PbP Gameday 3 - GM Mars' 6-03 The Technic Siege

Game Master Iammars

Current Map - Sharrowsmith's Exports
Animated Armor Stat Block
Time Arrived at Sharrowsmith's Exports: 10:00
Current Time: 4:00


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Sovereign Court

Aya thinks about Tony's request for a moment, then responds "Well, I cannot offer my guards, but there's usually a couple kids who mill around the enterance looking for odd jobs from the merchants. I'm sure if you offered one of them a couple silvers, they would be willing to help you."

To S'Slarn's request, Aya responds "While that would be optimal, it's not strictly necessary. I am capable of casting sending so I can inform you of any attack on the warhouse. Of course, the faster you are able to get back, the better."

"Actually Tony," Aya adds, "Now that I think of it, you should probably hire two kids. That chest looks heavy."

Looks like we have a significant group asking around about Rand in the markets. I'm probably not going to be able to get the result of that up until tomorrow, but if anyone wants to break off and do something else, you have until then to let me know.

Secret GM Dice:

Variant Rod of Wonder Table: 1d100 + 1d20 + 1d12 + 1d10 + 1d8 + 1d6 + 1d4 ⇒ (81) + (16) + (2) + (10) + (2) + (2) + (1) = 114 Excellent! There will be chocolate frosting...

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

HA! Iron Man looks at Aroden, Its because of people like you that the world is the way it is! Asking people to blindly follow one person who's only "virtue" is the can use some mystic power he knows absolutely nothing about! Then when that power proves too much for that one man to handle, it erupts onto the world cause cataclysms like Earthfall and The Worldwound! No, the fate of the world should not be left to one MAN. Everyone needs to stand up and do what they can to make this place better than how they found it. That's why I'm here, to provide an example that anyone can make a difference, on their own! Not by falling in line with someone who thinks their better than them.

Yup this is going to be fun :)

Hireling Porters:

[b]OK here's the deal: Carry this chest and stay close to me. When our team gets into trouble I need you to drop the chest and open the lid. That's it Drop the chesk and open the lid. Then what ever is going on you get out of there and stay safe. For carrying the chest for me I'll give you a silver piece for the rest of the morning and a second one for the afternoon. If you do what I ask and drop the chest and open it when I get into trouble you both earn a gold piece each. Deal?
Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

"Ah, it is good that we won't need to take the item with us, then. I suggest we head out at once to the market... the sooner we get done with that task, the sooner we can move on to the next one, and shore up the defensessssssss of this place."

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

We ARE taking the book with us though.... Just making sure.

Sovereign Court

Stats:
hp 64/64;Init +3;AC 19;Touch 11;FF 18;F4,R3,W6;Dip17,Hist10,Loc6,Pl9,Rel11,UMD20
Human Step 8 of 12
Iron Man wrote:
HA!

Aroden smiles.

Mortals are so cute. That's why I love them. The human ones at least...

"I see that we completely agree on all that. Glad to see you are in my camp in that. Iomedae now does more of the smiting now...I seek unification," Aroden agrees with Iron Man.

"But you didn't answer the question: what would it take to believe again that Man can unite and make this world right?"

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Iron Man just shakes his head in disgust and storms out of the room. You can here him grumbling and he makes his way outside, Completely and irrevocably Delusional!

Sovereign Court

Hiring Porters:
Two of the kids look at each other, their eyes wide, then nod enthusiastically.

1 hour later...

Aroden runs off into the markets, talking with various people throughout the city. The reception is mixed, although there are definitely some people afraid of Tarquin. S'Slarn can also feel some stares, and the perceptive among you can hear some whispers from passersby as they try to guess what S'Slarn is. One of the more popular theories involves a curse after making a god angry. Meanwhile Tony and Aaroko both seem to be attracting positive attention. Various people stop what they're doing and stare at Tony in admiration, while Aaroko's cute little dinosaur attracts the young children, who wish to pet it. Slyph finds that the crowds around him back away slowly, not because of anything inherently distrustful he's doing, but mostly because they're too afraid of accidently bumping into him and causing an explosion.

When asking about Rand, a couple people were able to describe that a heavily tattooed Kellid man dressed in clothes made of solid oil and glass was seen talking with Rand two days ago. One of the more excitable people to tell you this, a middle-aged mwangi shopkeep by the name of Takna Hunzu, says that he knows where the two of them went and agrees to lead you there, leaving his flower shop in the hands of his capable apprentice. He leads you to a warehouse by one of the many waterways of the town before running back to his shop.

Warehouse Map
I think I made this publicly viewable, so if you're having trouble seeing it let me know - I realized that Google doesn't do something that Box lets me do, so I'm going to try Box for the map.

This warehouse is 20 feet tall, there are a few dirt-stained windows on the eastern waterfront, and the door appears locked with a padlock.

I have you in a basically random marching order, but I'm assuming that will all change when you move up to investigate.

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Alright, looks like this is where I suit-up. nodding to the children he unrolls a scrap of paper, Activation Routine: 22 Alpha Pass Code: B-19, Designation: Iron Man. Just as the porters start to open the lid of the chest pieces of Armor start flying out fixing themselves into position on Iron Man. In only a couple second Tony is fully encased in armor.

Flipping open a compartment on his wrist, he taps a few buttons, Activate Shields. A faint hum can be heard coming from the armor and it is slowly out-lined in glowing energy.

Looking at the rest of the party he nods, Ready when you are.

Scroll of Serren’s Swift Girding (knights of Inner Sea) and activating a wand of shield.

We'll be right back, he says to the kids.

Sczarni

Aaroko:
HP: 30/33 | AC:16 | T:14 | FF:12 | CMD:20 | Fort:+7 | Ref:+5 | Will:+7 | Init:+5 | Perc:+10 | Sense Motive:+10
Dino:
HP: 22/43 | AC:22 | T:15 | FF:19 | CMD:19 | Fort:+7 | Ref:+8 | Will:+2 Perc:+5

Because there was some confusion, and discussion in the other thread, I'll address the location of the book.

Before leaving for the markets Aaroko will take the small pathfinder's pouch and tie it to his body under his armor. He will also put the majority of his platinum coins in the "real" part of the pouch so that he has something to dump out if requested.

As far as the dino and children go, Aaroko will get dino to do a trick and toss him a treat when he is obviously being watched.

Sovereign Court

Stats:
hp 64/64;Init +3;AC 19;Touch 11;FF 18;F4,R3,W6;Dip17,Hist10,Loc6,Pl9,Rel11,UMD20
Human Step 8 of 12

Aroden smiles as Iron Man walks away.

He still didn't answer the question.

* * *@Warehouse * * *

Good map, Mars. And better icon for Aroden! How did you know?! :) I like how he's in front.

Aroden follows the woman to the warehouse, talking to her of his miracles and promising to do better this time around. If nothing else, Aroden Reborn is very charismatic.

1d20 + 15 ⇒ (6) + 15 = 21 Diplomacy

When he finishes haranging proselytizing, he turns to the party.

"Aaroko," Aroden begins solemnly, "...you are our BookBearer and I would see you safe. Would you accept my blessing?"

More to RP before we go in. When we go in, Aroden will be in the back.

Sczarni

Aaroko:
HP: 30/33 | AC:16 | T:14 | FF:12 | CMD:20 | Fort:+7 | Ref:+5 | Will:+7 | Init:+5 | Perc:+10 | Sense Motive:+10
Dino:
HP: 22/43 | AC:22 | T:15 | FF:19 | CMD:19 | Fort:+7 | Ref:+8 | Will:+2 Perc:+5

"Sure, I will accept any aid in my mission. Gorum holds no requirement that I forsake aid from other deities. So long as I live to battle another day, we will all be happy."

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

I can see the map just fine, but have no way of moving my character... is that intended? Might make it tougher for us to deal with movement.

S'slarn would want to be toward the front, so that she can grapple an enemy on the first turn if possible.

Sovereign Court

S'Slarn - that's why I put the grid coordinates on the map. I became very frustrated with Google Drawings during my last PbP run, and I'm not using Roll20 because I have to watch my upload storage on Roll20 given the number of VTT stuff I run.

Sovereign Court

Stats:
hp 64/64;Init +3;AC 19;Touch 11;FF 18;F4,R3,W6;Dip17,Hist10,Loc6,Pl9,Rel11,UMD20
Human Step 8 of 12

Aroden smiles as Aaroko accepts his divine blessing. Aroden solemnly places his hand on Aaroko's forehead, a simple ritual of touch and connection.

"I will work miracles through you, Aaroko. Behold what Man can accomplish now," Aroden says seriously.

Aroden turns to the rest of party.

"Would any of you take my blessing?" Aroden asks all, but is really focusing on the humans in the group...but he would also help half-humans (of elf or orc variety) and others as well.

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Tarquin holds his medlance in his tail and cracks his neck.

"Perhaps Navi can scout ahead. She's good at hiding. Navi?"


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

"Okely dokely, be back in a sec." Navi says with a light tone. She extinguishes her natural light and flies stealthily inside through a crack, keeping to the shadows and roof.
stealth: 1d20 + 24 ⇒ (19) + 24 = 43
perception: 1d20 + 12 ⇒ (6) + 12 = 18

She's tiny so should be able to get in somewhere. She also has detect evil and good on constantly.

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Pass Iron Man says to Aroden as he moves up to the door. Here take this, its a com device. he hands the Navi and Tarquin small weird looking stones, Its supposed to go it your ear but you can just carry it. I'll be able to talk to you and you to us. Alright Navi move in and tell us what you see. Iron Man puts another stone in his ear and holds out two more for any who would like.

Message Spell.
Also Iron Man isn't good as a damage dealer mostly he just try's to get in the way of the bad guys. So, feel free to use him as a meat shield.

Sovereign Court

When Navi flies up to get close to the door, all of the sudden you hear the sound of a someone sounding a very large horn multiple times.

Knowledge (arcana) DC 21:
Looks like someone had an alarm spell up.

Upon entering Navi sees a lit-up warehouse and a bunch of boxes. Does she wish to continue even with the horns blaring?

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

knowledge arcana: 1d20 + 8 ⇒ (17) + 8 = 25

"Blast, an alarm spell was cast upon the premises. Let's get ready for a rough ride." Tarquin yells as he swallows his mutagen and taps himself with the medlance holding his shield extract (move action). He also says something in a weird language no one can understand, but Navi does.

As he drinks his mutagen, Tarquin changes greatly, His skins gained bony protrusions, he grows a longer feral jaw and a set of large claws on each hand. He seems to be a good resemblance of a demon right now.

Through beastmorph gain scent. Also two claws and a bigger bite, +6 armor and +4 str but -2 int through mutagen and shield, so it is 24 right now. Through master familiar language tell Navi to keep scouting since attention should be upon the group and she is hard to spot. She will fly all the way up near the roof if possible so to stay out of sight as much as she can while keeping an eye out on the interior.

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

S'slarn casts mage armor, then changes to Naga form (Move action).

Grand Lodge

Bombs per day 14/14 Elf Alchemist 7 - HP 44/45 -
Stats:
AC:19 /T:13 /FF:16 - Perception +12- F:+7(+5 vs. Poisons +1 vs Diseases) / R:+10 /W:+4 - CMB+5 - CMD 18(+1 vs Grapple)- Speed 30' - Init.+5

Slyph drink his mutagen as well. "At least this should be interesting."

Sovereign Court

Stats:
hp 64/64;Init +3;AC 19;Touch 11;FF 18;F4,R3,W6;Dip17,Hist10,Loc6,Pl9,Rel11,UMD20
Human Step 8 of 12

While Aroden had hoped for more time to bless his followers, he pragmatically moves to O17 and awaits the assault.

Sovereign Court

I'm still curious how you all are dealing with the locked door.

Navi:
The warehouse is one floor, with the exception of a walkway running across one half, 10ft. off of the ground. Rand is tied up in a chair in the middle of the warehouse and Navi is able to catch a man disappearing into thin air right as she entered. On the walkway, an elf casts a spell and a small sheet of force surrounds him, and the other door is guarded by some sort of metallic creature holding a spear crackling with electricity.

K8 - Elf
C11 - Metallic Creature
G13 - Rand
G12 - Where the guy disappeared from

I updated the map with what Navi can see - obviously not all of you can see that, but it'll help Navi do something while the rest of you try to get into the warehouse.

EDIT: And since I didn't respond to this earlier - gotcha on hiding the book. That's going to make things... interesting.

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Tarquin goes to work on the doors while Navi communicates what she sees on the inside using the message spell (while remaining out of sight).

perception: 1d20 + 12 ⇒ (14) + 12 = 26
disable device: 1d20 + 11 ⇒ (18) + 11 = 29

-Posted with Wayfinder

Sovereign Court

So we're looking at one round to move up and pull out tools, and a second round to unlock the door - which means that everyone has two rounds before you can get in. Feel free to post whatever you're doing for those 2 rounds, and then we'll go into initiative with the door open.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

did the first man turn invisible or disappear? Does the other man ping as evil to Navi when she flies a little closer?

-Posted with Wayfinder

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

S'slarn will just move up to Q17 and await Tarqin's door unlocking.

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

What do you see in there Tony says into his com link. As he waits for Targuin to open the door Iron Man taps his foot impatiently. Just as the alchemist finished undoing the lock a small "box" rises from the back of Iron Man's right gauntlet. inside a a oddly shaped spool of copper wire starts spinning and energy starts to crackly along his hand.

Stilled Shocking Grasp
Iron Man will be right next to Targuin waiing for the door to open P,23 if thats OK with Sylph


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

"An elven spell caster on the walkway, he activated some force protection spell. Also a metallic creature at the north door. There was one other but he dissapeared. " Navi whispers back.
could Navi id the creature? She has Tarquin's knowledge skills as well as local

-Posted with Wayfinder

Sczarni

Aaroko:
HP: 30/33 | AC:16 | T:14 | FF:12 | CMD:20 | Fort:+7 | Ref:+5 | Will:+7 | Init:+5 | Perc:+10 | Sense Motive:+10
Dino:
HP: 22/43 | AC:22 | T:15 | FF:19 | CMD:19 | Fort:+7 | Ref:+8 | Will:+2 Perc:+5

Aaroko would move to N19, drawing his greatsword as he moves, and command Dino to move to where he is pointing. Dino moves to Q17.

*Edited to correct building*

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

don't forget its the building on the left, not the right

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

I knew that! Who said I didn't!
R,17 if it is still free.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

Actually just found out that the sprite was dimituitive and so would not have set off the alarm spell, which is tiny or larger. Tarquin probably would have noticed the spell with his perception check I think? Do you want to retcon or just continue.

Sovereign Court

Stats:
hp 64/64;Init +3;AC 19;Touch 11;FF 18;F4,R3,W6;Dip17,Hist10,Loc6,Pl9,Rel11,UMD20
Human Step 8 of 12

Aroden draws himself up and waits for the doors to be opened.

Grand Lodge

Bombs per day 14/14 Elf Alchemist 7 - HP 44/45 -
Stats:
AC:19 /T:13 /FF:16 - Perception +12- F:+7(+5 vs. Poisons +1 vs Diseases) / R:+10 /W:+4 - CMB+5 - CMD 18(+1 vs Grapple)- Speed 30' - Init.+5

Slyph will move to Q18 While doing so he quaffs another extract quickly followed by a potion. Alchemical Allocation, drink potion of cat's grace.

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

Slyph, using alchemical allocation is a standard action, and you don't seem to have the trait that makes drinking a potion a move action, so I'm pretty sure you still have to use your Standard action the following round drinking the potion of cat's grace.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

or use a medlance 50 gp a pop to make either a move action. Not sure you can get it if its not on your chronicle though

-Posted with Wayfinder

Silver Crusade

Fighter 1/ Magus5
Defense:
AC 25 (21) Tch:12, FF:19; CMD: 18 hp 40/49; Fort: +8; Ref: +2; Will: +2
Offense:
Initiative: +1 Speed: 20ft; CMB: +6; Gauntlet +7 (1d3+3 /x2); Ranged Touch +5;Arcane Pool ; Spellstrike; Spell Combat;
Skills:
Climb: +4; Craft (Clockwork +13; Mechanical +10); Dpl: +6; Disable Device: +1Arcane: +14; Engineering:+14; Dungeoneering: +10; Planes: +10;Spellcraft: +14; Swim: +4; UMD: +6

Nope, Chronicle only.

It's in:

Trial by Machine.

Sovereign Court

Well s##%, I didn't realize sprites were diminutive. I thought they were tiny. Sorry about that.

So, here's what I'll do - that alarm spell comes out fairly far from the door, so it's really hard not to trigger it. But since you were a decent distance away when you were buffing/prepping, feel free to make any other buffs/preps before heading in, and I'm going to cut down the bad guys' prep time to 1 round. This also means I'll give a little more description of the people in the room to Navi, since she has more time to look around.

I'll try to have initiative up tonight - I thought I was going to have time before my home game today, but I have less time than I thought, so I'll have it up afterwards.

Navi:
Assuming Navi's skills are correct on her profile page, she doesn't have any of the skills necessary to id who these people are. She also doesn't know why that guy disappeared, but it's going to be more obvious in a second when I give the better description.

A tattooed Kellid man hunches over Rand, dagger in one hand, wayfinder in the other. "You think you not want to tell me where you base is? It is clear who you with - where the Pathfinder base?"

Rand yells back almost immediately "You'll have to kill me!"

The dagger man smiles, then leans in. "Did you know, you have 24 organs in you body that you do not need to survive? And 12 more that magic can fix if you do it soon. I know how to remove every one, and I can do it in the most painful way I know how. You will beg for death."

At this point the alarm goes off. The dagger man deposits one dagger into Rand's stomach, then pulls out a vial, drinks it, and disappears.

The dagger man had two daggers on his hip before he disappeared. He was wearing studded leather armor along with a cape.

The elven man upstairs appeared to be doing paperwork at a desk before the alarm went off. When the alarm rings, he yells "Dammit!" before eating one of the papers. He locks the rest of them in his desk and then casts the spell that Navi saw earlier.

The metallic creature continues to stare at the door in front of it, like it always did.

Rand has mixed feelings. The dagger really hurt, but hopefully someone's rescuing him. While he doesn't look good at all, he's still conscious.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

Neither did I, but I was checking out new improved familiars and it popped by accidentally :). Thanks for the fix, this gives us some nice background information, as well as one elf's stomach to empty ;).

From the magical stones embedded in Tarquin and Tony's ears they can hear more whispering. "They are looking for the Pathfinder base, and they are torturing Rand. *Gasp* The man with the leather armor just put a dagger in Rand's belly. He seems to be alive but won't be for long. The elf swallowed a piece of paper, it might have some details on it and the man who stabbed Rand swallowed a potion and disappeared, he might be invisible. Be careful they are expecting you."

Tarquin has scent so he might be able to pick up or pinpoint the invisible man if he is nearby.

Sovereign Court

Stats:
hp 64/64;Init +3;AC 19;Touch 11;FF 18;F4,R3,W6;Dip17,Hist10,Loc6,Pl9,Rel11,UMD20
Human Step 8 of 12

Aroden draws himself up and waits for the doors to be opened. He draws a wand.

Grand Lodge

Bombs per day 14/14 Elf Alchemist 7 - HP 44/45 -
Stats:
AC:19 /T:13 /FF:16 - Perception +12- F:+7(+5 vs. Poisons +1 vs Diseases) / R:+10 /W:+4 - CMB+5 - CMD 18(+1 vs Grapple)- Speed 30' - Init.+5

He said two rounds till the door was open so I just condensed it down.

Sovereign Court

All right, Tarquin gets the doors open and we're going to go into initiative.

Aaroko Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Dino Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Aroden Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Iron Man Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
S'Slarn Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Slyph Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Tarquin/Navi Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Kellid Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Elf Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Metal Man Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Wow... That's some pretty sad initiatives.

This warehouse is 20 feet tall, with a catwalk across the southern end 10 feet up. The piles of boxes stand 15 feet tall.

Things on the map - K8 is an elven man holding a spear with a longbow strapped to his back. He doesn't appear to have any armor on. C11 is a metallic man with a spear crackling with electricity. If the Kellid man is here, you currently can't see him. G13 is a tied-up Rand.

Knowledge rolls:
Iron Man K(engineering): 1d20 + 13 ⇒ (10) + 13 = 23
Slyph K(engineering): 1d20 + 12 ⇒ (13) + 12 = 25

Iron Man & Slyph, as well as anyone who has played the Silver Mount Collection with this character:
When you get line of sight of it, you will recognize the metal man as a Gearsman. Iron Man, you may ask 2 questions about them, while Slyph may ask 3 questions.

Current Order
Aaroko
Aroden
Tarquin/Navi
Elf
S'Slarn
Slyph
Kellid
Dino
Iron Man
Metal Mal

Aaroko, Aroden, and Tarquin/Navi are all up. Other people may post turns ahead of time if they want, but I'll be waiting for those three to take the elf's turn. Be aware that you do not currently have line of sight to any enemy - I'm just posting the descriptions now for when you do see them.

Sovereign Court

Stats:
hp 64/64;Init +3;AC 19;Touch 11;FF 18;F4,R3,W6;Dip17,Hist10,Loc6,Pl9,Rel11,UMD20
Human Step 8 of 12

Round 1, Init 25

Unaware that anything is happening, Aroden delays. I'll come in after Iron Man.

Sczarni

Aaroko:
HP: 30/33 | AC:16 | T:14 | FF:12 | CMD:20 | Fort:+7 | Ref:+5 | Will:+7 | Init:+5 | Perc:+10 | Sense Motive:+10
Dino:
HP: 22/43 | AC:22 | T:15 | FF:19 | CMD:19 | Fort:+7 | Ref:+8 | Will:+2 Perc:+5

"Dino, Guard that spot." Dino moves to S15.

Aaroko will take a full defense action and wait for the rest of the group to move in as he is carrying the package.

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

how hard would it be to get on the walkway without the stairs. And is the man within 30 ft of Tarquins keen nose?

-Posted with Wayfinder

Sovereign Court

Well, it looks like there's a small wall on the walkway, so I'm going to say that there's a railing 13 feet up that you can reach if you jump for it (and make your Acro roll). The man doesn't appear to be within 30 ft of your nose. (Although I realize upon writing this that Navi knows that the guy is still in there because his evil aura didn't disappear when he did. She can't seem to pinpoint him anymore though.)

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Tarquin moves up north until the intersection (m16). With Navi's whispers he knows where the elf is and tosses one bomb at him from around the corner.

bomb ranged touch with one increment: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
dmg: 3d6 + 6 ⇒ (3, 6, 5) + 6 = 20

Navi flies near Rand (at g14) to keep an eye out.

-Posted with Wayfinder

Sovereign Court

Round 1
Aaroko full defenses and sends the dino in.

Aroden waits for his allies to go before moving in.

Tarquin throws a bomb towards the elf, which hits, burning him. I presume that was fire damage.
When Tarquin finishes moving, he can smell something invisible.

The elf calls out "Oh hell. They've got an alchemist" before dropping prone and out of sight thanks to the barrier. Then he casts a spell.

Spellcraft DC 17:
He just cast spectral hand
Damage: 1d4 ⇒ 2

Current Order
S'Slarn
Slyph
Kellid
Dino
Iron Man
Aroden
Metal Man
Aaroko
Tarquin/Navi
Elf - 22 damage, prone

S'Slarn and Slyph are up.

Sczarni

Nagaji Druid (Naga Aspirant) 4 / Monk 1 | hp 24/37 | AC 16, T 12, FF 14 | Init +2 | Perception +13

S'slarn enters the warehouse and double-moves (squeezing) to J16.

S'slarn is Large-size now, by the way, since he is in Naga form. This means he's squeezing through much of the area here, so half movement speed.

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