[PFS] PbP Game Day 4: GM Woran's Siege of Serpents. Tier 3-4 (Inactive)

Game Master Woran

PFS PbP Game Day 4: Siege of Serpents. Tier 3-4


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Dead Suns:

to keep things flowing, I'll rule that Hassari moves forward, but not into the room, as not to block the path of the melee, since everything is very cramped. There is however room enough to move trough his square without squeezing.

Able Stone hurls a javelin, but it misses, scattering across the floor.

Round 2:
27 Saphera

Up next:
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2
10 Able
10 Kuaizi
9 Hassari
8 Guy in robes

Silver Crusade

Male Human Fighter 4 (hp: 36/36 | AC: 20 | T: 12 | FF: 18 | CMD: 20* | Fort: +5 | Ref: +3 | Will: +1 | Init: +2 | Perception: +0)

Percival makes his approach toward the archer, winding up his flail...

Bow's not gonna do you much good in a second... wonder what other tricks you have?

+1 Silver Flail: 1d20 + 9 ⇒ (9) + 9 = 181d8 + 5 ⇒ (4) + 5 = 9

Moving 30' to the west adjacent to one of the archers and attacking.

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Pending the archers' turns...

Round 2

Seeing the magical newcomer arrive, swift as a leopard and graceful as a feather the tengu monk literally somersaults over one of the tables and is in the caster's face before he can speak another magical syllable. Twirling his staff defensively, he calls the attackers to reason once more.

"I say surrender now, honorable ones, for the sake of peace and harmony!"

And with that, a roundhouse kick so suddenly materializes a taloned foot in the magician's face, it seems to have materialized from thin air!

Leap over table to move into melee with caster [move act], then make non-lethal attack (+1 bless, -2 fight defensively) [std act]:
Acrobatics, leap over table: 1d20 + 8 ⇒ (17) + 8 = 25
Unarmed Attack: 1d20 + 4 + 1 - 2 ⇒ (16) + 4 + 1 - 2 = 19
Unarmed Damage (non-lethal): 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Dead Suns:

Round 2:
27 Saphera
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2

Up next:
10 Able
10 Kuaizi (already have an action pending)
9 Hassari
8 Guy in robes

Zanu draws his weapon and moves into position to flank. (double move)

Priddy smacks the guy square in the stomach, nearly doubling him over.

The man that Priddy hits drops his bow and draws a rapier, trying to skewer him. Shouting, "Over here!"
attack roll: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (1) + 1 = 2
But he misses.

His friend comes running, flanking. Giving him the oppurtunity to sneak attack. Kuaizi was at another point of the map when this happened so no attack of oppurtunity
attack roll: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 211d6 + 1 ⇒ (5) + 1 = 62d6 ⇒ (6, 4) = 10
The second assailant lands a heavy blow. 16 damage

Kuaizi, I dont know where the bless comes from? But you can move into a flanking position with Zanu. It will not change the outcome of your dice rolls, but you might want to reposition yourself, as the enemy moved before it was your turn.

Grand Lodge

male human (Shoanti) Brawler 3 / HP 28 /28 / AC 18 /T 14 /FF 14 /F +5 /R +8 /W +2 /Init+4 /Perc+4 /CMB+6 /CMD 20 /Grapple +10/23/Unarmed +6 (D6+3/Flurry +4/+4 (D6+3)/Heavy Mace+Power Attack +5 (D8+7)/Javelin+Point Blank 8 (D6+4)

"Well, isn't that just gravy" Able says with a smile and lunges at this new attacker to wrestle him to the ground.
grapple: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 CMD


Dead Suns:

Able closes in, grabbing onto the rogue and holding tight.
grapple succeeded

Kuaizi leaps over the table, closing in on the caster, smaking him in the face with a talon. [its a hit. I moved you to what I tought was a more viable spot, extrapolating from where you first stood, as you can now flank, and you should have the movement speed. I dont know where the bless came from, but flank gives a bonus too so your rolls are good[/ooc]

Hassari moves, making sure he has good line of fire. It would not do to accidentally hit some of the beetle cilinders...
ranged touch attack: 1d20 + 3 ⇒ (13) + 3 = 164d6 ⇒ (1, 4, 5, 6) = 16
ranged touch attack: 1d20 + 3 ⇒ (10) + 3 = 134d6 ⇒ (3, 3, 2, 4) = 12

Both rays striking the target, making the caster cry out in pain, before collapsing on the ground.
Unconsious but not dead

We enter round 3 of combat.

Round 3:
27 Saphera
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2
10 Able
10 Kuaizi
9 Hassari
8 Guy in robes

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Round 3

Shield of Faith: -1/30 rds.
AC 25/T16/FF22 / CMD 21

Saphera moves over to the caster, who is now laying unconscious on the floor. Once again allowing her sword to hang by the weapon cord, she begins casting a spell.

(Move action) Move next to the caster, (Standard action) Cast stabilize on the caster.

"When we are done here, we can question this one."

Scarab Sages

Male Wayang #135676-3 Magus Hexcrafter 4: Spd:20, Init:9, HP:35/35, AC:17, FF:14, T:14, Fort:6, Ref:4, Will:5, Perc:6, Darkvision, Arcana Pool:5/5

I double move to around the corner my figure disappeared, but I'm behind the box, I am south of the 9. Ps 20 move speed sucks in this scenario


Dead Suns:

Round 3:
27 Saphera
18 Zanu

Up Next:
17 Priddy
15 Shooty bad guy 1 and 2
10 Able
10 Kuaizi
9 Hassari

The wounds on the man in robes stop oozing blood and lympf fluid from the burn wounds, altough the smell of ozone still hangs in the air from the blasts he endured.

Zanu moves up to the back corridor.
found you, you were hidden by the fog of war. Feel free to move those if you move into a hidden area.

Silver Crusade

Male Human Fighter 4 (hp: 36/36 | AC: 20 | T: 12 | FF: 18 | CMD: 20* | Fort: +5 | Ref: +3 | Will: +1 | Init: +2 | Perception: +0)

Percival absorbs the blow, and is none too pleased by the presence of a second assailant.

This won't do.

Percival reaches into a front pocket, obscured by the shield, and grabs a handful of sand. Winding his flail, he aims for the new target (is he sporting a greatsword?) and pulls the blow at the last moment...
Feint Manuever: 1d20 + 10 ⇒ (5) + 10 = 15
Feint: DC = 10 + Opponent's BAB + Opponent's WIS

...and attempts to wrap his flail around the assailant's weapon in their confusion...

Disarm Maneuver: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
(Opponent denied DEX bonus if feint successful)

"Grab it. See what happens."
Retrieving that weapon will provoke AoO from Able and I.

My actions:
Move action to use Improved Feint, Standard to use Improved Disarm.


Dead Suns:

Round 3:
27 Saphera
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2

10 Able
10 Kuaizi
9 Hassari

The man being grappled by Able curses at also loosing his weapon. He tries to break free.
escape artist check: 1d20 + 9 ⇒ (11) + 9 = 20
Breaking free, he desperately attempts to tumble trough Able's space.
acrobatics check: 1d20 + 9 ⇒ (8) + 9 = 17
But he doesnt make it.

His buddy takes a look at the situation and takes another shot at Priddy.
attack roll: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 1 ⇒ (2) + 1 = 3
After which he 5 foor steps back into the other corridor.

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Round 4

Shield of Faith: -2/30 rds.
AC 25/T16/FF22 / CMD 21

After stabilizing the spell-caster, Saphera takes off running towards the Northeast hallway entrance.

(Full round action) Run x3 (60 ft.) into the Northeast hall.

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Round 3

"Ooof!" the poor monk exhales as pain wracks his small body. Regaining his composure, and seeing Saphera tend to the caster now on the floor, he turns his attention to the remaining threats.

Seeing little avenue to get past his allies north of him, the monk speeds by towards the northeastern doorway. Sliding by Zanu, he swiftly hustles towards Saphera and... leaps over her head, performing a double somersault over both her's and the archer's heads, and lands squarely on his feet in a flanking position with the holy warrioress.

Twirling his staff defensively, he sternly observes, "You were warned, unfortunate ones!"

Double move [2 move acts] (+4 item bonus):
Acrobatics, pass through threatened square: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26
Acrobatics, pass through enemy's square: 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30

Just realized north is down, lol. Sorry for any previous confusion I may have caused.

Grand Lodge

male human (Shoanti) Brawler 3 / HP 28 /28 / AC 18 /T 14 /FF 14 /F +5 /R +8 /W +2 /Init+4 /Perc+4 /CMB+6 /CMD 20 /Grapple +10/23/Unarmed +6 (D6+3/Flurry +4/+4 (D6+3)/Heavy Mace+Power Attack +5 (D8+7)/Javelin+Point Blank 8 (D6+4)

Slightly surprised his opponent got away, (my grapple CMD is 23) Able decides it doesn't matter, since they have a possible source of information, so he start laying into his target.

three attacks if I'm not mistaken. One AoO for the failed acrobatics, and two flurry

AoO: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 231d6 + 3 ⇒ (1) + 3 = 4
Flurry: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 191d6 + 3 ⇒ (6) + 3 = 9
Flurry: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 141d6 + 3 ⇒ (2) + 3 = 5


Dead Suns:

Round 3:
27 Saphera
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2
10 Able
10 Kuaizi
9 Hassari

Able Stone lands two blows on the man. With no room to fall back, the rogue defiantly stands his ground.
ooooh, so that's what the 23 after your grapple is for. Sorry I missed it.

Kuaizi shows some incredible feat of dexterity, vaulting over his opponent.

With no easy path to his opponents, Hassari starts tying up the downed caster. I will assume you have rope, if not there is probably some nearby

Round 4:
27 Saphera

Up Next:
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2
10 Able
10 Kuaizi
9 Hassari

Saphera starts running but is impeded by the craped quarters. Running is a full round action at 3x your speed since you are wearing heavy armor. But it must happen in a straight line. Altough there would be a little leeway in my opinion in the beetle room, you have to make a 180 degree turn to get into the hallway. So running is not an option I'm afraid :(
You would make it just in front of Zanu. I moved your character for you. If you want to change your actions you can.

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

I have no problem with the fact that it is two cramped to run. In that case it would have been a full move at 40 foot, instead of the full move (run 3x) at 60 foot. Just for the record, Saphera is wearing medium armor (+1 breastplate).


Dead Suns:

with medium armor on you can run at 4x your speed, unless encumbered by weight

Liberty's Edge

Regional Venture Coordinator - Online


***********************
Overseer Announcement
***********************

GMs:
SOUTH is now CODE YELLOW


Dead Suns:

I'm going to take some actions for people to keep things going along. Normally I'm all for letting things take its own phase but we're still running a timed event and we are about halfway trough this act.

Round 4:
27 Saphera
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2

Up Next:
10 Able
10 Kuaizi
9 Hassari

Zanu moves up and readies an attack to hit the bad guy once he comes into range.

Priddy focusses fire with Able stone, taking advantage of the flank.
melee attack: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 251d8 + 5 ⇒ (3) + 5 = 8
He hits the man square in the ribs, leaving him reeling and heavily wounded.

The man throws up his arms and yells "I surrender! Please!"

His buddy looks around desperately. Tengu monk in front. Hexcaster and approaching Slayer at the back.
In a desperate attemt to escape he smashes the glass of the window he is next to, and jumps trough.
acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
Barely making it past Kuaizi in his haste, he tears his clothes on the shards of glass

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Round 4

"Caw!" the tengu monk cries as his opponent breaks through the window. He drops his staff and tumbles right through the window after his opponent. The fast sprinter soon catches up with the archer, and makes a dive after him. Taloned hands seek purchase on his opponent's wrists, followed by a taloned foot swiping at a leg...

Drop weapon [free], move 20 ft. [move], perform grapple maneuver vs fleeing opponent [std] (+2 & no AoO due to feat):
Acrobatics, jump through window: 1d20 + 8 ⇒ (7) + 8 = 15
Grapple maneuver: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

I'll let the GM describe the results since I don't know if a 15 beats his CMD or not.

Grand Lodge

male human (Shoanti) Brawler 3 / HP 28 /28 / AC 18 /T 14 /FF 14 /F +5 /R +8 /W +2 /Init+4 /Perc+4 /CMB+6 /CMD 20 /Grapple +10/23/Unarmed +6 (D6+3/Flurry +4/+4 (D6+3)/Heavy Mace+Power Attack +5 (D8+7)/Javelin+Point Blank 8 (D6+4)

Able grabs his quickqatch manacles, and claps them unto the one that just surrendered

Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.


Dead Suns:

The man does not resist able stone, but does not look happy about the manacles.

Kuaizi reaches for the other man his wrist, brushes it, but comes away with only a strip of torn cloth.

Hassari moves to the broken window double move

Starting round 5.

Round 5:
27 Saphera
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2
10 Able
10 Kuaizi
9 Hassari

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Unable to navigate the window, Sapher leaves the last fleeing combatant to her capable friends. She then moves back to the stabilized caster.

(Full round action) Double move back to the spell caster.

Scarab Sages

Male Wayang #135676-3 Magus Hexcrafter 4: Spd:20, Init:9, HP:35/35, AC:17, FF:14, T:14, Fort:6, Ref:4, Will:5, Perc:6, Darkvision, Arcana Pool:5/5

I move past my ally and magic missle the enemy dmg: 2d4 + 4 ⇒ (4, 4) + 4 = 12


Dead Suns:

Round 5:
27 Saphera
18 Zanu

Up Next:
17 Priddy
15 Shooty bad guy 1 and 2
10 Able
10 Kuaizi
9 Hassari (already specified an action)

Saphera moves back to the unconcious but stable caster, who is now neatly tied up.

Zanu moves forward and breaks another window, giving the oppurtunity to cast a spell at the fleeing assailant.

there is no window in the corner, but you pass one. You can break a windows as part of your move cation. I have no idea if there are rules for it, but really, you can draw a weapon as part of a move action. breaking a windows should not be more complicated then that.

I am not sure tough where you get the +4 from on the magic missle. Magic missle is 1d4 +1 you get a second missle because of your level, but it does not increase base damage to 2 per missle


Dead Suns:

Round 5:
27 Saphera
18 Zanu
17 Priddy
15 Shooty bad guy 1 and 2

Up Next:
10 Able
10 Kuaizi
9 Hassari (already specified an action)

I dont know where priddy went, botting him again to keep it flowing.

Priddy, fed up with the rogue, persues out of the window, using his shield to keep the glass shards at bay.
acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Surprising himself with how nible he managed to do that.
Closing in on his opponent, he tries to end the fight with a good whack from his flail.
attack roll: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 5 ⇒ (5) + 5 = 10
Hitting the man hard, the sickening sound of crunching bones is heard. Not even having time to groan, the man falls to the ground, unconsious.

With all three assailants defeated, we are out of combat. The man that surrendered is not going to try anything stupid. Initiative is over.


Dead Suns:

You probably want to interrogate the prisionrs and explore the building. I have put the letters on the map that correspond whith the rooms. Just check the spoilers below for the room description. You can see what a room is from checking from the doorway, that way, you know what a room is, saving us a little time. If you want to toroughly explore a room, let me know in your post.

room d:
The SlabsThis dreary chamber is kept magically cold to safely preserve bodies from decay. The floors are covered with gray flagstones. The walls are lined with stone cubicles with iron doors and bronze nameplates.
The room is dark, as only a minute amount of light enters from three tiny windows near the ceiling.

room e:
The Incinerators. This room is used as a crematorium and for Pathfinder researchers to safely rid themselves of necromantic specimens upon completion of their experiments. A single hooded lantern has been left on the floor and is still lit.
The incinerators have not been lit today, due to the festivities

room f:
Library Large stacks of esoteric volumes dedicated to the topic of necromancy are stored here. A single hooded
lantern has been left on the floor and is still lit.
The library’s numerous volumes have been strewn about the room in chaotic piles, and some books have been torn apart.

room g:
Cage of Soul EchoesThis room houses a strange
metal cage filled with dancing ethereal mists. This dangerous artifact is infamously known as the Cage of Soul Echoes. Its existance is pretty much common knowledge to Pathfinder agents, altough few have actually seen it.
Since it was last activated it has been cordoned off by a set of six permanent wall of force spells, surrounding the cage in a cube of force.
As far as you can tell, no one has tampered with the walls of force.

room h:
Chamber of Truths The walls of this enormous
chamber rise and arch to form a half-dome, 30 feet high and supported by columns carved into the walls.
Shelves covered with innumerable books, scrolls, and tablets fill
this sacred space.
No lights are on in this room. It looks undisturbed.

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

Kuaizi immediately kneels down beside the crushed man, quickly assessing his wound, bandaging him with rags, and propping up his head to prevent death, if possible.

He then uses a couple of sashes to tie the unconscious man up (if still living). Standing back up, the monk takes in a brief overview of the rest of the grounds he can make out from this vantage point, and judges how the overall battle appears to be faring. He then looks back to Priddy, "Percival-san, would you do me the honor of assisting me in carrying this man back into the mausoleum? We have questions that need answering. And," he adds, gesturing open-palmed to the rest of the mausoleum, "There is more to explore."

Heal, stabilize nearby opponent: 10 + 5 = 15
Perception, discern the situation elsewhere on the Society's grounds: 1d20 + 10 ⇒ (13) + 10 = 23

Silver Crusade

Male Human Fighter 4 (hp: 36/36 | AC: 20 | T: 12 | FF: 18 | CMD: 20* | Fort: +5 | Ref: +3 | Will: +1 | Init: +2 | Perception: +0)

Percival stows the shield and flail, at least for a moment.

Another notch in the belt.

Percival grabs the captive by the hair and pulls hard to get him to his feet.

"Sorry 'bout that. Kinda hard to bend over and do it right when ya been sliced open. So, let's play a game. You tell us how many people came in here with you, and if you get it right, mister Wu and I take you to the mausoleum. You get it wrong, mister Wu takes a five-minute break. We clear?"

Priddy will offer his CLW wand to anyone willing to use it on him. He's down 16.

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Saphera kneels down beside the defeated caster and searches him.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Grand Lodge

male human (Shoanti) Brawler 3 / HP 28 /28 / AC 18 /T 14 /FF 14 /F +5 /R +8 /W +2 /Init+4 /Perc+4 /CMB+6 /CMD 20 /Grapple +10/23/Unarmed +6 (D6+3/Flurry +4/+4 (D6+3)/Heavy Mace+Power Attack +5 (D8+7)/Javelin+Point Blank 8 (D6+4)

Able also produces a 'happy stick' for he's slightly wounded as well, and lays it in view of Saphera with a questioning eyebrow. Furthermore, he hauls another set of manacles and chains out of his backpack, and starts interconnecting the two prisoners inside, making sure they're snug and safe. Safe for others that is.

Grand Lodge

male human (Shoanti) Brawler 3 / HP 28 /28 / AC 18 /T 14 /FF 14 /F +5 /R +8 /W +2 /Init+4 /Perc+4 /CMB+6 /CMD 20 /Grapple +10/23/Unarmed +6 (D6+3/Flurry +4/+4 (D6+3)/Heavy Mace+Power Attack +5 (D8+7)/Javelin+Point Blank 8 (D6+4)

as an off hand remark, giving Saphera and the others a quick wink out of sight of their captives, Able wonders aloud:
"I wonder if this cleaner beetles also eat living flesh, instead of only that of corpses"
Bluff: 1d20 - 2 ⇒ (3) - 2 = 1


Dead Suns:

Kuaizi stabelises the unconcious man.
Being still unconcious, he can not answer any of Priddy's questions.

Able Stone chains the currently concious prisoner to the uncouncious caster. The man makes no remark, keeping his mouth shut.

Saphera searches the unconcious caster. A masterwork light mace and a masterwork light crossbow hang from his belt.
You also find a potion, a scroll and a wand.


Dead Suns:

Hassari studies the objects.
The purpose of the scroll eludes him, but he announces that the potion is one of the Cure Moderate variety. The wand is one of the spell "entagle", but it is clear it is missing slightly more then half its charges. (20 remain)

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

"I am more than happy to use your wands to bind your wounds. I suggest we see what these items are first before we do that."

When the time comes, if you wish to use a CLW wand and Saphera is able, you can assume she will use it in your behalf. Roll for the healing and assume she activated the device. This should save time.


Dead Suns:

I'm speeding things up again. Several people stated that they would be busy, so not a lot of roleplay will happen. If you want to do something not covered in this post, make a post with what you want to do. If not, I suggest the party makes for starhall, to see if we can do a second encounter this act.

With the three prisoners secure, and no other apperant threats in the building, the party splits up.
One half explores the building, the other half interrogates the prisoners.

It is clear that whatever the goal was, it must have been the library. Books are in heaps, pulled from shelves and some even with pages torn out.
Its hard to make out if there was something specific. All books touch on the subject of death.

Checking in the location the caretakers mentioned, you find a hidden cache of sullpies. these dont give the party items, it will result in an aid token entering play for a random table

Tying the prisoners securely and waking them up, reveals little. They are determined to keep their mouths shut.
With some 'gentle persuasion', they are willing to tell what they know, in exchange for their lives. They dont expect to be released, but a promise you wont kill them in cold blood suffises for them.
It appears they are the simple rank and file in a lager operation.
They accompanied others who went trough the library. This all took place even before the speach that was the kickoff for the larger attack.
What the higher ups wanted or where they went, they are not sure. They had orders to stay at the Mausoleum, and defend the building, in case someone would need to access the library again.
With some more pressing, the caster reveals that he heard someone talking about capturing a soul after death.
Even if you press more, there is little else they know. This was meant to be a large scale attack on the Society, but to what goal they dont know. They had clear orders as a team, and knew other teams would have missions on the ground, but never learned what those other teams were up to. They themselves had strict orders not to talk to other teams about their own orders.

Searching the rogues, you find that both carry a rarpier and a masterwork longbow. 20 arrows each, altough there is a special looking arrow in a side compartment of each of their quivers.
They also each have two potions.
Checking the caster over again, you find a bronze badge in his posession.

Silver Crusade

Male Human Fighter 4 (hp: 36/36 | AC: 20 | T: 12 | FF: 18 | CMD: 20* | Fort: +5 | Ref: +3 | Will: +1 | Init: +2 | Perception: +0)

"Safe to say 'building secure'? Let's lock up and head to the next."


Fiend series | Shackles

Let's see if I can derail things for you ;-), that map link is for my game, so please ignore it.

You move towards starhall. The outside of the large keep was designed with Azlanti architecture in mind. Two wings extend from the center structure, with a domed tower at the end of the east wing a smaller patinated bronze dome over the center hall. Starhall serves as an observatory, library, and museum for otherworldly and extraplanar objects and lore.

You know that inside the main entrance is a library with several display cases of objects recovered from Numeria, as well as a curator’s desk and a staircase to the eastern tower.

As you approach the building you see that the doors are shut, moving up you listen if you hear any sounds. And indeed you do hear noises, as if things are being thrown to the ground.

I have put you randomly on the map, feel free to adjust your position in front of the doors.

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

"We should try and identify the items we just found and hand them out."

1x potion found on the spell caster. (Cure moderate wounds)
1x scroll found on the spell caster. (Unidentified)
1x wand found on the spell caster. (Entangle with 20 charges)
1x Bronze badge found on the caster. (Unidentified)
4x Potions found on the rogues. (Unidentified)
2x Special looking arrows found on the rogues. (Unidentified)

Speak up now if anyone would like to carry one of these items.

Saphera inspects the coin closely.

Is a knowledge check worth a go for additional information on the badge? During the questioning, are we able to determin who they work for or who sent them?

______________________________Starhall______________________________

With the sound of the Starhall clearly being sacked, Saphera casts shield of faith and then opens the door.

Shield of Faith: -0/30 rds.
AC 25/T16/FF22 / CMD 21

Silver Crusade

Male Human Fighter 4 (hp: 36/36 | AC: 20 | T: 12 | FF: 18 | CMD: 20* | Fort: +5 | Ref: +3 | Will: +1 | Init: +2 | Perception: +0)

"Sorry, I don't drink what I can't trust."

Silver Crusade

Female Aasimar (Angelkin) Inquisitor (Sanctified Slayer) 5 / HP 43 / 43 / AC 26 /T 15 /FF 22 /F +5 /R +4 /W +6 /Init+9 /Perc+10 /CMB+6 /CMD 20 /(+1) Cold iron bastard sword +7 (1d10+4/19-20) / (MW) Repeating light crossbow +7 (1d8/19-20)

Priddy, you should use this potion of cure moderate wounds. We have confirmed what it is, so it should be safe."

Saphera hands Priddy the potion.

If no one wants to take or identify any of the items, Saphera will collect them up and store them away in he backpack.

Silver Crusade

Male Human Fighter 4 (hp: 36/36 | AC: 20 | T: 12 | FF: 18 | CMD: 20* | Fort: +5 | Ref: +3 | Will: +1 | Init: +2 | Perception: +0)

Percival uncorks the vial and raises it in Saphera's direction.

"To good health."

Cure Mod: 2d8 + 3 ⇒ (3, 6) + 3 = 12

Much better.

Silver Crusade

Male Tengu Monk 3 -- HP: 21/21 | AC: 18 | T: 17 | FF: 14 | CMD: 17* | Fort: +3 | Ref: +6 | Will: +6* | Init: +3 | Perc: +10L

In hushed tones, "A wise idea, Saphera Moonglade-chan." The monk withdraws a potion already on his person and drinks it.

Kuaizi quickly glances around for any windows to peer into. Sneaking up, he risks a peek to see what's going on inside.

If there aren't any windows... Whispering to his honorable companions, "Only one way to find out. I will go first." The monks sneaks up to the door, and prepares to kick it open.

Drink potion of Cure Moderate Wounds: 2d8 + 3 ⇒ (2, 5) + 3 = 10
Stealth, sneak up to a window or door: 1d20 + 10 ⇒ (18) + 10 = 28


Fiend series | Shackles

Saphera: they are working for the Aspis consortium. Regarding Knowledge for the amulet: I leave that to Woran

Although there are windows in the building they are rather high up in the walls. Kuaizi therefore kicks open the door. Inside he sees two winged dragon-like creatures ransacking the bookshelves and throwing things to the ground. When the doors open they immediately take on a defensive pose, looking at what you will do next. You see swords falchions strapped to their backs beside some javelins.

Initiative rolls:
initiative able: 1d20 + 4 ⇒ (8) + 4 = 12
initiative saphera: 1d20 + 9 ⇒ (16) + 9 = 25
initiative hassari: 1d20 + 5 ⇒ (8) + 5 = 13
initiative kuaizi: 1d20 + 3 ⇒ (4) + 3 = 7
initiative priddy: 1d20 + 2 ⇒ (3) + 2 = 5
initiative zanu: 1d20 + 9 ⇒ (4) + 9 = 13
initiative blue: 1d20 + 3 ⇒ (11) + 3 = 14
initiative red: 1d20 + 3 ⇒ (1) + 3 = 4

We are entering initiative mode to keep better track of what is happening, we are not in combat at this point, but I don't allow take 10 as you feel the tension in the air. Knowledge (Arcana) to identify what they are.

Initiative
Your map
25: Able
14: Blue
13: Zanu
13: Hassari
12: Saphera
07: Kuaizi
05: Priddy
04: Red

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