PFS - PbP - Gameday IV - Siege of Serpents - Start November 5th 2015 (Inactive)

Game Master Revvy Bitterleaf

Grand Lodge

Monument Mayhem

The Quandrangle

Beetles

The Tapestry Chamber

The Chamber of the Sky key

Library

Arliss Hall

Floating Tower


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Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

I think the init is Kajar,Ulfgar,Buri. But it matters little.

I think we need to pick up the pace guys. Its 13/11, 3 days into act II and not even a combat round further.
pre-order: Whenever the party is on. If someone with a lower initiative is online before me, I will delay my action until after that player has posted an action. Currently only Buri is after me in order (prior to the statues). If more people do this, the pace might pick up.

pre-order my current action:

Spoiler:

Since Ulfgar has no idea what the spell was that was cast on the statue, he carefully steps back and swings his long-axe at the closest statues head.
With a single step I can get in reach of each of the statues, if Kajar drops the closest, I position myself to hitting the second closest.

tohit: 1d20 + 4 ⇒ (19) + 4 = 23 vs Flat footed AC -2 if blinded
damage: 1d12 + 4 ⇒ (7) + 4 = 11

Scarab Sages

Ulfgar Dankill wrote:

I think the init is Kajar,Ulfgar,Buri. But it matters little.

As I have explained in the discusion tab. Since pbp works a bit different from RL; I normaly assume that init order for everyone able to act will be based on the order in which the posts are made (unless people specifiy they wait for something else to happen or use a readied action - in case of readied action, please also include relevant dice rolls so they can be fitted in when they trigger) since you can always delay your own actions and come out of delay when you want) so init order only realy matters during the first round where stuff like flatfooted comes up. So when you name comes up in Bold you are free to act and the order in which it's posted doesn't matter (to me at least. It's either the order in which I remembered the names or the order in which the last posts where made and I looked up the people who still have to act) So if you were waiting for someone else to act because you think it's not your turn yet, please don't; just post your own action(s)

Scarab Sages

Since Buri hasn't posted in almost 2 days I'm NPC-ing hima nd Kajar to keep things moving since it's been a day

Ulfgar carefully steps back and swings his long-axe at the closest statues head. And smashes into one of the statues (Going for green with current map locations) and cracks appear on the somewhat brittle stone it's made off. A few flakes and chips fall off. It's a very impressive hit, but not nearly as impressive as it would have been against an opponent made of flesh and blood (it takes reduced damage from the attack)

Buri keeps his dodging up as he tries to make himself hard to hit and Kajar seems to think it's a good idea as he also starts to dodge and weave around (both go full defensive)

The blind statue takes a swing at where he thinks someone is
To hit AC Kajar: 1d20 + 3 ⇒ (9) + 3 = 12 50% miss chance: 1d100 ⇒ 15
followed by his other fist
To hit AC Kajar: 1d20 + 3 ⇒ (18) + 3 = 2150% miss chance: 1d100 ⇒ 37
but both attacks end up going wide as it can't seem to target what it's aiming for

The other statues continues it's attacks against Myrayah, going for a one-two punch
To hit AC Myrayah: 1d20 + 3 ⇒ (17) + 3 = 20
To hit AC Myrayah: 1d20 + 3 ⇒ (15) + 3 = 18
and the hot-headed woman is hit twice in rapid succession
Damage Myrayah: 1d3 ⇒ 1
Damage Myrayah: 1d3 ⇒ 3
a fist sized bruise appears at the first hit and you can almost hear the sound of a bone snapping as the second blow lands

Working a bit on the assumption here that you only have a limited ammount of parry in a day and you might want to save those for stuff that doesn't do 1d3 damage - at least not for this round

init
Party
Statues

Damage Green: 6
Damage Red: 0

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

I should LTR.. I'm sorry

Seeing as the statue is seeming blindly flailing about, Ulfgar determines it is blinded by the spell Velinor casted. He puts in an extra effort in taking the statue down when it is weakest.

powerattack: 1d20 + 2 ⇒ (14) + 2 = 16 (it was actually +3) and +2 vs flat footed AC
damage: 1d12 + 7 ⇒ (8) + 7 = 15

Scarab Sages

Just wondering, what's LTR? Learn to read?. Don't worry about it. you were pro active and came to pretty much the same conclusion as me ;)

Ulfgar smashes his hammer into the same statue once more, the cracks that had appeared from his previous hit now shatter the statue in twain, pieces fall to the ground and it transforms into a pile of rubble

(you still have a move action left if you want to use it Ulfgar)

init
Buri, Myrayah, Velinov, Kajar (move for Ulfgar if he wants)
Statue

Damage Red: 0

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

Ulfgar moves closer to the fallen statue, kicks one of the larger rocks a bit away from the rest, and turns to face the other statue, his longaxe ready to strike.

edit: posting with character, not player

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

I can parry/riposte if I spend Panache on it, and if I have attacks of opportunity remaining (yes, this character will be taking combat reflexes later). I have 2/3 panache remaining, which can be recharged with crits and killing blows).

As for the feat situation, it seems I don't qualify for Dervish Dance or Slashing Grace yet, so my level 1 feat will retroactively be weapon focus - scimitar as it is the prerequisite for Slashing Grace. You will have to wait one level before I start doing dmg.

Myrayah gives a fencer's salute to Ulfgar: together we will take this statue apart, and slashes at the statue's eyes.

Cold Iron Scimitar: 1d20 + 8 ⇒ (2) + 8 = 101d6 ⇒ 4

I am not using parry/riposte right now

I am spending the weekend away from my computer. Will check this thread on my phone, but posting is hard. I will attempt to post once a day still.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Stepping north Buri engages the closest statue in combat.
Warhammer: 1d20 + 3 ⇒ (9) + 3 = 12
Dmg: 1d8 + 2 ⇒ (8) + 2 = 10

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

Posting from a phone so text will be minimal..

Confident in his illusionary magic, Velinov attempts to distract the remaining statue statue:

ranged touch blinding ray: 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

Kajar steps in to flank with Myrayah, swinging his double axe with both hands

Orc double-axe, both hands: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Scarab Sages

After smashing one of the statues to rubble Ulfgar moves on to the other statue.

Myrayah gives a fencer's salute to Ulfgarand slashes at the statue's eyes, but her aim with her scimitar is a bit off and the statue only has to bow it's head causing the blade to swoosh over the top of it's head

Buri steps up as well and takes a swing with his hammer but the impact isn't hard enough to cause any damage to the statue (doesn't hit AC)

Confident in his illusionary magic, Velinov attempts to distract the remaining statue statue but now that the entire party is crowding the last statue the combat is too much of a jumble and his ray misses (doesn't hit touch AC)

Kajar steps in to flank with Myrayah, swinging his double axe with both hands. The half-orcs axe impacting the statue with a crack - which you can only hope is the statue and not the weapon hitting it. A tiny fracture appears on the statue, most of the weapons impact absorbed by the though - all though somewhat brittle - material the statue is made from

In return the statue attacks back
1M2B3K: 1d3 ⇒ 1 1M2B3K: 1d3 ⇒ 1
both fists flying towards a target it knows it can hit - Myrayah
To hit AC Myrayah: 1d20 + 3 ⇒ (1) + 3 = 4
To hit AC Myrayah: 1d20 + 3 ⇒ (9) + 3 = 12
and then with a flash of intelligence steps out of being flanked

init
Party
Statue

Damage statue: 1

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

Kajar moves alongside Myrayah, leaving Buri the closest avenue to the statue.

"I'll need to put a cudgel on my shopping list! Keep at it Master Buri!"

Orc double-axe, both hands: 1d20 + 3 ⇒ (8) + 3 = 11

damage: 1d8 + 3 ⇒ (3) + 3 = 6

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Stepping forward Buri press on with his attack.
Silver Warhammer: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5
Dmg: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Oh, come on!
#%&$

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

Ulfgar walks on to keep the statue flanked and takes a swing a the second statue. 25 feet movement, E, NE, NE(2), N

Power Attack: 1d20 + 3 ⇒ (11) + 3 = 14 +2 = 16 vs normal AC
damage: 1d12 + 7 ⇒ (3) + 7 = 10

Scarab Sages

Kajar moves alongside Myrayah, leaving Buri the closest avenue to the statue and swings his axe in both hands. The sharp edge scrapes along the side of one of the statues arms and then is deflected out causing no damage (doesn't hit AC)

Stepping forward Buri presses on with his attack, but getting a bot over zealous ends up slamming his hammer into the ground next to the statue

Ulfgar walks on to keep the statue flanked and takes a swing a the second statue

@Ulfrar; just so you know you can add multiple bonuses into your die roll 1d20+3+2, etc and it will calculate the end roll

Ulfgar ends up hitting the statue in the back, his powerful blow cracking it's right wing and sending some fractures down it's spine..it's damaged but not down yet

init
Myrayah, Velinov
Statue

Damage statue: 6

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

Cold Iron Scimitar: 1d20 + 8 ⇒ (19) + 8 = 271d6 ⇒ 4

threat: 1d20 + 8 ⇒ (20) + 8 = 281d6 ⇒ 6 Myrayah recovers a point of Panache on a confirmed crit
short post from mobile

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

Velinov moves up the stairs to get a better shot to continue distracting the statue while his allies clean up.

blinding ray ranged touch: 1d20 + 1 + 1 - 4 ⇒ (8) + 1 + 1 - 4 = 6

+1 attacking from above, -4 firing into melee.

Scarab Sages

Myrayah strikes at one of the fractures Ulfgar made in the statue and manages to get some leverage to put her weight behind it and tears into the statue..it splits in 2 and crumbles to the floor.

Neither statue carried anything of value and nothing else here seems an immediate treat

Feel free to heal up. I assume at least someone has a way to heal?

Scarab Sages

K, I could let you guys decide on where to go now..but it will save some time if I just post this next one and you can decide where you want to go after this one. (NW, NE or stay in East) Assuming you stay in south for now

Going with all 4 encounters at once for this, to save a lot of time. Just roll for each one and we'll see how many you make. Normally you need to announce before hand who will be the primary and who will make the assist but due to the nature of pbp that get's a bit odd. So I'm suggesting the person with the highest bonus (note bonus, not roll) will default to be the primary roller in a skill and the rest who roll will go for assists. If you want to use a skill please explain how /why you are using that skill. There are a few skills listed you can use, if you use a skill and it's not on the list but it makes sense then you can still use it. If you want to use something else - like a spell, class ability, consumable, etc..be creative

Scarab Sages

The Grand Lodge’s campus is overrun with marauders and monsters, while support staff, initiates, and visitors run in peril for their lives. Yet, nearby groups of Pathfinders cluster together and argue about what to do about it, which team should stand back and support the other, and who has the best idea of what is happening. A venture-captain approaches from the direction of Skyreach.

You are greeted by venture-captain Janiff Ivulxtin, the former head administrator for the Grand Lodge. Janiff nods curtly and explains that many of the venture-captains are busy investigating the potential source and goals of the attack, and that the venture-captains alone cannot coordinate the masses of Pathfinder agents in the Grand Lodge. As a result, there is a vacuum of leadership, and he needs dependable agents to remind their colleagues that
the Society’s motto includes the word “cooperate.”

Janiff cites four critical areas. The Repository and the Center House both have wards and defenses, but should still be cordoned off and protected from the outside. The Society also has a number of visitors and guests who should be escorted safely off grounds and reassured that everything is under control. Finally, Absalom’s district guards needs to be stalled at the front gates before they overrun the campus and make a mess of everything. These are important tasks but are not necessarily heroic. You are granted a modicum of temporary authority to see that jobs are handled.

Scarab Sages

THE CENTER HOUSE
These Pathfinders have lost their nerve.

As you approach you can hear one of them say "“Maybe you should ask someone with more experience? Or maybe it doesn’t need to be guarded? It is haunted, isn’t it?”"

As you question them a bit you find out that;
Leader Jayson Rhees (male half-elf rogue)
This team recently had a bad experience in Ustalav. Jayson caught ghoul fever and almost died. A few of his teammates have wondered if the life of a Pathfinder is still for them. They’re not unwilling to help, but they’ve lost their edge.

ESCORT DETAIL
These Pathfinders question your authority.

You find out after talking to them that;
Shorvan Anvilhammer (male dwarven ranger) Shorvan is the dominant personality in his group.
He’s a decent man, but very independent. He’s stubborn and works best with a well-established chain of command.
Worse, the Pathfinder charter doesn’t technically allow for field agents to give orders to other field agents.

“I’m quite confident that Professor Nigel Aldain can find his own way to the front gate. What gives you the right to order us about? You’re no venture-captains!”

THE FRONT GATE
These Pathfinders need a confidence boost.

Leader Meesha Tenpenny (female halfling fighter) and her teammates want to help but are dubious when asked to stall the district guards at the front gates. There are only six of them and they don’t like their odds against Absalom’s city watch. They need to be reminded this is a contest of wills not a brawl with the authorities.

"“What if the guard won’t take no for an answer? Can I be arrested? Will someone post my bail? Maybe a venture-captain
should be doing this?”

THE REPOSITORY
These vain Pathfinders test your patience.

Leader Dara Immlin (female aasimar sorcerer) and her regular team consider themselves to be up-and-coming Pathfinders. When asked
to simply stand around the Repository and make sure no one
approaches, they scowl. They argue that there are far better
uses for a team of their considerable talents.

“Why don’t you guard the stone building with no doors and windows? We’ll capture that giant two-headed vulture!”

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

Kajar, to a fault, tries his best, though he knows his teammates might fare better.

"Well, I'm more the strong, silent type, but I can be menacing when need be. My skills are better tested in the field, but I guess this is a field, too!"

CENTER HOUSE

Master Rhees, I would think that a man who knows as much about the nights of Ustalav and his team would be the best team to guard this location. Cooperation, remember your experiences and build from them. Do not run from fear, confront it! I was a lad of 12 running Crusaders through Belkzen, there isn't an Order or Horde I can't find a flaw in to help my mates win!"

Bluff: 1d20 - 1 + 2 ⇒ (20) - 1 + 2 = 21

ESCORT DETAIL

Master Anvilhammer! Most of the venture-captains are out on assignments and we have been given authority by venture-captain Janiff Ivulxtin of the Grand Lodge to see that certain VIPs are given proper escorts. You and your team have been chosen by Ivulxtin to escort the good Professor Aldain to the front gate. After you complete this mission, assess the situation there. If it is secure report back to Ivulxtin or the nearest venture-captain. Double-time! We must keep our scholars safe!"

Intimidate: 1d20 + 5 ⇒ (3) + 5 = 8

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

part 2

FRONT GATE

"Master Tenpenny, I implore you to look at what Absalom calls guards. Do they bristle with the weapons and experience of your Pathfinders? Do they know the grounds as you and your mates do? From what I see, they don't have what it takes to stand up to you! This is our Land! This is our Gate! You and your team know the grounds and how to hold this gate, for example...

Survival to assess guards' strength and obvious cover for Tenpenny's crew: 1d20 + 5 ⇒ (15) + 5 = 20

+2 to this roll if guards are human

THE REPOSITORY

"Master Immlin, I respect your vigor. However, could the vulture be a plot to draw a team like yours from the Repository, only to attack it when unguarded? I would think that this site of all would be a prime candidate for a secondary attack. Your team is more experienced than most; perhaps scout around and keep this building safe from whoever is attacking the compoond. Venture-captain Ivulxtin asked us to coordinate defenses, and this is a most important space on our campus. Our job is to help coordinate defenses, and of course call on us if you need us."

Diplomacy anyone?: 1d20 - 1 ⇒ (8) - 1 = 7

or

Survival to ID cover, approaches of enemy, defensive positions: 1d20 + 5 ⇒ (6) + 5 = 11

Kajar means well, but tends to pace and speak with a barking cadence, which some find rude or unsettling.

Just throwing out some skill checks to see what sticks. Not Kajar's specialty, so please take his words and use them!

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

I assume Buri can use a wand of Cure Light Wounds. (I have brought one). For the sake of speed, I'll roll it myself between encounters. During encounters, Buri may carry it, and use it as seems logical.

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Charges: 49/50

THE CENTER HOUSE

Take heart, and keep fighting! Survival is a habit, as many adventurers can tell. Hells below, even you know it. You made it through Ustalav, right? You are still here, right? You guys have the knack for it already. Just keep going step by step, and we will make it through the day.
Here, let me give you something worth fighting for.

With that, Myrayah gives Jayson a kiss. When out of earshot, she says to the rest of our party:
Don't tell him I don't usually date guys. At least, not yet.

Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

ESCORT DETAIL

I don't need to tell you how important Nigel Aldain id, right? I do hope you have the two brain cells to rub together to notice that we need the Blakros' family's support and museum to do our jobs as pathfinders, right? Your whole lovely chain of command will have a snowflake's chance in Asmodeus' hand if you don't get of your sorry arse and get the curator safely to his family.

The charter, you want to quote the charter at me? Well, you know what it says right on the top of it, don't you? Cooperate, something and Report. Well mister, if you don't coboperate pronto, I'll be damn sure to report your sorry arse right to the decemvirate themselves, see if I don't!

The Ifrit in anger looks like blazing flame herself, almost an avatar of Sarenrea with her scimitar still in hand.

Intimidate: 1d20 + 7 ⇒ (12) + 7 = 19

THE FRONT GATE

Fooling some Absalom city guards? That's easy. Don't even worry about fighting. Just talk to them a little. More thick-headed than a hill giant and even less intelligent. You just keep them talking for a while, but don't use words with more than 3 syllables or numbers over 15. That just confuses them. Or try to confuse them, your choice. Here, let me give you some talking points.

Bluff: 1d20 + 7 ⇒ (3) + 7 = 10 Myrayah seems to have some difficulty remembering her favourite lies to Absalom guards, and just in case adds:

And don't worry, if you get caught, I'll bust you out. Absalom prison is a leaky as a sieve, I know that from experience. Besides, rescuing pretty ladies is my specialty!

THE REPOSITORY

Capture a two-headed vulture? Should have strapped on your wings for that, toots. Besides, I think I see a witch rising out of the crowds ready to turn it into a frog. It'll be gone before you get there.
Listen, we all have our jobs to do as one big pathfinder society. The brass have decided that this needs to be guarded. That means, you get to do it. We are not exactly doing hero-stuff either right now, and have been running around like glorified errant boys. You don't see us giving lip about it, don't you? Now get busy guarding and make sure no-one steals the repository. I'll be checking back later.

Intimidate: 1d20 + 7 ⇒ (12) + 7 = 19

If Revvy gets to use his lvl 13 as an NPC, so do I right? :)

Obviously, I'm back home, and posting like normal again.

Scarab Sages

@Myrayah: main difference is the scenario says I can use one of my NPC's. Then again, it doesn't mention you can't use yours for flavor either ;)

Just giving the others a chance to speak up as well, will update results tomorrow. In the mean time, you can pick another region to go to or stay here. At the time of this post the overview map still shows all regions as red, so no indication as to where your help is most needed right now. I'll update with one in the NE corner because I think this one is pretty interesting and it will give you guys some more time to think about how to handle it

Scarab Sages

The ivy-covered buildings of the Quadrangle predate the establishment of the Pathfinder Society. They once housed an academy and boarding school for the children of Absalom’s nobility. The buildings contain sleeping areas for Pathfinder initiates, a small stable, training yard, study chambers and lecture halls.

When you approach the solitary figure of Ambrus Valsin himself jogs out of the Quadrangle’s courtyard. “You lot, we have a crisis here that can’t wait.” He turns and gestures to the Quadrangle. “When the banquet started, I dismissed the first-year initiates back here to continue their studies for a few more hours. The damned Aspis were waiting inside two of the dormitories,” the venture-captain says, pointing to two ivy-covered stone buildings. “I think their plan is to leverage the initiates as hostages if they have no other escape route.”
Venture-Captain Valsin regards you with an inscrutable look.
“This situation can only become more desperate. The safety of our initiates can’t wait another minute. Consider yourself drafted, because you’re all I’ve got. I’m heading to the southern dormitory. You head to the northern dormitory. Talk them down, or hit them hard and fast.”

Valsin can tell you certain facts of the situation in the northern dormitory, as he understands them.

-The hostage taker is alone and has declared that he can kill all the hostages almost instantly.
-The venture-captain does not think the threat stems from a magical spell, but otherwise believes it to be credible.
-Thus far, the hostage taker has remained close to the main door, so reconnaissance is possible—although the doors are locked and the keys are missing.

This encounter assumes you have spent considerable time in this building when you were initiates. You can't actually see anything inside (All of the rooms except the main hall have small windows
whose curtains are drawn), it's just so you can see the lay-out of the building which you are familiar with. Map linked up top

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

THE CENTER HOUSE

Velinov assists Myrayah by withdrawing his field sketchbook and showing Jayson's team the trial and tribulations of his previous expeditions. "Not every adventure is perfect; some turn out to be grim and harrowing. But a Pathfinder pushes on, doing what you can, whatever you can, because there are people in need."

assist: 1d20 ⇒ 14

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Yes, Buri can use cure wands, lets just assume he does so when asked and everyone rolls their own healing.

Revvy Bitterleaf wrote:

THE CENTER HOUSE

These Pathfinders have lost their nerve.

As you approach you can hear one of them say "“Maybe you should ask someone with more experience? Or maybe it doesn’t need to be guarded? It is haunted, isn’t it?”"

I dont know but I understand you guys are the top authority on undead right. Should be right up your ally lad.

Diplom: 1d20 + 2 ⇒ (2) + 2 = 4

Revvy Bitterleaf wrote:


ESCORT DETAIL
These Pathfinders question your authority.

“I’m quite confident that Professor Nigel Aldain can find his own way to the front gate. What gives you the right to order us about? You’re no venture-captains!”

The Blackros family are one of the Society's main partners. Are you really going to risk that alliance on some misplace pride mister?

Diplom: 1d20 + 2 ⇒ (9) + 2 = 11

Revvy Bitterleaf wrote:


THE FRONT GATE
These Pathfinders need a confidence boost.

"“What if the guard won’t take no for an answer? Can I be arrested? Will someone post my bail? Maybe a venture-captain should be doing this?”

Probably, but they are all occupied at the moment. You are the Society's best hope mrs Tenpenny. Do not fight the guards, it should not come to that, just stall them with worlds and red tape.

Diplom: 1d20 + 2 ⇒ (3) + 2 = 5

Revvy Bitterleaf wrote:


THE REPOSITORY
These vain Pathfinders test your patience.

“Why don’t you guard the stone building with no doors and windows? We’ll capture that giant two-headed vulture!”

That two-headed vulture is just a saargavan swamp duck, a two years old could take down that critter. Now behind you in the building you are suppose to guard is the vault where the society store its most dungerous artefacts should those things fall in the wrong hands... The dwarf stops to consider for a moment. You are right, you people are clearly not qualified for such an important task, I will ask somebody else...

Survival: 1d20 + 11 ⇒ (12) + 11 = 23

Scarab Sages

Just a quick update during my coffee break to let you know that as far as I can tell you have enough succees to succesfully complete the skill encounter, feel free to move to the next one - see post above for the details

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

Couple of questions: I see there is a staircase to a cellar in the north-west corner. Does the cellar have an alternative (secret) entrance?

Venture-Captain, have some Aspis agents already been captured? Agents whose uniforms we could use to approach the hostage taker without arousing suspicion, so we can maybe get close enough to them to get them by surprise?

Velniov, would you have any spells that can instantly incapacitate a single target? Sleep, hold person or suchlike?

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

Ulfgar grumbles to himself when he hears about the cowardly hostage situation. He turns to Venture Captain Ambrus Vaslin and asks:

How many hostages are there?

Has the hostage taker made any demands?

Scarab Sages

No, the cellar does not have a (secret) entrance

"It doesn't seem the Aspis agents have any sort of uniform. It's more of a mixed band of people..not to mention those weird owl people and those catlike dragon people with wings and other creatures. You might be able bluff the hostage taker into believing you are Aspis though..but an uniform won't help you here."

Scarab Sages

"There are between half till a full dozen of initiates held hostage inside this building"

"No demands have been made as of yet."

"Now, if there are no further questions..I'm off to the other dormitory to take care of the situation there. I'll leave this in your hands"

Scarab Sages

And just to warp up your negotiations from earlier:

THE CENTER HOUSE:

The present pathfinder find their courage again after Myrayah's inspiring speech (aided by Kajar's tale) and get back into the fight

ESCORT DETAIL:

You manage to get them to do their job even though they keep grumbling about "going outside the chain of command and taking orders from newbies"

THE FRONT GATE:

Kajar is able to determine that the guards here are capable of doing their jobs, they just lack a bit of confidence..unfortunately you are not able to coffee to them just how well suited for the job they actually are and it's quite likely that they will get overwhelmed by outside guards if nobody else shows up to give them a hand..but nothing more you can do about it right now
That's not actually true, you could try to convince them again (with diplomacy) or explain to them how the rules here work with regards on outside "help" (knowledge local) with a penalty for a re-try..but since you only need 3 out of 4 it doesn't matter a whole lot

THE REPOSITORY

The Pathfinders here are easily intimidated into staying put and protecting the building..after all, there's no reason to go after such a minor treat as the 2-headed vulture - which is clearly being taken care of already anyways.

And just so you know, making up stories about animals which may or may not exist isn't survival ;) It's either bluff (in this case, pretty sure it's bluff) or a knowledge (in this case nature (beast) or arcane (magical beast)

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

"Myrayah, I can think of a few tricks that I can use. I may be able to knock them out with a color spray or deceive them with a decent illusion."

THE REPOSITORY

As a master of artistry and mythmaker of beasts Velinov adds that the "2-headed vulture" was just an exaggeration of quick movement and light and shadow of the fearful.

knowledge arcane: 1d20 + 10 ⇒ (4) + 10 = 14

Any bonuses for also being an artist? Craft Painting/Drawing as well.

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

"What about creating a thick fog that would move in? I could obscure vision as we moved into the building?"

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

"Wouldn't a sudden thick fog appearing in a dormitory seem hostile? The Aspis agent might retaliate on the hostages."

"A good idea might be going down making it very clear that we're there to negotiate. And then quickly grapple the guy of do you spray magic thingie. Using non-lethal force can help us get some answers."

Scarab Sages

Just let me know what your plan will be and we'll go from there

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

"I think Master Ulfgar has the right idea. We should approach as negotiators."

"Master Velinov has shown us his magic tricks work well, perhaps a fog could give the initiates a chance to scatter, and we can step in and take care of business."

Kajar smiles his toothy grin.

"Master Buri, Master Myrayah, you seem to be more skilled than I with talking. I can look menacing - if that's helpful."

Scarab Sages

You can start when you have a plan you are happy with and are ready to proceed

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

Ok, here are the options that I see:

1. "hit them hard and fast". I can create a fog or some other illusion to provide cover as everyone rushes in, similar to smoke bangs and a swat team assaulting the place.

2. 1-2 people negotiate as a distraction while the rest sneak in and try to surprise him. We should be able to do some reconnaissance; "hostage taker has remained close to the main door, so reconnaissance is possible—although the doors are locked and the keys are missing."

3. Do we know what these broken ones look like on average? I can create an illusion of broken ones approaching to look like he's getting reinforcements if you want to try to negotiate through that deceit or use it to try and sneak in?

Since we don't have someone that can disable device on the locks, I think we have to go with (1) and hope someone can act to unlock/secure/prevent the insta-death trap he has rigged up for the hostages. That's just my vote.

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

Velinov will cast detect magic to see if there are any magical alarms placed on the building, being sure to stay out of view from the area around the main door.

Grand Lodge

Male Dwarf Raging Invulnerable Rager 2 | HP: 27/27 | AC: 15 (10 Tch, 13 FF) | DR 1/— | CMD: 17 | F: +8*, R: +2*, W: +2* | Init: +2 | Perc: +5, SM: +0 | Raged: 4/10 |*Superstition

"I will go in with Myrayah then, seeing as she winded the other guys around her finger? She seems best with words."

"We will try to leave a charge line open from the door, the emergency word is "help"."

Myrayah or another candidate please confirm so we can go in.

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

Buri moves in following his twi companions too.

Stealth: 1d20 + 4 ⇒ (10) + 4 = 14

Scarab Sages

Velinov casts detect magic and notices at the very edge of his perception there are indeed magical aura's nearby (excluding items carried by party members). There are a few inside the building, 3 of which seems to be moving from the back of the building to near the front door while the last one is stationairy at the back of the building. Concentrating on that last aura he picks up a definite evocation sense about it. As he moves around the building to get a better sense of what's inside he also notices that all though all the windows on the ground floor are closed and blinded from the inside at the back the big window on the second floor isn't blinded and is letting light inside.

Just to order what I think you are planning to do;

Ulfgar and Myrayah will knock on the front door, get the hostage takers attention and get him to open the door so that everyone can rush in and fight.while Buri (and Velinov+Kajar) hide nearby?

Liberty's Edge

Regional Venture Coordinator - Online


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

GMs:
SOUTH is now CODE YELLOW

The Exchange

Dwarf druid lvl 3 [ HP 30/30 NL8 | AC 20+2=22 T 12 FF 18 | CMD 16 | F +6 R +3 W +6 | Init +6 Per +9 SM +3]

I can talk some, but to tell you the truth I am more used to talk to myself only. Buri says to Kajar while scratching his beard. I was going to suggest that me and maybe Ulfgar could climb to that 2nd floor back window while you guys talk and maybe surprise them from behind. He whispers.

I think Marayah is a better negociator. She does have way more diplomacy skill. Posting in case my plan is approved just to keep things moving faster. If not just disregard the post below.

Quietly Buri moves to the back of the house, awaits for his friends to knock on the front door and then climbs up when the people inside are occupied. When arriving at the window the druid secures a knotted rope and tosses it down for anyone who wants to follow. Climb DC 5 now.

Climb: 1d20 + 6 - 3 + 1 ⇒ (12) + 6 - 3 + 1 = 16
Stealth: 1d20 + 2 ⇒ (9) + 2 = 11

Sovereign Court

female Ifrit Swashbuckler 2 | HP 20/22 | 2/3 Panache | Init +4 | AC 18 FF 14 T 14 | F +3 R +7 W -2 | CMB +2 CMD 16 | resist 5 Fire | Defensive Ability: Opportune Parry & Riposte | perc. +2 SM -2

Myrayah can do the talking.

I'm really tired right now, but will give you some rolls so we can move along. I hope to put up better roleplay posts later.

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

alternative:

Bluff: 1d20 + 7 ⇒ (1) + 7 = 8

Myrayah will try to talk to the hostage taker to keep them occupied while others move to advantageous positions.

Liberty's Edge

Wizard 4 (Illusionist) - HP 30/30 , AC (15 Mage Armor, Ring +1) 11/T: 15/FF: 10 - Perception +4 - F: +3/ R: +1/ W: +4 - CMB: 1 - CMD: 11, Speed: 30, Init. +6

Velinov will signal what he sees with detect magic and cast mage armor on himself to prepare for the upcoming battle.

Since Velinov is probably needed to dodge the moving auras, he'll move with the "stealth" party if people can help him climb up (str 8 untrained). I believe Kajar and Buri are the stealth team?

Grand Lodge

male NG Half-orc Ranger (skirmisher) 1 |HP: 13/13| AC: 17 (13 tch, 14 fl) | CMB: +3, CMD 17, (14 fl) | F: +4, R +4, W +1 | Init: +4 | Perc: +5, SM +1| | Speed 30 ft | Track +1, wild empathy -1, favored enemy humanoid (humans) +2 | Active conditions: None.

"Master Velinov, follow Master Buri. I will climb last, so I can catch you if you fall."

Kajar grins wide, making light of the situation.

Climb: 1d20 + 5 ⇒ (15) + 5 = 20

Stealth: 1d20 + 6 ⇒ (3) + 6 = 9

Aced the wrong roll...

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