A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


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So, you're at the door at the far eastern end of the east-west hallway which is part of D11. You have two ways to go down, (1) off of D14, or (2) off of D1. Which one do you want to use? 24-hour rule of 2 in effect...

Jzero, could you provide a non-editable link to the new map? Maybe just post it here...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

D14 was the secret staircase, correct? I say we take that one.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

d14 works. Jzero likes to lead the way down. Crastor will take up rear guard on the stairs.


Sorry, I got my colors confused - *red* arrows are downstairs. So the only option is the stairs off of D15. I'll always assume you listen and check for traps at each door.

Going down, you open the door at the bottom of the stairs and find yourself at the end of a short hall [E1] with a door. This door is different than the ones on the upper floors - it is made of stone, and it has been hammered and chiseled to such an extent that you can barely make out that there used to be carvings of images of some sort on it before.

You open it, and find a room [E2] with two pillars supporting the ceiling. Alcoves in the north and south walls contain partially damaged statues of a man in robes holding a book and a glaive (a long dagger blade at the end of a long pole). The entire room slants downward slightly but noticeably to the west, and the statues are all tilted in their alcoves. The room is covered with grime and soot.

There's only one other door, on the west wall.

I'm going to wait for Jzero to post the link to the map before continuing.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor will go and search the alcoves with the statues. If he finds nothing of interest, he will go and search and listen at the one door before motioning Jzero in.


ALL : Jzero has added a the link to the map in his tag line (thanks!).

Crastor, make a Thievery roll at -2. Everyone else make a Notice check at -4.

Ceri Notice & Wild,-4: 1d6 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (1) - 4 = -3

Evesk Notice & Wild,-4: 1d6 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (2) - 4 = -2


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

notice: 1d6 - 4 ⇒ (3) - 4 = -1
wild: 1d6 - 4 ⇒ (6) - 4 = 2
wild xplode: 1d6 ⇒ 4


Male Human Monk Ranks 3, Bennies: 4, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Notice: 1d6 ⇒ 1
Wild: 1d6 ⇒ 1
Opps!


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor works away.

Thievery-2: 1d10 - 2 ⇒ (5) - 2 = 3

Wild-2: 1d6 - 2 ⇒ (3) - 2 = 1


You open the door at the east end of room [E2], and see a short hallway with two doors at the eastern end and pair of stone statues depicting men wielding glaives stand in alcoves in the north and south walls. At the eastern end, there's another alcove which only has the legs and waist of what is presumably a man (map not updated yet). The hall seems to slope upwards to the east, as opposed to [E2].

As you start to walk down it, Velrek happens to see several shiny glints on the floor near the middle of this otherwise dirty and dusty hallway, which seem out of place and makes him suspicious.

Velrek, what do you do?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"Stop!"

He points to the shiny bits and the possible body.

"Could these two things be related?"


Male Human Monk Ranks 3, Bennies: 4, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

"Is that man or destroyed statue?" Jzero asks, raising his everburning torch higher to see if it helps. "Can we maybe jump over this? It might be pit trap or some other kind."

"Chief, perhaps you'd like be first in line as we cross this area."


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

"Before we sacrifice the goblin, let me take a look." Crastor says as he kneels before the shiny objects to take a look.


Once it's been pointed out to him, Crastor has no trouble identifying this as a trap. He blows the dust away, revealing a shiny metal 6-foot square plate that fills the corridor left-to-right (map updated). If someone had stepped on it, something bad would happen, but Crastor can't tell what. Regardless, he can try to disarm it.

Crastor, make a Thievery-2 roll to disarm it.


Sorry, I was unclear - the legs in the far eastern alcove are those of a statue as well.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Thievery: 1d10 - 2 ⇒ (7) - 2 = 5

Wild: 1d6 - 2 ⇒ (1) - 2 = -1


Crastor manages to wedge some small rocks that are lying about in the hallway under the metal plate, ensuring that it won't be triggered when stepped on.

There's two doors at the east end - north and south. Votes?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"Good job, Crastor."

He heads past the trap and points to the door on the left. (North)


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor nods and will head over to the north door to search for traps and listen for any sounds beyond the door.


You open the door and see a circular room with a red marble stone ledge encircling the room, making the available floor space an oval (map updated). It is lit by four burning skulls scattered about. Three chairs sit at various places on the floor. The ledge is covered with scrolls, bones, old books, jars of deformed creatures resting in a liquid, and other strange objects. At the north end, a round fountain filled with clear water bubbles away.

There is a woman inside, both beautiful and deformed, standing next to the right side of the fountain. Her left arm is a red demon-like talon, and her bared belly is covered with numerous old scars. When she sees you she screams "So, Sandpoint sent you to kill me, did they? I have been told by" - she pauses - "it is my destiny to burn all of Sandpoint to the ground, and no one will stop me!"

Evesk Occult & Wild: 1d4 ⇒ 31d6 ⇒ 4

Evesk shouts "Die, you abomination of Lamashtu!"

You can Google "pathfinder lamashtu" (without the quotes) to learn more about this god...


Round 1!

Ceri:
7 Bennies, 10 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
4 Bennies, 4 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
5 Bennies, 4 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Jzero:
2 Bennies, 0 PP, Status : Normal; SitMods : None, Spell Effects : None

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Statuses

Engagements

Modifiers

Initiative
Half-demon woman - JH
Crastor - 10S
Velrek – 10D
Ceri - 8S
Jzero - 5S
Evesk - 2C

Several notes :
- Due to the tight quarters and where the woman is standing, only 3 PCs can gang-up on her. A fourth could stand in the fountain, but your attacks would be at -1 due to having to be careful not to slip.
- I said when you finished the previous level that your Bennies were refreshed to 4, but many of you had more than 4 already from Jokers. So if you had more than 4, you keep whatever you had. Jzero, I've increased yours to 4, please let me know if you get more from Edges.
- A reminder about your available magic items :
SIX potions of Minor Healing (so everyone has one on them)
A potion of Minor Protection (+2 Armor)
A wand of Shocking (Bolt, Electricity, Touch Range)
A wand of Fire (Bolt)
If anyone claimed the last 3 in the past, I have long since forgotten. Whoever first claims an item gets it, but only one item per customer.
If no one thinks their PC would use a particular item, it'll go to Ceri or Evesk. Probably Velrek or Jzero should get the extra Healing potion, you can decide who between yourselves.

The woman is holding a bow, and fires it :
Shooting & Wild: 1d6 ⇒ 61d6 ⇒ 4
ACE!: 1d6 ⇒ 4 = 10, Raise

Hitting
Who?: 1d6 ⇒ 6
Alphabetically, that's Velrek.

Doing
Damage+Raise: 1d6 + 1d8 + 1d6 ⇒ (2) + (4) + (5) = 11 = Shaken
Velrek, don't forget to make a Vigor roll at the start of your Turn...

She drops the bow and draws a sword.

Everyone is up!


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Vigor: 1d6 ⇒ 1
wild: 1d6 ⇒ 4

Velrek grunts and charges in, leaving room for a few others to easily get to the evil woman.

He then attempts to strike her down
2H sword: 1d10 + 1 ⇒ (7) + 1 = 8
wild: 1d6 ⇒ 3
damage: 1d10 + 1d10 ⇒ (10) + (2) = 12
damage xplode: 1d10 ⇒ 9

Just in case there's another hidden baddie:
First Strike,2H sword: 1d10 + 1 ⇒ (5) + 1 = 6
wild: 1d6 ⇒ 1
damage: 1d10 + 1d10 ⇒ (9) + (1) = 10


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor charges in behind Velrek and swings his warhammer at the monstrous woman.

I am not adding the gang up bonus, but I believe I should have it as Velrek charged in first.

Fighting: 1d10 ⇒ 9

Wild: 1d6 ⇒ 2

Warhammer Damage+1AP: 2d6 ⇒ (4, 2) = 6

Raise damage?: 1d6 ⇒ 6

Raise damage Explosion?: 1d6 ⇒ 2


Male Human Monk Ranks 3, Bennies: 4, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Since Jzero is willing to be the tank (as it were, considering he has no armor) he should probably get the Protection potion. He'll accept an extra healing as well, if available.

Jzero drinks the protection potion, then advances to join the gang around the woman, if woman she is. Just before reaching her, he jumps in the air and lets his momentum add to the power of his kick.

Unarmed: 1d10 ⇒ 9
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 6
Wild, Ace^2: 1d6 ⇒ 4
Modifier: +1 (monk bonus) - 2 (MAP)
Result = 6 + 6 + 4 + 1 - 2 = 15

Unarmed Damage: 1d8 + 1d6 ⇒ (7) + (4) = 11
unarmed Raise Damage: 1d10 ⇒ 6
AP 2 (monk)
If the attack achieves a raise, the target is made distracted or vulnerable (bold = attacker's choice), even if no damage was done or if damage was soaked.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Since no one claimed the wands, the lightning wand goes to Evesk and the fire wand goes to Ceri.

Evesk has no ranged attacks of any kind that I can see, so he will stand by to heal anyone that's wounded.

Ceri fires the wand :
Spellcasting & Wild: 1d10 ⇒ 101d6 ⇒ 2
ACE!: 1d10 ⇒ 9 = 19, Raise

and does
Damage+Raise: 2d6 + 1d6 ⇒ (5, 4) + (2) = 11


Round 1 Summary
The woman nicks Velrek with an arrow, but he recovers.

Velrek's attack would inflict 1 Wound, but :
Vigor & Wild: 1d8 ⇒ 11d6 ⇒ 5
actually has no effect.

Crastor's weapon bounces off her armor.

Jzero's kick makes her Shaken.

Ceri's fire bolt has no effect.

Velrek - please don't forget to always roll a "Raise Damage" die after rolling your usual damage (it didn't apply this Round)...

Jzero - I forgot to update your Bennies to 4 in your spoiler info, that's been corrected.

ALL - regardless of Initiative order, I've always considered the action in a Round to happen "all at once" (I think I got that from the old PEG forum boards), so no Gang-Up bonuses this Round.


Round 2!

Ceri:
8 Bennies, 10 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
5 Bennies, 4 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
6 Bennies, 4 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Jzero:
5 Bennies, 0 PP, Status : Normal; SitMods : None, Spell Effects : +2 Armor (round 2)

Velrek:
5 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Woman:
?-1 Bennies, 0 PP, Status : Shaken, SitMods : None, Spell Effects : None

Statuses
The woman is Shaken.

Engagements
The woman is engaged with Crastor, Jzero, and Velrek

Modifiers
+2 to Fighting for Crastor, Jzero, and Velrek

Initiative
Evesk - JOKER! +2 to all rolls, everyone gets a Benny (above spoilers reflect this)!
Half-demon woman - KS
Crastor - 7S
Jzero - 5H
Velrek – 3S
Ceri - 3C

Spirit & Wild: 1d8 ⇒ 61d6 ⇒ 3
The woman recovers from Jzero's blow.

The woman touches a medallion you see hanging around her neck, pulls out a potion and drinks it, then attacks Jzero :

Fighting & Wild,-MultiAction: 1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (3) - 2 = 1

but misses.

She then attacks Velrek :
Fighting & Wild,-MultiAction: 1d10 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (4) - 2 = 2

and misses again.

Everyone is up!


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"Tough one.."

Velrek gives his all, taking two fast, strong swings..

2H sword+gang up-MAP: 1d10 + 1 + 2 - 2 ⇒ (4) + 1 + 2 - 2 = 5
wild: 1d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6
wildxplode: 1d6 ⇒ 2
damage: 1d10 + 1d10 ⇒ (4) + (10) = 14
raise damage?: 1d6 ⇒ 2

2H sword+gang up-MAP: 1d10 + 1 + 2 - 2 ⇒ (1) + 1 + 2 - 2 = 2
wild: 1d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4
damage: 1d10 + 1d10 ⇒ (3) + (10) = 13
raise damage?: 1d6 ⇒ 1

And just in case of late parties...
First Strike,2H sword: 1d10 + 1 ⇒ (4) + 1 = 5
wild: 1d6 ⇒ 5
damage: 1d10 + 1d10 ⇒ (6) + (3) = 9


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor snarls at the monstrosity and swings his warhammer once more.

Fighting: 1d10 + 2 ⇒ (1) + 2 = 3

Wild: 1d6 + 2 ⇒ (3) + 2 = 5

Warhammer Damage+1AP: 2d6 ⇒ (5, 5) = 10

Damage Raise: 1d6 ⇒ 2

I am going to spend a Benny that we just got to re-roll!

Fighting: 1d10 + 2 ⇒ (4) + 2 = 6

Wild: 1d6 + 2 ⇒ (5) + 2 = 7

Warhammer Damage+1AP: 2d6 ⇒ (6, 1) = 7

Damage Explosion: 1d6 ⇒ 4

Damage Raise: 1d6 ⇒ 1

Maybe...

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