Skull & shackles (Inactive)

Game Master DBH


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Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

After the group dispatched the Assassin, Jane moves over to him. "Sneaky arshturd." she spits on his dead face. Seeing the crossbow and quickly identifying it, she picks it and its bolts up. "This might come in handy." she looks at the attachment. "And, that... Will come in handy." she looks around at her teammates. "Does anyone mind? If not, we need to check on the Tengu, make sure he's okay and ready to talk."


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung's rage subsides with the death of the assassin. After pausing a moment to catch his breath, he begins helping out, starting by picking up the assassin and carrying him into the tengu's house, so they can get out of the street and away from prying eyes.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir follows the others into Corlen's house, sitting on a wobbly wooden chair to catch his breath. He is obviously in pain and struggling with the effects of the poison. Though Corlen seems keen to tell them everything he knows, Marnir is in no state to follow up their lead. "I think the bleeding has stopped," he says, looking at the hole in his shoulder, "but this poison is really doing a number on me. I feel like Pharasma herself is breathing down my neck."

What do we have in the way of ability damage removal? I can cast lesser restoration on myself with Spell Kenning, but that's the best I can do. Could do with some HP back too.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Thanks Niobe. Reposted in gameplay for continuity purposes.

Niobe wrote:


"Take these, captain," says Niobe as she ministers to Marnir's wounds.

"I have two potions of lesser restoration for just such an occasion."

Cure Moderate Wounds: 2d8 + 8 ⇒ (1, 6) + 8 = 15

lesser restoration vs 3 Con damage: 1d4 ⇒ 1

lesser restoration vs 2 Con damage: 1d4 ⇒ 4

Marnir gratefully drinks down the offered potions, the sweet syrupy liquid sliding down pleasantly. He immediately feels his breathing ease and the numb ache in his shoulder subside.

He sits for another minute or so, gathering his thoughts and giving his shoulder a few rolls to loosen it. "I think maybe it's time to visit the apothecary," he states, keen to get to the bottom of the conspiracy.

Stats:

HP 60/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour)
Speed: 30 ft
Fort: +11, Ref: +7, Will: +11 (+4 vs fear)
Conditions: None
Melee attack (+1 furious battleaxe): +11/+6 (+6 BAB, +4 Str, +1 enhancement)
Melee Damage (+1 furious battleaxe): d8+9 (+6 Str, +1 enhancement, +2 Arcane Strike)
20/20 rds raging song remaining


ADVENTURE PATH COMPLETE

"Agreed. This should be right up Jane's alley!" says Niobe with a smile.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Jane nods. "I know a few dealers of the herbs.... Now to see if any are open at this time."

Information Gathering: 1d20 + 6 ⇒ (16) + 6 = 22

Jane goes to the arrow to see if she can salvage some of the poison so the apothecary can tell her something she doesn't already know.
C. Alchemy: 1d20 + 19 ⇒ (20) + 19 = 39


Are you sure you want to do that?

You are in Hell harbor, the apothecary you want is in Port Peril. You know the poison is Deathblade poison, there is little more to learn about it.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Looking at the poison she has gathered, "There is an apothecary... in Port Peril. But I think this is Deathblade poison." she continues by explaining the common ingredients and how to counteract it. "Should we talk to our lead to see what he can tell us?"


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"I think that's the plan." Marnir stands up and checks his injured shoulder again. "Unless anyone has any important business here in 'Little Cheliax'," Marnir says with clear distate, "then we're going back to the Drake to set a course for Port Peril."


Are you sure you want to do that?

It's a quick run to Port Peril, this close to the heart of the pirate power means little shipping that isn't a fellow free captains ship, or a trader baring the flag that shows they are protected by the Pirate council.

Since Marnir can easily make the Diplomacy checks to get all the information on Zarskia Galembar and the Jasperleaf Apothecary, I've put it in the spoiler for you to browse.

Diplomacy for gathering information:

1: “You can find the place on the corner of Fiddler’s Lane and Anchor Way.”
2: “Zarskia Galembar runs the apothecary; she bought the old mansion and set up shop about three years ago. It’s been closed the last couple of times I’ve gone past.”
3: “The apothecary employs a number of ex-pirates as guards and sells more than just poultices and medicinal remedies. They say you can buy poison and other contraband goods there as well.”
4: “The shop has been closed to the public recently, but I hear you can still get in if you know the right people.”
5: “Zarskia’s been selling her poisons for bargain prices recently; you should get a good price if she’s still got any left.”
6: “Just bang on the door and say you want to buy ‘three jugs of terrap sap’ and they’ll let you in.”

What are you doing now?


Are you sure you want to do that?

You are back in Port Peril, you have gathered information on the apothecary. What now?


ADVENTURE PATH COMPLETE

"So... how do we want to do this? Pretend to be shoppers buying poison to get inside?"


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"Sounds like the easiest plan," Marnir says as they discuss their approach to the apothecary, "though we should go in fully prepared for a fight. I don't know how long our ruse will hold up once we're in, particularly as her pet assassin won't have reported back, seeing as he's dead and all."

With their plans discussed Marnir makes sure to catch up with Kung before they leave for shore. "I'm getting worried that all these deaths are going to get connected back to us somehow. I'd like you to set up double lookouts while we're ashore - if anyone comes looking for the Drake I want to know about it."


ADVENTURE PATH COMPLETE

"Also, do you need additional help with the aftereffects of that poison? You'd best let me check, captain, just to be sure."

Niobe rather stridently insists on making sure that Marnir is fully recuperated.

Heal: Long-term care: 1d20 + 16 ⇒ (13) + 16 = 29 Lets Marnir heal 2 points of ability damage instead of 1.

"We should make sure to rest up before we head to the apothecary."


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"Aye, and get some spells up too. Don't want to get caught out like with the assassin."

I was fully restored after those two potions, but thanks for your concern. Always nice when characters look after other characters.
GM - I assume the travel time was long enough that we'd all have healed naturally?
I'm going to get some spells cast before we go ashore, just in case. heroism and see invisibility in the first instance, as they'll last 80 minutes, which should be long enough to get us to the apothecary.

Stats:

HP 75/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour)
Speed: 30 ft
Fort: +13, Ref: +9, Will: +13 (+4 vs fear) (+2 heroism)
Conditions: heroism, see invisibility
Melee attack (+1 furious battleaxe): +13/+8 (+6 BAB, +4 Str, +1 enhancement, +2 heroism)
Melee Damage (+1 furious battleaxe): d8+9 (+6 Str, +1 enhancement, +2 Arcane Strike)
20/20 rds raging song remaining


ADVENTURE PATH COMPLETE

"Oh! Since we're going into the headquarters of people we know use dangerous poisons, we should have Jane whip up some antitoxins. Also, I can make someone temporarily immune to poison. It will still affect you later, but I can try to magically cure it before it can hurt you at that point."


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung sets up the additional lookouts that Marnir requested, with half on the Drake and half on shore. Some pirates seem a little disappointed to lose some of their shore time, but most recognize that their prosperity is tied to the Drake, and don't complain much when asked for extra.

"All guards get drink with Kung in tavern before leave port. On me!"

Diplomacy, Wormwood boon: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13

Kung is otherwise ready to head to the apothecary with the others.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Jane smiles. "Mind if I go cloak shopping?" she's happy that she has some new clothes. Listening to Kung's bad attempt at diplomacy, Jane laughs and leaves the talking to him.


Are you sure you want to do that?

Jane, what cloak did you want to buy? Port peril is a metropolis, so you can get anything that less than 16000gp automatically.

Situated at the corner of Fiddler’s Lane and Anchor Way, two streets close to the center of Port Peril, the Jasperleaf Apothecary is a large three-story building among several other shops and businesses.
Behind the humble storefront lies the faded grandeur of a decaying manor built a century ago. The first and second floors’ exterior walls are clay brick 1-1/2 feet thick, and the third floor walls are timber 6 inches
thick (all requiring DC 25 Climb checks to scale).
Stone tiles 1 inch thick cover the roof, and unless noted otherwise, the
windows are shuttered and nailed shut (hardness 5, hp 15, Break DC 18). The building has one large chimney, which narrows at the top to an opening 1 foot square, protected by a reinforced iron grille (hardness 10, hp 30, Break DC 25).
During the day, only dim light shines through the shutters in rooms with exterior windows. Unless otherwise noted, rooms without windows, and all areas at night, are considered dark.

You are at the door, which is locked, a knock on the door gets a response from inside that they're closed!

What are you doing now?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

"Three jugs of terrap sap please," Marnir asks, hand resting on the handle of his axe. He then turns to his friends, mouthing "get ready".


Are you sure you want to do that?

The door is opened after a slight pause, oddly enough it's no shopkeeper opening it, but a veteran pirate. One who looks you over carefully, but doesn't seem to recognize you as any type of enemy. "Right." He says with a gap toothed grin. "You kin come this way and we'll get the boss for you to deal with."

He steps aside, clearly expecting you to follow him deeper into the apothecary.

C1
This neatly ordered shop has a long counter with a tall stool behind it, and display shelves stocked with containers and jars.
Samples of plants, tubers, and roots hang from hooks up on the walls and the scented fragrance of herbs suffuses the store.

What are you doing now?

The map is up top. Jasperleaf 1st floor.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir steps in confidently, following the pirate into the shop. He doesn't recognise anything on the shelves and turns to whisper to Jane. "You're the alchemist here, you take the lead." As they delve deeper into the closed store, Marnir keeps his wits about him and his hand near his axe.


Are you sure you want to do that?

You are lead through the apothecary, along a passage way to a small room set up for meeting with clients. Your escorts simply nod, one taking up station outside the room, while the other heads for the stairs to get their employer.

What now?

Jane. The goods on display are common plants and herbs.


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Jane points to the herbs, "Those are common plants and herbs." She follows Marnir down the hall. "So, what's a handsome man like you doing working here?" she hexes him with charm will 16.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung follows the others into the shop. As with all such places, he feels out of place and clumsy. Even though he's smaller than the average half-orc, he can't shake the feeling that he'll knock over a shelf of some strange and important reagent or some other such thing.

He's happy when they are all shown to a room apart from the front room with all that important stock. He takes up position near the door, knowing that in a situation like this, he's here for muscle.


Are you sure you want to do that?

Just waiting on what Niobe's doing.

Will: 1d20 + 5 ⇒ (12) + 5 = 17

He looks at you strangely Jane, but doesn't succumb to your hex. "There's 'The Mixed Blessings' if yer looking for some tallboy loving?" He advises you kindly. Referring to an infamous Port peril brothel where those who find other races exciting are known to frequent.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir stands ready while Jane talks with the pirate, hoping she’ll use her alchemist knowledge more than her mind tricks to make friends. He casually looks around the shop for any evidence of deception or ambush, knowing that the mere presence of Kung serves as a deterrent for most would-be attackers.

Perception: 1d20 + 18 ⇒ (8) + 18 = 26


Are you sure you want to do that?

The room you are lead to to is obviously set up as a place to meet clients.

Two padded reclining chairs and a well-upholstered divan are set around a low table here. To one side, a cabinet holds crystal glasses and wine bottles. The large mantled fireplace set with a bronze fire screen in the corner and the wooden paneling on the walls add to the room’s cozy atmosphere.

Five or so minutes after you entered the room the door opens and a woman enters with two more of the bodyguards escorting her. She smiles politely, her eyes immediately picking out Marnir as the man to talk to. "Greetings, I am Zarskia Galembar, the owner of this apothecary. I understand you wish to purchase some of my more exotic products?"

She seems to be slightly disinterested in the whole process, but still wanting to make some coin.

What are you doing now?


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

The meeting room is nicely furnished and Marnir is slightly envious of the plush furniture. He starts his approach circumspectly, hoping to draw Zarskia into confirming their suspicions. "We've heard on the grapevine that you're the person to seek out if we're looking to buy some less-than-legal substances. Substances like deathblade, for instance."


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

Jane steps back as the alchemist starts speaking to Marnir.


Are you sure you want to do that?

GM Screen:

Bluff Untrained Marnir: 1d20 + 4 ⇒ (1) + 4 = 5
Sense motive Zarskia: 1d20 + 10 ⇒ (12) + 10 = 22
Sense motive Marnir: 1d20 + 15 ⇒ (16) + 15 = 31

Marnir something you said seems to have upset Zarskia?

Her hand darts to her extracts and she drinks one, vanishing from sight. "Kill them!" Her voices calls from out of the air.

The Party may now act. Zarskia is invisible.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status
Marnir Saltvig wrote:
I'm going to get some spells cast before we go ashore, just in case. heroism and see invisibility in the first instance, as they'll last 80 minutes, which should be long enough to get us to the apothecary.

Feeling thankful for a pre-cast see invisibility right now!

"B%@%&@*s!" Marnir shouts as his ruse falls apart like wet paper. "Kill them back!" He stands from his seat, draws his axe and swings at the less-invisible-than-she-hoped Zarskia.

Free Action to 5ft step towards her, Move Action to draw my axe, Swift Action to use Arcane Strike, Standard Action to attack.

Axe attack: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d8 + 9 ⇒ (6) + 9 = 15

Stats:

HP 75/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour)
Speed: 30 ft
Fort: +13, Ref: +9, Will: +13 (+4 vs fear) (+2 heroism)
Conditions: heroism, see invisibility
Melee attack (+1 furious battleaxe): +13/+8 (+6 BAB, +4 Str, +1 enhancement, +2 heroism)
Melee Damage (+1 furious battleaxe): d8+9 (+6 Str, +1 enhancement, +2 Arcane Strike)
20/20 rds raging song remaining


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Gone? Just like that? Kung looks around as the lady disappears, but there's little confusion about the opposing orders to 'Kill them' and then 'Kill them back.'

Kung allows his rage to build before stepping in front of Jane and swinging at the closest foe. Kung kill you back before you kill Kung first!"

Actions:

Move: 10'
Standard: attack orange

+3 furious greatsword: 1d20 + 19 ⇒ (14) + 19 = 33
Damage, S: 2d6 + 21 ⇒ (5, 5) + 21 = 31


Stats:

HP 102/86
AC 18 touch 11 flat-footed 16 (+6 armor, +2 dex, +1 natural, +1 deflection, -2 rage)
Speed: 40 ft
Fort: +13, Ref: +11, Will: +8 (+2 rage)
All saves: +5 vs. spells & -like (rage/competence)
Conditions: rage
Melee (+3 furious greatsword): +19/+12 (+7 BAB, +7 str, +3 enhancement, -0/-2 power attack, +2 rage)
Melee Damage (+3 furious greatsword): 2d6+21 (+10 str, +3 enhancement, +6 power attack, +2 rage)
16/17 rds Rage remaining


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

"Well F#$%" Jane pulls out a potion and quickly drinks it... then vomits a swarm of spires onto the main man and the person behind him.

swarm damage: 1d6 ⇒ 5
poison strength: 1d2 ⇒ 2 11 fort negate

distracted... Nauseated Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. DC 11 Fort to negate


ADVENTURE PATH COMPLETE

Niobe barks a single word of power and icy mist starts to flow from Kung's greatsword.

War blessing of water; gives Kung's weapon +1d4 cold damage for 1 minute.


Are you sure you want to do that?

Botting Markizio.

Markizio casts a spell on the enemy group.

Saves:

Fort Blue vs swarm: 1d20 + 6 ⇒ (9) + 6 = 15
Will vs Glitterdust Blue: 1d20 + 5 ⇒ (5) + 5 = 10
Will vs Glitterdust Green: 1d20 + 5 ⇒ (19) + 5 = 24
Will vs Glitterdust Yellow: 1d20 + 5 ⇒ (7) + 5 = 12
Will vs Glitterdust Orange: 1d20 + 5 ⇒ (11) + 5 = 16
Will vs Glitterdust Zarskia: 1d20 + 6 ⇒ (14) + 6 = 20

Blue & Yellow curse foully as they are blinded, all the pirates, and Zarskia are now outlined in glittering lights.

Orange grunts in pain as Kung slams his weapon into him, swinging back with his cutlass.
cutlass: 1d20 + 11 ⇒ (11) + 11 = 22
cutlass: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Hitting Kung solidly twice.

Green can't reach anyone, so takes aim with his bow at Markizio

Longbow: 1d20 + 10 ⇒ (2) + 10 = 12

The arrow hitting the wall over his head.

The party may now go.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

With Zarskia now outlined in sparkling light Marnir has no trouble aiming his blows at her. "Good work first mate," he calls to Markizio as his axe swings towards Zarskia.

Swift Action to use Arcane Strike, Full Action to full attack Zarskia.

Axe attack: 1d20 + 13 ⇒ (12) + 13 = 25
Axe attack: 1d20 + 8 ⇒ (17) + 8 = 25

Damage: 1d8 + 9 ⇒ (4) + 9 = 13
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Stats:

HP 75/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour)
Speed: 30 ft
Fort: +13, Ref: +9, Will: +13 (+4 vs fear) (+2 heroism)
Conditions: heroism, see invisibility
Melee attack (+1 furious battleaxe): +13/+8 (+6 BAB, +4 Str, +1 enhancement, +2 heroism)
Melee Damage (+1 furious battleaxe): d8+9 (+6 Str, +1 enhancement, +2 Arcane Strike)
20/20 rds raging song remaining


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Kung sees Zarskia appear outlined in glitter, but keeps what little of the focus he has in his enraged state on the foe he'd been attacking. Maybe Marnir want capture. Kung better to work on others first.

He slashes his sword in two broad sweeps, targeting the grunts in front of him.

Actions:

Full round: full attack vs. orange, then blue
If orange goes down, Kung will 5' step into orange's space

+3 furious greatsword: 1d20 + 19 ⇒ (5) + 19 = 24
Damage, S: 2d6 + 21 ⇒ (5, 5) + 21 = 31 + Damage, cold: 1d4 ⇒ 1

+3 furious greatsword: 1d20 + 12 ⇒ (9) + 12 = 21
Damage, S: 2d6 + 21 ⇒ (5, 6) + 21 = 32 + Damage, cold: 1d4 ⇒ 3


Stats:

HP 82/86
AC 18 touch 11 flat-footed 16 (+6 armor, +2 dex, +1 natural, +1 deflection, -2 rage)
Speed: 40 ft
Fort: +13, Ref: +11, Will: +8 (+2 rage)
All saves: +5 vs. spells & -like (rage/competence)
Conditions: rage, war blessing
Melee (+3 furious greatsword): +19/+12 (+7 BAB, +7 str, +3 enhancement, -0/-2 power attack, +2 rage)
Melee Damage (+3 furious greatsword): 2d6+21+1d4 (+10 str, +3 enhancement, +6 power attack, +2 rage, +1d4 cold/war blessing)
15/17 rds Rage remaining


ADVENTURE PATH COMPLETE

Niobe taps Kung with her wand of cure light wounds to keep him going.

Cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
Niobe Aptos wrote:

Niobe taps Kung with her wand of cure light wounds to keep him going.

[dice=Cure light wounds]1d8+1

Careful with that. Most of the damage Kung took came off of temp hp from his rage. He was only down 4 permanent hp.

Love the help, of course! Just want to make sure that we keep it effective.


ADVENTURE PATH COMPLETE

The wand heals so little at this level that it's usually not going to be too useful; this situation, having taken only a few points of damage, is actually the perfect time for it when doing battlefield healing. Also gives me something to do rather than twiddle my thumbs, since I want to save my big booms for later encounters in here!


Male Human Commoner

Jane still to come.

Penned in by her guards behind and her enemies in front Zarskia gambles and takes another extract.

AOO from Kung and Marnir. Markizio hasn't drawn his weapon yet.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir sees the alchemist reach to her belt for another potion and uses her lapse in concentration to strike.

Axe AoO: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Stats:

HP 75/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour)
Speed: 30 ft
Fort: +13, Ref: +9, Will: +13 (+4 vs fear) (+2 heroism)
Conditions: heroism, see invisibility
Melee attack (+1 furious battleaxe): +13/+8 (+6 BAB, +4 Str, +1 enhancement, +2 heroism)
Melee Damage (+1 furious battleaxe): d8+9 (+6 Str, +1 enhancement, +2 Arcane Strike)
20/20 rds raging song remaining


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)

Seeing an opening when she fumbles for an extract, Kung slices forward with his greatsword.

Attack of Opportunity:

+3 furious greatsword: 1d20 + 17 ⇒ (17) + 17 = 34
Damage, S: 2d6 + 21 ⇒ (1, 1) + 21 = 23 + Damage, cold: 1d4 ⇒ 1

Stats:

HP 86/86
AC 18 touch 11 flat-footed 16 (+6 armor, +2 dex, +1 natural, +1 deflection, -2 rage)
Speed: 40 ft
Fort: +13, Ref: +11, Will: +8 (+2 rage)
All saves: +5 vs. spells & -like (rage/competence)
Conditions: rage, war blessing
Melee (+3 furious greatsword): +19/+12 (+7 BAB, +7 str, +3 enhancement, -0/-2 power attack, +2 rage)
Melee Damage (+3 furious greatsword): 2d6+21+1d4 (+10 str, +3 enhancement, +6 power attack, +2 rage, +1d4 cold/war blessing)
15/17 rds Rage remaining

Niobe Aptos wrote:
Also gives me something to do rather than twiddle my thumbs, since I want to save my big booms for later encounters in here!

Awesome, just want to be sure that the temp hp are considered. I can't complain about someone keeping Kung at max hp in any case. :)


Female Gnome Alchemist 11|| HP -5/91 || AC:19 T:13 FF:17 || F:12 R:12 W:9 || Initiative +3 | Perception +20 | Stealth +27 Gnome
Attack:
[dice=Bomb]1d20+14[/dice] [dice=Dmg]6d4+3[/dice] 5 dmg splash, DC 14 Ref [dice=dazed]1d4[/dice]
CB:
[dice=Crossbow]1d20+12[/dice]Human +2[dice=Dmg]1d8+3[/dice][dice=Humans]2d6[/dice]

cant move the swarm from phone,

Jane steps back 5 foot and commands the swarm to move back to cover more foes.

swarm damage: 1d6 ⇒ 3
poison strength: 1d2 ⇒ 1 11 fort negate

distracted... Nauseated Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. DC 11 Fort to negate


Are you sure you want to do that?

Zarskia slumps to the floor dead as Marnir & Kung both hammer her during her desperate attempt to use another extract.

When she drops the guards all call out that they surrender.They were hired to guard the building and Zarskia, with her dead they have no reason to keep fighting.

What are you doing now?

Score one for the subtle approach, had Zarskia known there was trouble she would have used her extracts before attacking you. Better AC, more HP's, Stoneskin & Invisibility. Also the punishment for spying in the Shackles is a long, slow agonizing death. She would not have surrendered.


Male N Human (Ulfen) Skald (Dragon Skald) 14 | HP: 142/142 DR 2/- | AC: 27 (Tch 16, Fl 27) | CMB: +15, CMD: 27 | F +16, R: +10, W: +15 (+4 vs fear) | Init: +4 | Perc: +22, SM: +24 | Speed 30ft | Raging Song: 32/32 | Spells: 1st 5/6, 2nd 2/6, 3rd 3/5, 4th 4/5, 5th 2/2 Spell Kenning 2/2 | Battle Cry 3/4, Lore Master 2/2 | Default stats only - see stats spoiler for current status

Marnir flicks the blood from his axe blade, making sure that the recently-surrendered guards can see it. "Before I decide what to do with you," he says to the now-unemployed men, "what can you tell me about Zarskia's operation here? Where might she keep her documents, for instance?"

Seems we can do subtle after all, though a rank or two in Bluff might not go amiss!


Are you sure you want to do that?

Looking through the maps the apothecary is a rats nest, so I'm going to do it in one quick wrap up. Only one more encounter in the place, and the guards will warn you of that, so it's done. I'll put the haul of loot on the discussion page. Jane will be very happy. Zarskia was a 10th level Alchemist.

Everyone can now level up to 9th.


Are you sure you want to do that?

The guards can tell you little of the place, they were confined to the ground floor, unless they needed to get Zarskia for business.

The guards themselves are a tough bunch, fallen on hard times due to bad luck and their ships being sunk or lost. They are very interested in joining up if you want them?

Fighter4/Rogue(Swashbuckler)3. 7 of them left with Kung chopping one up.

It's a long, tedious search through the old mansion. Zarskia favored poisons as traps and applied them to the doorknobs.

Finally, after several hours you find her secret room where her papers are kept.

Secret basement.
A pile of old unused firewood is stacked near a wide brick fireplace in this dingy cellar. Opposite the fireplace, a corroded iron gate secured with a padlock blocks the entrance to a tunnel beyond. To the north, stony rubble and overflowing dirt completely fill a flight of stairs leading upward, and a plain table holding scattered papers stands to the south.

Big info dump I know, but the exciting conclusion is coming, so be ready.

While rust and decay have weakened the gate’s bars (hardness 10, hp 30, Break DC 22), the untarnished padlock is of outstanding quality (DC 35 Disable Device check to unlock). The escape tunnel runs for 200 feet
before ending at a secret door that opens near a drainage tunnel exit

Among the papers on the table are writing equipment and a large vial holding 4 uses of superior invisible ink, along with a smaller vial of the triggering substance that reveals this particular ink.

The papers and missives on the table were originally written using invisible ink, but Zarskia has already revealed the hidden messages. Many of the papers are encrypted or use ambiguous code words, but they
nevertheless expose the identities of a widespread network of spies throughout the Shackles. The papers also detail the primary players in the spy ring—Corlan, Elliece Farhaven, Haddon Pike, and Roweena Kellet, as well as their ordered assassinations (by an imp in the case of Elliece, and by Giles Halmis in the case of the others).

Giles Halmis was the assassin you killed in Hell harbor.

A waterproof satchel contains her last orders. Dated 3 weeks ago and written in Infernal, they read, "Silence is now key. Our plans will go into full force once our agent finishes his preparations. Destroy any remaining evidence and discreetly sell your business. Report to Nisroch for your next assignment."

There’s more than enough evidence to satisfy Tessa, and deeply worry her as well. While the papers contain no irrefutable link to Cheliax, the use of imp assassins, messages in the Infernal tongue, and hints of Nidal’s involvement all provide clues to Chelish backing of the
plot. If nothing else, she can present the clues gathered by youto the Pirate Council to alert them that someone somewhere has new designs upon the Shackles.

Tessa thanks you for the information and rewards them with trade goods and booty worth 3 points of plunder. More importantly, she promises them her support and her vote in the Pirate Council, should they ever need to call on her.


Male CN Half-Orc Barbarian 12, Rogue 2 | HP: 35+149/150 (20 nl) | AC: 28 (17 Tch, 23 Fl) | DR 2/- | CMD: 37 (32 Fl) | F: +18, R: +18, W: +10 | Init: +5 | Perc: +17, SM +4 | Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
GM_DBH wrote:
7 of them left with Kung chopping one up.

I'm sorry; that's just what I do.

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