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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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

Navi comes out of cover and flies to Tarquin and lands on his shoulder.
"Nice work guys, don't forget the elf ate a piece of paper, might be important!" She says before she merges with Tarquin's skin, becoming a tattoo of herself.
She gains fast healing like this so should be healed for next fight.

Tarquin moves to the elf caster and uses his increased strength and claws to rip his chest open and cut the stomach to find the piece of paper.
He might be enjoying it a little too much for comfort.

Sovereign Court

1 person marked this as a favorite.

Aroden: Rand looks hurt, but still at positive hit points. However, that dagger is designed to be really painful, and pulling it out while giving him some magical healing would be able to ease the pain.

Tarquin: Inside the elf is a letter that says "Clywndyn, please stop eating your papers every time an alarm goes off. We are tired of having to recreate all of your notes when someone forgets that we trap the doors."

On the desk is a note that might be a little more relevant.

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

"Well that was disappointing. Amusing, but disappointing.

The list on the other hand. We know they will pursue the two others. Perhaps we should track them as well. It seems the cultists are shifting through them to gain clues of the whereabouts of the book. Let's decrease their numbers while we are at it. Sal or Malcolm should be our next target."

Sczarni

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

Hahaha that made me laugh out loud at work. Well done, Mars."

S'slarn returns to nagaji form and searches around, finding the paper on the desk.

"I don't know what this list of namessss means, but I think it could be important. Can any of you dissscern more from it than I?"

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 final antitoxin reminding himself to make more after this is all over.

Fort vs Poison: 1d20 + 12 + 5 ⇒ (14) + 12 + 5 = 31
Fort vs Poison: 1d20 + 12 + 5 ⇒ (14) + 12 + 5 = 31
Fort vs Poison: 1d20 + 12 + 5 ⇒ (20) + 12 + 5 = 37
Fort vs Poison: 1d20 + 12 + 5 ⇒ (12) + 12 + 5 = 29
Fort vs Poison: 1d20 + 12 + 5 ⇒ (19) + 12 + 5 = 36
Fort vs Poison: 1d20 + 12 + 5 ⇒ (7) + 12 + 5 = 24
Fort vs Poison: 1d20 + 12 + 5 ⇒ (8) + 12 + 5 = 25

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
GM Mars wrote:
Aroden: Rand looks hurt, but still at positive hit points. However, that dagger is designed to be really painful, and pulling it out while giving him some magical healing would be able to ease the pain.

"HA!" Aroden exclaims. "My keen divine understanding of the human condition has lead me to see this dagger in his mortal! Do not fear, I shall fix it!"

Aroden will heal the man and remove the dagger.

1d8 + 5 ⇒ (6) + 5 = 11 CLW

"Awake, mortal, and tend your god. Tell me what has befallen you and of the League. Serve me as I have just served you," Aroden beseeches earnestly.

1d20 + 15 ⇒ (1) + 15 = 16 Diplomacy

Sovereign Court

Slyph, technically you wouldn't have the antitoxin for the first roll since you have to make the roll at the beginning of your turn. Not that it matters since the DC is 26 and therefore you made it on the nose. The first two successes clear you of the poison. (Yay concentrated purple worm poison!)

When Aroden removes the dagger from Rand's gut, he falls off the chair into a kneeling position, crying out "Oh, thank the gods you have arrived. The pain, the pain, it hurt so much." Rand shudders for a moment before getting a hold of himself. "A group of Technic League captured me while I was out at the market, torturing me for information about the Pathfinder Society." He looks like he's about to continue talking, but then cuts himself off. "Who do I owe this rescue to?"

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 growls at the man "Hmmm we are Pathfinders. It was good at you to hold on as long as you did. Any idea how many of them are around town or who they are going after? Perhaps you know the names on the list?" Tarquin hands Rand the list and picks up the dagger to inspect how it could hurt a man so much.
take 10 spellcraft to identify the dagger: 10 + 8 = 18

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 am Iron Man
Sorry, had to do it.
Tarquin, how are you casting Detect Magic?

Let me scan that dagger, my sensors as programmed to detect magical energy and identify the type and use.

Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27

Anything good on the elf or the assassin?

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

Wayfinder can cast detect magic with a pp upgrade

"The elf had nothing useful on or in him." Tarquin says bluntly while cleaning his claws on the clothing of the assassin.

Tarquin would have searched the elf for anything useful

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 is that out of? I need one for my Alchemist and my Fighter.

Sczarni

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

It's from the Pathfinder Society Primer, 5pp to get a "Discerning" wayfinder, which casts detect magic at will. Definitely gonna have to pick one of those up for a few of my less-magically-inclined characters.

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

"I am Aroden, the Reborn and Returned," Aroden answers simply.

"And for saving your life, I require no thanks..." Aroden smile beatifically. "...I only wish you to consider your unending worship and service as I rise again to fix what is broken."

1d20 + 15 ⇒ (7) + 15 = 22 Diplomacy

"I hope you will consider hearing of my rebirth and miracles..."

Sovereign Court

Yeah, discerning wayfinders are sweet. There's also the lantern of revealing auras if you want to spend money instead of prestige.

The dagger doesn't appear to be magical, but it does appear to be shaped in such a way as to cause massive pain when placed in certain areas of the body.

When detect magic goes, up, both the elf and the kellid man each have 5 magical auras on them.
Elf - 3 scrolls, cloak, ring
Kellid - 3 potions, cloak, armor
You also find an formulae book on the Kellid man.

Formulae book:

1st—ant haul, comprehend languages, crafter’s fortune, cure light wounds, deathwatch, detect secret doors, disguise self, expeditious retreat, illusion of calm, jump, negate aroma, shield, true strike
2nd—alchemical allocation, anthropomorphic animal, barkskin, blood transcription, bull's strength, false life, invisibility, see invisibility, touch injection
3rd—fly, haste, seek thoughts

Lastly, those people with Technologist can ID some weird substances up on the balcony with Heal.

"Oh thank the gods. Pathfinders. I thought I was done for since the Venture Captain was out of town. I know there's at least 3 more people around town - although the kept me blindfolded while they were here so I can't give you good descriptions. One is a female caster that can cast detect magic, and two men, one of which had a real gravelly voice. I'm sorry I can't provide much more of a description."

Looking at the list, his eyes widen. "Oh no. They found out about Sal. He is a traveling Varisian bookseller that I originally purchased A Thread of Silver from. He said he was also on his way north to Nantambu, and I figured it’d be better for me to deliver the book here rather than risk someone here recognizing its worth before I could secure its safekeeping. Wait a second..." You can almost see the gears in his head churning before turning to face Aroden.

"You're Aroden... like the god Aroden? The one who's been dead for a number of years?"

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 Scans the items to identify their properties.
Spellcraft: 1d20 + 13 ⇒ (4) + 13 = 17 Elf's Cloak
Spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29 Elf's Ring
Spellcraft: 1d20 + 13 ⇒ (3) + 13 = 16 Potion 1
Spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29 Potion 2
Spellcraft: 1d20 + 13 ⇒ (2) + 13 = 15 Potion 3
Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 19 Cloak
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23 Armor

Untrained and not very wise but I have the feat!
Heal: 1d20 - 2 ⇒ (10) - 2 = 8

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

"I'll want to get a good look at the formula book after we're finished here. Mind if I carry it?"

Heal: 1d20 + 0 ⇒ (8) + 0 = 8 Interesting but I haven't got a clue.

After the fight Slyph habitually checks his wayfinder to ensure the clear stone rests securely within it. Satisfied it hadn't been jostled too much he closes the lid and seems to come back to the present.

So they know about Sal, did they discover the location of the lodge?

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
GM Mars wrote:
"You're Aroden... like the god Aroden? The one who's been dead for a number of years?"...

Aroden looks somberly at Rand.

"Yes. Though I barely recognize myself so I do not blame you if you do not recognize me," Aroden answers.

"I remember so little and have lost to much in my death. However, I am returned and I have work to do." Aroden helps Rand up.

"If you would remember me in your prayers tonight, I shall remember you."

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 clenches the formula book tightly. "Perhaps we can...share, right?"

-Posted with Wayfinder

Sovereign Court

Iron Man is not able to identify either cloak or the third potion. The ring is a ring of protection +1, the armor is +1 studded leather armor, and the two potions you are able to identify are an oil of magic weapon and a potion of cure moderate wounds. Neither Iron Man nor Slyph are able to identify the weird pharmaceuticals upstairs.

Rand nods in Slyph's direction. "It indeed looks like they know about Sal. As far as I know they did not discover the location of the lodge. I certainly never said it and he kept asking."

Turning to Aroden, he adds "Well, that explains the divine miracle that has happened here. I will certainly remember you in my prayers tonight."

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

"I'll try identifying those."

craft alchemy for pot: 1d20 + 19 ⇒ (6) + 19 = 25
take 10 for spellcraft cloaks: 10 + 8 = 18

Can I use craft alchemy for those pharmaceuticals?
craft alchemy take 10: 10 + 19 = 29

-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

Iron Man looks up from scanning the items they collected to give Rand a dirty look, Don't encourage him. he scolds.

We should get moving. Where are we heading now? looking back over to Rand, Do we need to escort you to the lodge or are you OK to make it there on your own?

Sense Motives on Rand when he says he didn't tell them the location of the Lodge.
Sense Motive: 1d20 - 2 ⇒ (3) - 2 = 1

Sczarni

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

You should get your sensors checked, there, Iron Man. :-P

"If none of you have issue with it, I would wear the ring, as it will still provide protection for me when I am in animal form. Though I have spent my magic for that purpose for the day, anyway. I agree with the Iron person, we should continue on."

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

"It might be good to keep an eye on Rand. I would hate for something to happen to him...again."

"Rand, would you prefer to stay with us, have us escort you back, or make your own way?"

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
GM Mars wrote:
Turning to Aroden, he adds "Well, that explains the divine miracle that has happened here. I will certainly remember you in my prayers tonight."

Aroden smiles broadly, taking Rand's words with a mixture of gratitude and humility.

"You must forgive us for being short of time, Rand, but our questions remain," Aroden says, waiting for Rand to answer the questions above.

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

"Do you know where we can find Sal? We should check on him next."

-Posted with Wayfinder

Sovereign Court

Tarquin is able to identify the last potion as a potion of displacement. The spellcraft isn't enough to id the missing magic items though.

Sorry, you can't id the pharmas with craft: alchemy - mostly because you don't have Technologist.

Rand looks a little shaky as he stands up. "I would prefer an escort to the lodge if that works for you guys. I'm not in the best of state and would hate to be jumped by opportunists on the way over. As for Sal, I would start asking around. He's a traveling salesman - he makes his money by getting known quick."

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

Silly technologist feat tax... Nothing against you Mars, I just think it is silly to have to have a specific, otherwise useless, feat to get information about this season. I think they just should up the dc for those who do not have the feat by 5 or 10 instead of no possible chance for succes

Sczarni

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

"I believe we can walk you back to the lodge. We should check on the ssssssituation there, anyway."

Sovereign Court

Yeah, not a huge fan of Technologist's impact on PFS either. Ah well, at least it's not every scenario this season. At the very least, they'll be on the chronicle sheet if you want to use them.

I'll just let you guys know at this point that nothing's going to jump you on your way back and that the situation at the lodge hasn't changed since you were gone, so it's up to you what you want to do next.

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 looks around, his mind buzzing with ego divine energy.

"It seems we have different options before us:

  • Animate the wooden statue: requires a trip to the jungle;
  • Find Rand, starting in the market;
  • I would very much like to see S'Slarn's someone's traps put into use;
  • Finding a defensible position, if not here in the Chapterhouse;
  • Finding a diamond to animate the armor in the Chapterhouse;
  • Finding someone to carry Tony's armor;
  • ...all the while protecting Aaroko and his pouch.
  • Find Sal.
  • Find Aya.
  • Escort Rand back to the Lodge so that will can be in the way when the League attacks, forcing me to save him yet again."

Aroden looks around, wondering if the group can decide together what to do next.

If it were up to Aroden, he would take the book and Rand and GTFO, however, Aroden will play along with any of the above.

If we go searching for Sal...:
...rather to the jungle to power up the statue, Aroden will ask around for Sal/look for diamond while, at the same time, orating his return.

1d20 + 8 ⇒ (13) + 8 = 21 Profession (Orator)
1d20 + 15 ⇒ (13) + 15 = 28 Diplomacy (Gather Info)

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

I have the feat can I try alchemy then?
Alchemy: 1d20 + 17 ⇒ (6) + 17 = 23

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

After escorting Rand back to the lodge...

"It might be a good idea to look for Sal first. The jungle will still be there and we might find a diamond while we are out."

Sovereign Court

Slyph is also not able to figure out what these weird items are. Missed the DC for one of them by 1...

When you get back to the lodge, Aya looks relieved that you are bringing Rand back with you. "I see you bring success with you?"

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

Yeah, it was a cake walk. Those Tech league guys didn't know what hit them. Iron Many says nonchalantly to Aya. Looks like our next objective is to rescue some varisian book seller. Sal something or another, you know him?

Sczarni

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

S'slarn makes sure that Rand is comfortable in the lodge's quarters, then joins the rest of the party, ready to go find this Sal person.

Sovereign Court

Aya thinks for a moment when Iron Man mentions Sal. "No. I am afraid I never have heard of him. I am afraid that while I know many people in this city, I do not know all of 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

Aroden looks around, his mind buzzing with divine energy.

"It seems we have different options before us:

  • Animate the wooden statue: requires a trip to the jungle;
  • Find Rand, starting in the market;
  • I would very much like to see S'Slarn's someone's traps put into use;
  • Finding a defensible position, if not here in the Chapterhouse;
  • Finding a diamond to animate the armor in the Chapterhouse;
  • Finding someone to carry Tony's armor;
  • ...all the while protecting Aaroko and his pouch.
  • Find Sal.
  • Find Aya.
  • Escort Rand back to the Lodge."

Aroden looks around, wondering if the group can decide together what to do next.

"To the jungle?" Aroden asks.

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

"I think we should keep looking for this Sal fellow."

-Posted with Wayfinder

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 find Sal and make sure they don't figure out where the book or this place is. Take care we are not followed. "

-Posted with Wayfinder

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

Agreed lets track down Sal. Lives are far more important than property.

Sovereign Court

It's great that you're decided on what you want to do. You should probably figure out how you're going to do it.

Also, is it just me or did you guys forget to heal from the last fight?

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

Previously rolled, looking for Sal:
1d20 + 8 ⇒ (13) + 8 = 21 Profession (Orator)
1d20 + 15 ⇒ (13) + 15 = 28 Diplomacy (Gather Info)

Aroden notes that Aaroko is uninjured as he has the man under his divine protection.

"Come along now, Mortals. We have work to do."

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

Using my wand on our way back.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Sczarni

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

"Let us find this Sal person."


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

Tarquin lets Navi out again and the little sprite does her best in finding out where they can find Sal.
diplo gather intel.: 1d20 + 8 ⇒ (15) + 8 = 23
know local: 1d20 + 7 ⇒ (10) + 7 = 17

-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

Iron Man sticks with Navi and helps look for Sal.
Aid Diplo: 1d20 + 6 ⇒ (5) + 6 = 11

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 can assist the gather info.
diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9
...or not

Sovereign Court

GM rolls dice!:

1d100 + 1d20 + 1d12 + 1d10 + 1d8 + 1d6 + 1d4 + 1d3 + 1d2 + 1d1 ⇒ (6) + (5) + (2) + (5) + (7) + (2) + (4) + (3) + (2) + (1) = 37

Slyph - you doing anything about that Strength damage you still have on you?

Asking around about Sal, you find out that he was peddling books from a rickety cart and a couple people are able to point you to where he usually sold from. When you get to his usual selling place, you see that the cart isn't there, but there's a orange cone in its place. People in carts on either side of the cone mention that Sal went over to the Copper Buffalo this morning to sell there.

When you get to the Copper Buffalo, you find that all the windows are boarded up and a sign on the front door says "Closed for Business."
Map is up, I'll have an updated version of the map with all your guys' pics on it later tonight. You're starting from the upper left.

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

Seems like today is a breaking and entering kind of day. Iron Man Says as he cracks his knuckles and activates his shielding.

Wand of Shield & Arcane point to make right gauntlet +1

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

I recognize this map from another adventure :P. Howmuch time went between this and the previous fight for buffs sake?

"Navi should scout again. Hopefully they do not have an alarm spell up this time. You got your rocks ready Tony?"

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