hitting the basement's floor, in combinations with the nonlethal damage he's taken, causing Race to lose consciousness.

Mort follows after Race, prepared to help when needed. Race doesn't need to be stabilized, so instead Mort drags him to the side of the ladder before moving on. This clears the ladder for Shael, who quickly descends after glaring her most evil glare at the militia members.

Turn progression:
Jorus
Mort
Race 7/12 HP and 12 nonlethal damage (Unconscious)
Shael
Militia 2
Chilly
Oric
Militia 1
Muesello

Jorus is up.

@Everyone: If you take damage, please update the info below your name to show it.

Silver Crusade

Max HP: 40; Current HP: 27 AC: 21 (touch 13; FF 19); CMD: 18; F/R/W: +5/+3/+3 (+4 vs fear); Perc: +4; Initiative: 5;
StephNyan wrote:

When he runs toward the hatch Race turns his back to the two militia members. This provokes an attack of opportunity from both.

[dice=AoO with Sap]1d20 + 3 [dice=Nonlethal damage]1d6 + 1
[dice=AoO with Sap]1d20 + 3 [dice=Nonlethal damage]1d6 + 1

One of the militia members manages to hit Race with his sap, which causes Race to be staggered. Despite being staggered Race manages to get to the hatch, where he jumps into the basement. The damage Race takes from hitting the basement's floor, in combinations with the nonlethal damage he's taken, causing Race to lose consciousness.

Mort follows after Race, prepared to help when needed. Race doesn't need to be stabilized, so instead Mort drags him to the side of the ladder before moving on. This clears the ladder for Shael, who quickly descends after glaring her most evil glare at the militia members.

Turn progression:
Jorus
Mort
Race 7/12 HP and 12 nonlethal damage (Unconscious)
Shael
Militia 2
Chilly
Oric
Militia 1
Muesello

Jorus is up.

@Everyone: If you take damage, please update the info below your name to show it.

Since Race is just moving, I thought the withdraw action would keep him safe from AoOs.

Grand Lodge

Half-elf Ranger(Trapper)-1 HP: 11/11 | AC: 18 (T-13 FF-14) | CMB: +3 CMD: 16 | Perception: +8 |Fort: +3 Ref: +4 Will: +2

Jorus waits to be the last one down the hatch and jams the lock on there side.

Disable Device:1d20 + 11 ⇒ (5) + 11 = 16

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

"Stand clear of the ladder! Make way, make way." Mary begins politely pushing the cultists out of the way so that they make more room for the people coming down in the catacombs. Calling out she says, "Everything okay up there? I know they move slower than frozen molasses, but time's a wastin."

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