PbP Gameday IV: 6-97 Siege of Serpents Special [GMTrex Tier 1-2 Normal Mode] (Inactive)

Game Master Andrew Trexler

COMBAT MAP


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Grand Lodge

Male Elf HP 59/59 :: AC 23 (T14, F20) CMD 17 :: Fort +10 Reflex +7 Will +7 :: Perception +14 :: Initiative +3

Frustrations rising to a boil, Salouris begins hammering at the door.

"After all...this...we are not...being stopped...by a piece...of wood!"

Not enough room to summon a zombie to help with this, so the elf will take 20 to try and shove the door open. He will also gladly step aside for a moment if a stronger ally wants to give it a try: he's impatient but not foolish.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Hskoro will try the door as well taking 20
STR: 20 + 3 = 23


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Hskoro places his scaled palms against the stone door and steadily applies pressure. Mustering all his strength, muscles quivering all along his arms, the nagaji thrusts the door open along with a screeching scrape. On the other side of the door lies a thick column, broken against the floor but still easily weighing two tons. After teetering on the edge for a moment, the edge of the floor gives way and the whole column slides out of the tower and crashes to the grounds several hundred feet below.

This floor is clear except where the walls are crumbled away. The north and west windows feature gargoyles just below them. Both gargoyles have a reservoir built into their backs so oil or other chemicals can be poured and sprayed down on would-be attackers. Numerous arrow slits are built into the walls.

Three additional trapezoidal rooms inhabit the floor, as well as an additional door to the south, which leads to a crumbling staircase that ends in blue sky. Trying the southeastern area, the party finds a room that contains ancient siege supplies stored here when Skyreach was considered a fortress in the traditional sense. Barrels of oil and a decrepit wheelbarrow are here, as well as several crates of serviceable arrows. You can find mundane versions of any weapon or ammunition in the Core Rulebook here.

In the southwestern corner, old cots and moth-eaten blankets smothered in a thick layer of dust confirm that no one has been posted atop this tower in years. The cots are nevertheless are sturdy and the door is functional.

Finally, the northwestern door leads to set of stairs that ascend higher in the tower...

Grand Lodge

Male Elf HP 59/59 :: AC 23 (T14, F20) CMD 17 :: Fort +10 Reflex +7 Will +7 :: Perception +14 :: Initiative +3

Salouris summons a skeleton once more, and adorns it with his longsword and the armored coat.

"Come then. Let us get the Sky Key back before this whole thing plummets."

Sovereign Court

Male Human Warpriest 2 | AC: 18/14/14 | HP: 17/17 | Fort +4, Ref +4, Will +6 | CMB +2, CMD 16 | Init +4 | Perc +4 | Blessings 4/4 | Fervor 1d6 2/4 |
Attacks:
shortsword +7 or +5/+5, 1d6+1 (19-20, x2+2) (+2/+2 divine favor)

Well armed, this place, Hush thinks as he looks around. No wonder Skyreach looks like a fortress-- seems like it used to be one.

-Posted with Wayfinder

Liberty's Edge

Regional Venture Coordinator - Online


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Overseer Announcement
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Overseer Announcement wrote:
The floating tower begins to shift, tilting slightly to one side. A shower of debris rains down on the lawn and buildings below.

Dark Archive

Wands:
Cure Light Wounds 44; Endure Elements 47; Magic Missile 37; Mage Armor 45
Antoniollus:
hp 10
Male Gnome Sorcerer 3 - Init +4; Senses low-light vision; Perception +6 - hp 25; AC (17)13/13/(14)11; CMD 10; Fort +4, Ref +4, Will +2; +2 vs. illusions, fear and despair - Eternal Hope 1/1 - Spells 1st: 5/7

28 posts on the weekend. Wow! Weekends are terrible for me o post, guys. I'm really sorry.

Perhaps because of the herbs that he was smoking in his pipe, Rimble encountered difficulties in reasoning about the puzzle of the doors.

Luckily, he has smart friends enough and they managed to solve the problem without him, that was still a bit distracted.

"Well done, buddies! You made a great job here, gratz!", he greets his comrades.

Mounted on Antoniollus, he agrees with Salouris. "Time goes by fast, fellows. Let's get it!", then they fly over the path forward.

Grand Lodge

Male Elf HP 59/59 :: AC 23 (T14, F20) CMD 17 :: Fort +10 Reflex +7 Will +7 :: Perception +14 :: Initiative +3

"Onwards and upwards." Salouris agrees as he moves to the stairwell, directing his skeleton to follow.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Most everyone is knocked to their feet by the sudden tilting of the tower, and it makes climbing up the stairs MUCH more difficult. Eventually everyone reaches the top.

The top floor of the tower is an open, undivided by interior walls but for the small space partitioning the stairwell. Windows large enough to step through line the exterior walls. Immense magical circles are permanently etched into the floor, their lines and curves inscribed and filled with several types of metallic powder. Faint, multi-colored mist roils within the southern circle. Two strange contraptions stand near the northwest and southwest windows. Each device is a large, red-tinted crystalline lens mounted in a frame so that they may be angled in all directions.

A trio of Aspis forces awaits the Pathfinder crew!

Initiative!:

Daragor: 1d20 + 4 ⇒ (2) + 4 = 6
Hskoro: 1d20 + 2 ⇒ (7) + 2 = 9
Hush: 1d20 + 4 ⇒ (3) + 4 = 7
Salouris: 1d20 + 3 ⇒ (18) + 3 = 21
Sidney: 1d20 + 3 ⇒ (19) + 3 = 22
Rimble: 1d20 + 4 ⇒ (4) + 4 = 8
Cutpurses: 1d20 + 7 ⇒ (9) + 7 = 16
Skulking Brute: 1d20 + 2 ⇒ (18) + 2 = 20

Round I - bold may act!
1. Sidney, Salouris
2. Aspis
3. Hskoro, Rimble, Hush, Daragor

Grand Lodge

Male Elf HP 59/59 :: AC 23 (T14, F20) CMD 17 :: Fort +10 Reflex +7 Will +7 :: Perception +14 :: Initiative +3

Get them Salouris intones to his companion. Obeying, the skeleton advances towards the closest agent and slashes at him.

Attack: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 for Damage: 1d8 + 3 ⇒ (3) + 3 = 6

The elf himself steps backwards towards one of the contraptions and concentrates on the (purple) agent before him, sending nightmaric images and thoughts at the Aspis.

Salouris is casting Cause Fear on the purple enemy. DC 15 Will save or frightened for 1d4 ⇒ 2 rounds. If it makes it, its still shaken for 1 round.

Also, unless anyone's heard from Sidney we may need to bot him again.

Dark Archive

Wands:
Cure Light Wounds 44; Endure Elements 47; Magic Missile 37; Mage Armor 45
Antoniollus:
hp 10
Male Gnome Sorcerer 3 - Init +4; Senses low-light vision; Perception +6 - hp 25; AC (17)13/13/(14)11; CMD 10; Fort +4, Ref +4, Will +2; +2 vs. illusions, fear and despair - Eternal Hope 1/1 - Spells 1st: 5/7

@GMTrex: I think you will have to bot Sidney...

Sovereign Court

Male Human Warpriest 2 | AC: 18/14/14 | HP: 17/17 | Fort +4, Ref +4, Will +6 | CMB +2, CMD 16 | Init +4 | Perc +4 | Blessings 4/4 | Fervor 1d6 2/4 |
Attacks:
shortsword +7 or +5/+5, 1d6+1 (19-20, x2+2) (+2/+2 divine favor)

How much was he here for? I think you need to play something like two thirds of a scenario to get credit. In the one PbP game I GMed, we had someone who vanished after the first fight so I couldn't justify giving him a Chronicle.

-Posted with Wayfinder

Grand Lodge

Male Elf HP 59/59 :: AC 23 (T14, F20) CMD 17 :: Fort +10 Reflex +7 Will +7 :: Perception +14 :: Initiative +3

Per the Guide, I believe the threshold is if you complete at least 3 encounters, you will receive a chronicle with 1 xp. You wouldn't get gold from encounters you weren't around for, and would likely get only 1 or no Prestige, but I forget the guidelines for that aspect.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Yeah, I always wait until my next post to bot him just in case he randomly shows up. He completed three encounters before he asked me to start botting, so he'll complete the adventure if you all do. I could drop him at this point but I don't want to punish the rest of the party by making the encounters harder.

Important note about terrain: because the tower has tilted 30 degrees to the east, any movement to the west is difficult terrain unless you succeed at a DC 10 Acrobatics check. A creature that can fly or is under the effects of spider climb ignores these effects.

Will: 1d20 + 1 ⇒ (13) + 1 = 14

The man gives a yelp of fright and looks frantically around for an exit. Seeing none, he decides to give the kaleidoscopic mist a try for cover and jumps into the cloud. A bloodcurdling scream comes pouring from within and the cloud takes on a significantly redder tinge...

The other two Aspis go white as sheets in their horror, and they beginning shuffling away from the inscribed circle in the southeast.

Sidney hustles up the stairs, elbowing past his companions before taking up a position behind Salouris.

"Stupid necromancers!" is the shout from when he gets cut by the skeleton. He tries to retaliate before stepping to the north by the wall.

Short Sword @ Skel: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

The other hops onto one of the crystalline structures and swivels it to face Salouris. A great gout of fire suddenly jets from it and burns off (more than) his eyebrows!

Touch Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Fire Damage: 2d6 ⇒ (5, 1) = 6

Round II - bold may act!
1. Sidney, Salouris (11/17hp, skel 5/7hp)
2. Aspis (blue @ 6 dmg)
3. Hskoro, Rimble, Hush, Daragor

Grand Lodge

Male Elf HP 59/59 :: AC 23 (T14, F20) CMD 17 :: Fort +10 Reflex +7 Will +7 :: Perception +14 :: Initiative +3

The skeleton has DR 5/bludgeoning so he's good Also, with the armored coat on his AC is 18 (with a touch of 12 and a flat-footed of 16). I on the other hand, go ouch :p

Also, I am assuming that North is towards the top of the map? Which would mean moving West is moving to the left?

Salouris pulls out his crossbow, fires a shot at the Aspis agent who considerably scorched him, and then back up slightly to get some cover from that ray.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24 for damage: 1d8 ⇒ 5
Crit confirm: 1d20 + 5 ⇒ (13) + 5 = 18 for extra damage: 1d8 ⇒ 1

Meanwhile, the skeleton advances towards the figure before him and slashes and claws at him.

Sword: 1d20 + 4 ⇒ (11) + 4 = 15 for damage: 1d8 + 3 ⇒ (2) + 3 = 5
claw: 1d20 - 2 ⇒ (8) - 2 = 6 for damage: 1d4 + 2 ⇒ (3) + 2 = 5

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Round 1
Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8
Hskoro moves south, then cautiously {aka fighting defensively) west, toward the (red) Aspis agent ...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Salouris wrote:
The skeleton has DR 5/bludgeoning so he's good Also, with the armored coat on his AC is 18 (with a touch of 12 and a flat-footed of 16). I on the other hand, go ouch :p

That's why he'd be at 5/7 rather than gone -- but thanks for the note about armor. The attack misses.

Salouris wrote:
Also, I am assuming that North is towards the top of the map? Which would mean moving West is moving to the left?

Yes, I always orient the map so north is up.

Grand Lodge

Male N Human (Shoanti) Gunslinger (Ace Bolt) 1 | HP: 6/12| AC: 17 (13 Tch, 14 Fl) | CMB: +3, CMD: 16 | F: +4, R: +5, W: +2 | Init: +4 | Perc: +6, SM +2 | Speed 30ft | Grit: 2| Active conditions: None.

Daragor moves into the room with his crossbow ready. Once he finds a good spot, he unleashes a bolt to the enemy's face.

Acrobatics (DC 10): 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15

At red.
Attack (heavy crossbow), deadly aim, power-blank shot: 1d20 + 5 - 1 + 1 ⇒ (16) + 5 - 1 + 1 = 21
Damage (heavy crossbow), deadly aim, power-blank shot: 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Dark Archive

Wands:
Cure Light Wounds 44; Endure Elements 47; Magic Missile 37; Mage Armor 45
Antoniollus:
hp 10
Male Gnome Sorcerer 3 - Init +4; Senses low-light vision; Perception +6 - hp 25; AC (17)13/13/(14)11; CMD 10; Fort +4, Ref +4, Will +2; +2 vs. illusions, fear and despair - Eternal Hope 1/1 - Spells 1st: 5/7

Antoniollus flies to the top floor of the tower with Rimble on its back. When they reach there, at a safe distance, the gnome casts his most powerful spell, "not this time, son".

Rimble casts Color Spray at the red agent (if Daragor didn't killed him). Will DC 18 to negate. If only the blue is still standing, he will become the target of the spell.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Will: 1d20 - 1 ⇒ (8) - 1 = 7

Salouris and Daragor land a pair of bolts in one Aspis, sending him bleeding into unconsciousness, and Rimble sends his companion to join him with an explosion of color!

Out of combat!

Hskoro quickly slays the blue-shirt to the north. 1d6 ⇒ 6 Rimble sees a small orb-like device poking out of red-shirt's pocket, and he quickly scoops it up. On closer inspection, it's the Sky Key!

The multi-hued cloud of smoke to the southeast begins to crackle with energy. In Rimble's hand, the Sky Key begins pulsing and physically pulling Rimble and Antoniollus toward the circle.

Rimble:
Any attempts at moving the Sky Key further from the circle are nigh impossible, but you are concerned that if you let it go it might be lost forever. In short, you cannot move to a square more distant from the circle than your current position.

Everyone can take THREE ROUNDS' WORTH of actions at this point, before...

In a flash, the energy within the circle snaps into being a two creatures of lightning embodied!

Knowledge (planes) to identify.

Initiative:

Daragor: 1d20 + 4 ⇒ (2) + 4 = 6
Hskoro: 1d20 + 2 ⇒ (8) + 2 = 10
Hush: 1d20 + 4 ⇒ (19) + 4 = 23
Salouris: 1d20 + 3 ⇒ (2) + 3 = 5
Sidney: 1d20 + 3 ⇒ (12) + 3 = 15
Rimble: 1d20 + 4 ⇒ (13) + 4 = 17
Elementals: 1d20 + 6 ⇒ (15) + 6 = 21

Round I - bold may act!
0. EVERYBODY GETS 3 ROUNDS OF ACTIONS before the foes appear
1. Hush
2. Lightning
3. Rimble, Sidney, Hskoro, Daragor, Salouris (hp?)

Grand Lodge

Male Elf HP 59/59 :: AC 23 (T14, F20) CMD 17 :: Fort +10 Reflex +7 Will +7 :: Perception +14 :: Initiative +3

Seeing the Aspis fall, Salouris quickly fishes out his wand and pends a charge to let its healing magic wash over him.

Round 1: move action draw wand, Standard to activate
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Once that is done, he looks at the strange device besides him, trying to figure out how it functions.

Can I make a Spellcraft or UMD roll to detemrine if we can also use these crystal structures to fire rays like the Aspis did?

Then, noticing the mist within the circle begin to roil and crackle, the elf spends precious seconds concentrating, finally releasing a mental command for his colleagues to rise to meet this challenge.

I will spend my third round casting enlarge person. I will attempt to have it go off on Hskoro, assuming he wants it. If you don't H, let me know and I'll redirect to either Hush or Daragor.

Know Planes (but I max out at DC 10): 1d20 + 4 ⇒ (13) + 4 = 17


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

@ Salouris: you figure out how to work the device, although the southern one no longer appears to function.

Sovereign Court

Male Human Warpriest 2 | AC: 18/14/14 | HP: 17/17 | Fort +4, Ref +4, Will +6 | CMB +2, CMD 16 | Init +4 | Perc +4 | Blessings 4/4 | Fervor 1d6 2/4 |
Attacks:
shortsword +7 or +5/+5, 1d6+1 (19-20, x2+2) (+2/+2 divine favor)

So that's the legendary Sky Key, Hush thinks when he sees Rimble pull it out. Such a small shape for such a powerful device.

Hush is pretty much ready, unless someone needs him for healing.

-Posted with Wayfinder

Dark Archive

Wands:
Cure Light Wounds 44; Endure Elements 47; Magic Missile 37; Mage Armor 45
Antoniollus:
hp 10
Male Gnome Sorcerer 3 - Init +4; Senses low-light vision; Perception +6 - hp 25; AC (17)13/13/(14)11; CMD 10; Fort +4, Ref +4, Will +2; +2 vs. illusions, fear and despair - Eternal Hope 1/1 - Spells 1st: 5/7

"Well, my friends, we got it!", exclaims Rimble, while shows them the precious Sky Key.

When the strange effect starts to pulling him toward the circle, he tells to the others "Wow! We got a problem here, buddies! It seems like the Hendrix's purple haze there wants the Sky Key too."

So, it's time for some action...

Knowledge (planes) to identify (UNTRAINED): 1d20 + 1 ⇒ (1) + 1 = 2

Round 1

Rimble casts Mage Armor on Antoniollus and dismounts it.

Round 2

Rimble casts Resistance over him and draws a flask of acid.

Round 3

Rimble casts Resistance over Antoniollus, and they move around on the battleground separately.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Hush, it's also your turn IN combat!

Sovereign Court

Male Human Warpriest 2 | AC: 18/14/14 | HP: 17/17 | Fort +4, Ref +4, Will +6 | CMB +2, CMD 16 | Init +4 | Perc +4 | Blessings 4/4 | Fervor 1d6 2/4 |
Attacks:
shortsword +7 or +5/+5, 1d6+1 (19-20, x2+2) (+2/+2 divine favor)

Oh, my bad.

Creatures of lightning? Can they even be harvested? Hush means to find out. Calling on the power of his god as he rushes forward, Hush's seldom-used voice can be heard muttering from behind his mask. Divine energy fills his muscles and powers his thrust.

Expending one use of Fervor to cast divine favor as a swift action with no somatic components. Its bonuses are +2/+2 instead of +1/+1 because of my trait that increases luck bonuses (which, for some reason, is what divine favor grants).

Shortsword slash: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Damage: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

No problem. Sounds good! Yeah, I always thought that was weird.

Hush's sword ripples with electricity as it cuts through the creature! It's a pretty light show, at least, as the being crackles with pain. It sends a wild blow flowing past the masked man!

Slam @ Hush: 1d20 + 5 + 3 ⇒ (3) + 5 + 3 = 11 MISS

The other storms over to Salouris!

Slam @ Salouris: 1d20 + 5 + 3 ⇒ (13) + 5 + 3 = 21
Damage: 1d4 ⇒ 1 plus Electricity: 1d3 ⇒ 3

The poor necromancer's breastplate acts as a lightning rod and the being strikes its blow!

Round I - bold may act!
0. DARAGOR, HSKORO, and SIDNEY each get 3 ROUNDS OF ACTIONS before the foes appear
1. Hush
2. Lightning (yellow @ 8dmg)
3. Rimble, Sidney, Hskoro, Daragor, Salouris (13/17hp, Skel 5/7hp)

Grand Lodge

Male Elf HP 59/59 :: AC 23 (T14, F20) CMD 17 :: Fort +10 Reflex +7 Will +7 :: Perception +14 :: Initiative +3

Concentration check vs DC 15: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15

Salouris winces when the storm-thing hits him, but just manages to maintain enough focus to complete his spell. As Hskoro grows, the elf steps back and considers his options while calling out to his skeleton "Get these smoky things, you sack of vertebrae!"

If he can activate the crystal device:
Echoing the Aspis agent's actions, Salouris points the odd structure towards the crackling creature and launches a bolt of fire at it. Unsure how this works exactly, so feel free to roll it using whatever of my modifiers you need

If he can't easily work the device:
Lifting his crossbow again, Salouris fires a quarrel at the mysterious assailant.
attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 for damage: 1d8 ⇒ 7

The skeletal ally, in turn, slashes at the monster with its sword while swiping at it with a claw.

sword attack: 1d20 + 4 ⇒ (1) + 4 = 5 for damage: 1d8 + 3 ⇒ (1) + 3 = 4
sword attack: 1d20 - 2 ⇒ (13) - 2 = 11 for damage: 1d4 + 2 ⇒ (4) + 2 = 6

Sovereign Court

Male Human Warpriest 2 | AC: 18/14/14 | HP: 17/17 | Fort +4, Ref +4, Will +6 | CMB +2, CMD 16 | Init +4 | Perc +4 | Blessings 4/4 | Fervor 1d6 2/4 |
Attacks:
shortsword +7 or +5/+5, 1d6+1 (19-20, x2+2) (+2/+2 divine favor)

So you can be hurt. Good. You'll be hurting a lot more.

Shortsword 1: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

Shortsword 2: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Well isn't that just craptastic...

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Round 1 - Enlarged; Raging HP 23/26; Charging AC12; Flanking; Double Weapon; Elemental Strike (Fire)
As Hskoro grows, he starts to rage and charges into combat with his Urgrosh ...
Axe Head: 1d20 + 6 ⇒ (18) + 6 = 24 for Slashing: 2d6 + 8 ⇒ (4, 4) + 8 = 16 and Fire: 1d6 ⇒ 4
Spear Point: 1d20 + 4 ⇒ (5) + 4 = 9 for Piercing: 1d8 + 3 ⇒ (4) + 3 = 7 and Fire: 1d6 ⇒ 6
I got nothing for the 3 prep rounds


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Hskoro cuts right through the creature to the north! It crackles with energy and dissipates into the aether!

Salouris hops behind a Skylance and pulls a lever, launching a blast of fire at the other! The searing column scorches the nearby column.

Ranged Touch @ Yellow: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 MISS

Sidney steps up and adds his own flame, also striking the column!

Blast @ Yellow: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 MISS

Daragor! Rimble!

Round I - bold may act!
1. Hush
2. Lightning (yellow @ 8dmg, white)
3. Rimble, Sidney, Hskoro, Daragor, Salouris (13/17hp, Skel 5/7hp)

Dark Archive

Wands:
Cure Light Wounds 44; Endure Elements 47; Magic Missile 37; Mage Armor 45
Antoniollus:
hp 10
Male Gnome Sorcerer 3 - Init +4; Senses low-light vision; Perception +6 - hp 25; AC (17)13/13/(14)11; CMD 10; Fort +4, Ref +4, Will +2; +2 vs. illusions, fear and despair - Eternal Hope 1/1 - Spells 1st: 5/7

I'm on ipad, can somebody moves Rimble's token to beside the column and Antoniollus flanking the yellow monster with Hush, please?

Rimble draws his crossbow, takes a short step aside and shoots it againste the monster.

crossbow: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 141d6 ⇒ 4

Antoniollus starts to fly and positioning himself to flank the monster with Hush.

Bite: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 131d6 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male N Human (Shoanti) Gunslinger (Ace Bolt) 1 | HP: 6/12| AC: 17 (13 Tch, 14 Fl) | CMB: +3, CMD: 16 | F: +4, R: +5, W: +2 | Init: +4 | Perc: +6, SM +2 | Speed 30ft | Grit: 2| Active conditions: None.

Sorry for the delay... I'm away from home so if you could bot me it would be great... I might be able to post tonight.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Daragor moves to get a clear shot and fires at point-blank range! The lightning being dissipates into the air!

Crossbow @ Yellow: 1d20 + 5 - 4 + 1 - 1 ⇒ (15) + 5 - 4 + 1 - 1 = 16 HIT Damage: 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5

Out of initiative! Once again you have 3 rounds to do whatever as the circle convulses.

The energies within the circle flash and flare wildly, and the powdered metals that form the edge bubble and explode. Suddenly, everythings stops... then erupts with a great bang and disappears! Left behind is a long, blue flying worm with feathered patches growing out of it at odd intervals--and another of the lightning forms!

DC 12 Know (Planes) to identify the worm.

Initiative:

Daragor: 1d20 + 4 ⇒ (8) + 4 = 12
Hskoro: 1d20 + 2 ⇒ (15) + 2 = 17
Hush: 1d20 + 4 ⇒ (16) + 4 = 20
Salouris: 1d20 + 3 ⇒ (3) + 3 = 6
Sidney: 1d20 + 3 ⇒ (20) + 3 = 23
Rimble: 1d20 + 4 ⇒ (10) + 4 = 14
Worm: 1d20 + 3 ⇒ (2) + 3 = 5
Lightning: 1d20 + 6 ⇒ (9) + 6 = 15

Sidney blasts the lightning creature!

Blast @ Yellow: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 HIT Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Round I - bold may act!
0. Everybody gets three rounds of actions before initiative
1. Sidney, Hush, Hskoro (23/26hp)
2. Lightning (7 dmg)
3. Rimble, Daragor, Salouris (13/17hp, skel 5/7hp)
4. Worm

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Round 1 - Enlarged; Raging HP 23/26; Charging AC12; Flanking; Double Weapon; Elemental Strike (Fire)
Hskoro drops the rage and is fatigued for 2 of 3 prep rounds ...
... then rages again when faced with new opponents (vs lightning creature)

Axe Head: 1d20 + 6 ⇒ (15) + 6 = 21 for Slashing: 2d6 + 8 ⇒ (1, 1) + 8 = 10 and Fire: 1d6 ⇒ 4
Spear Point: 1d20 + 4 ⇒ (12) + 4 = 16 for Piercing: 1d8 + 3 ⇒ (5) + 3 = 8 and Fire: 1d6 ⇒ 1

Sovereign Court

Male Human Warpriest 2 | AC: 18/14/14 | HP: 17/17 | Fort +4, Ref +4, Will +6 | CMB +2, CMD 16 | Init +4 | Perc +4 | Blessings 4/4 | Fervor 1d6 2/4 |
Attacks:
shortsword +7 or +5/+5, 1d6+1 (19-20, x2+2) (+2/+2 divine favor)

This isn't easy... Hush closes to the new lightning creature.

Shortsword vs elemental(?): 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

-Posted with Wayfinder

Liberty's Edge

Regional Venture Coordinator - Online


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**Overseer Announcement**
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THE END: Siege of Serpents
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Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Hskoro smashes another elemental and winds up for second swing, targeting the worm! Hush goes the long way and moves to flank, cutting off the protean's head!

Out of initiative! (That was quick.) See Oversee Post for pretty pictures. See Discussion thread for information about Chronicle Sheets.

The floating tower grows quiet as Pathfinders incapacitate the last of the Aspis Consortium operatives. Down hundreds of feet below, for the first time in living memory, the Grand Lodge’s gates are closed beneath the arch that bears the Glyph of the Open Road. Just outside the gates stands a crowd of hundreds pressed up together to look up and watch the spectacle. Behind them, a force of district guards pushes toward the front, calling for someone to open the gates. From the wall, Venture-Captain Ambrus Valsin stares down and barks a firm “No.”

“Not your problem,” notes a deep voice. Marcos Farabellus and a half dozen other Pathfinders approach from the stairs while sheathing their weapons. The Master of Swords gives a reassuring smile and remarks, “Just be thankful for once you’re not in charge down there.” His smile fades as he surveys the damaged tower and picks up the Sky Key in both hands from where it had burst from Rimble's pocket. “It’s clear that the tower isn’t stable, and I don’t think tinkering with the Sky Key up here is going to make it conveniently set back down where it was. It’s past time we get out of here--before whatever magic is keeping us afloat decides to stop working.”

One-by-one, Pathfinders emerge from Arliss Hall, with Marcos Farabellus emerging last. A trio of Pathfinders is waiting for him with a thick chest, and he lightly places the Sky Key within, closes the lid, and motions for the agents to carry the strange Numerian device back to Skyreach, where several dozen armed operatives quickly surround them to ensure no more ill befalls the Society’s prize. The Master of Swords strides toward the pedestal where the towering statue of Durvin Gest once stood but now lies shattered. Within minutes, hundreds of Pathfinders and their venture-captains solemnly gather in a wide circle around the monument, and the blood-spattered Master of Swords addresses alumni of this year’s Grand Convocation.

“We were tested today, my friends,” he confidently states as he hefts a sheathed sword in one hand, “But we were not found wanting!” Following a ragged cheer, his expression sobers. “We also lost people today: good agents and one of the great men who taught them--the Master of Spells Aram Zey. But I tell you we saved something far greater. Not some ancient relics from a bygone era! No! We kept our wits! We kept our courage! We kept our faith in one another, and we stood, shoulder-to-shoulder, UNITED!” Another cheer rises up and after it subsides, the Master of Swords quietly observes, “And the damned snakes in the Aspis Consortium still don’t have an answer for that.” He clambers down the fallen stones and waves, “Tend to your wounds. Get yourself a good meal and some rest. We have a lot of work to do this year. Dismissed!” With that, he walks side-by-side with other venture-captains towards Skyreach.

Unable to achieve more than a handful of minor objectives, the Aspis Consortium and their dupes have turned tail and fled. Renovation of Skyreach’s towers has already begun, and the venture-captains already have sound theories on how to rescue Aram Zey. All signs point to this escapade having completely backfired for the Aspis Consortium thanks to the Pathfinders’ overwhelming victory!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Need info from Hskoro, Rimble, and (Sidney). See Discussion thread.

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