Cwethan's Assault on Absalom (Inactive)

Game Master Cwethan

Maps & Handouts


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Scarab Sages

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Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam continues to press the issue, with a feint to get her further off balance "It's okay your ladyship, I'm certain the symbol isn't indicative of other bonds the church of Asmodeous may hold you, as you yourself spoke, 'one can legally force House Caperina to do anything against its wil'. We all have meaningless trinkets, that serve only memories.

bluff: 1d20 + 14 ⇒ (7) + 14 = 21

Before following up with a polite request "But I digress. Please lets not get distracted. Since you are free to do as you wish one can only assume that the orders to help defend the city are already in progress, merely awaiting your final approval. We implore you to do such with no delay, for the reason the Caperinas have never needed the burden of command is the strength of leadership they have always shown, an example to others. If we can be of service in any way to deliver your orders please waste no time in letting us know."

diplomacy: 1d20 + 17 ⇒ (18) + 17 = 35


12/15/18 - 10/11/13 Social Media Booster (CPR),

Lady Caperina looks delighted to take Hassam's out regarding Asmodeus, and brushes right past the incident.

"Perhaps the orders are already drafted, but I'm quite certain my own servants can tend to their dispersal. If, perhaps, there were sufficient reason to send them."

You guys have one success down, but you'll need an Intimidate (or in this case Linguistics or Profession (barrister) check to seal the deal!)

Grand Lodge

Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells: Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)

Ralph's country accent breaks out, stating very calmly and evenly so he's clear to be understood. "Ma'am. Gonna be downright honest with you. We're in the middle of a siege. We need your help, and I don't intent to sit here n' chit chat all day. We already told you our good intentions. We already showed you we playin' nice. We ain't got time for this political crap when we got a city to save! Now, I don't wanna have to stoop to this level, but I'd be real appreciative if you could just send those orders real nice-like," with that, Ralph plays at the gun by his side, but does not draw it, merely just insinuating trouble. "Or you'll regret that you ever saw us today, understand? We Pathfinders don't mean to cause trouble, but it often follows us. Besides, search your heart. You know it's the right thing to do." He takes out a piece of straw from his sack and starts chewing on it.

Intimidate: 1d20 + 17 ⇒ (19) + 17 = 36


12/15/18 - 10/11/13 Social Media Booster (CPR),

She blanches, "Perhaps I have been too hasty. Worry not Pathfinders, House Caperina fights with you."

House Arpador or House Tullian?

Grand Lodge

Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells: Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)

Ralphs responds to her in a much more rushed and bouncy tone before leaving. "See? I knew you'd do the right thing! I just knew it!"

After Leaving
Ralphs amuses himself to no one in particular. "See, a little fear of the gods is good for these noble house leaders e'ery once in a little while. Puts 'em in their place. Not used to it when they're at the top, yeah?"

"Let's go to the Tullians, yeah? I'm a lil' curious about their mysteries ways, I am!"

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

"I am as well" - Rogar agrees with Raplh - "Speaking with my fellow nobles has never been my strong suit, but you excellently managed the task thus far and I'm sure you can do that with these Tullians as well!"


12/15/18 - 10/11/13 Social Media Booster (CPR),

Tullians it is! They require a leetle bit of set up, so we'll join them at the docks in a couple hours

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

The docks sounds like a good place to pick up some fresh ingredients for nigiri, Undy muses.


12/15/18 - 10/11/13 Social Media Booster (CPR),

Map is on Slide 10, but right now the paizo site won't let people update Campaign Info...

As you arrive at the waterfront, the sound of splashing and panicked cries quickly draws your attention to three floundering nobles!

Initiative:

Undy: 1d20 + 4 ⇒ (11) + 4 = 15
Dioneo: 1d20 + 10 ⇒ (14) + 10 = 24
Rogar: 1d20 + 6 ⇒ (10) + 6 = 16
Hassam: 1d20 + 13 ⇒ (9) + 13 = 22
Davorin: 1d20 + 2 ⇒ (6) + 2 = 8
Ralph: 1d20 + 5 ⇒ (4) + 5 = 9
Bad Guys?: 1d20 + 8 ⇒ (8) + 8 = 16
Bad Guys?: 1d20 + 7 ⇒ (20) + 7 = 27

GM Screen:
1d20 ⇒ 61d20 ⇒ 19

As you watch, one of the nobles, flailing around next to his bedraggled crimson hat, goes under for a moment, barely breaking back above the surface to take another huge gulp of air!

Bold may go
Flailing Nobles
Dioneo
Hassam

Flailing Nobles
Rogar
Undy
Ralph
Davorin

Sovereign Court

Ifrit (Chelaxian) Baron 9 | Fire DR: 20 | HP: 51/75 | AC:20| T: 12| FF: 18 | CMD: 17 | Fort: +9 | Ref: +10 | Will: +10 | Init: +10 | Perc: +0 | Sense Motive: +4 | Speed: 20 ft.
Tracked resources:
Spells: 0 - 8 ; 1st - 8/8 ; 2nd - 2/8 ; 3rd - 4/8 ; 4th - 3/5 ; Wings: 7/9 ; Enlarge/Reduce Person: 1/1 ; Omen: 0/1 ; Selective: 3/3 ; Elemental (Electricity): 1/3 ; Stardust: 9/10

Dioneo, not one for going bathing, casts a spell swiftly and the party seems enhanced.

I cast Blessing of fervor

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam takes advantage of his newfound speed as he rushes to the harbor and draws out a potion.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

Led from Misery Row by agents of Liberty’s Edge, most of Absalom’s slaves have cast off their chains to contribute to Absalom’s defense.

Table GMs, the Liberty’s Edge faction’s special condition on page 10 is in effect.

----------

The gathering clouds momentarily part as a beam of sunlight shines upon the Ascendant Court, heralding the return of Sarenrae’s holy warriors and the arrival of a small host of celestial guardians. These reinforcements rally alongside the paladin Ollysta Zadrian before dispersing to aid Absalom.

Table GMs, the Silver Crusade faction’s special condition on page 10 is in effect.

-----------

Warriors wearing the colors of a dozen or more noble houses course through Absalom’s streets, lending their strength directly to the First Guard. Numerous well-known aristocrats—previously thought to have fled before someone convinced them otherwise—appear at major sites and intersections to help coordinate the war effort and rally the citizens.

Table GMs, the Sovereign Court faction’s special condition on page 10 is in effect.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

On our way there, Undy would have reactivated Mage Armor from his wand on himself and Riddy.

Will be out playing tabletop PFS much of the day, so posting my turn now in advance. Please disregard if a dragon or somesuch appears in our midst before my turn comes up!

Undy and Riddy both fly up to the water, just above the heads of the drowning nobles. Using Blessing of Fervor to increase Undy's fly speed to 70'; using it to give Riddy a bonus on AC and Reflex - his fly speed remains 60' - I've moved their tokens now, though this is out of turn so feel free to move them back if need be.

Riddy readies an action to use his wand of magic missile (which he drew as he flew forward) on any hostile creature that appears within range.

Unless the GM says this won't work in water... Undy will cast Aqueous Orb on the southernmost noble, move the orb 10' to try to catch the female noble, and then move the orb 10' more feet to try to deposit them on the dock. If the orb can keep moving (it can move a total of 30' a round), it will then move 10' back towards the northernmost noble (it didn't have enough movement to catch all of them in 1 round). Each noble gets a DC 19 Reflex save or they take nonlethal dmg: 2d6 ⇒ (6, 4) = 10; if they fail this save, they get a second DC 19 Reflex save or they are engulfed by the orb and carried by it (which is what I'm hoping for)


12/15/18 - 10/11/13 Social Media Booster (CPR),

Reflexes: 1d20 + 3 ⇒ (20) + 3 = 231d20 + 3 ⇒ (19) + 3 = 22 Wow

Despite Undy's best efforts, the panicking nobles surprisingly resist his frightening aquatic rescue!

Bold may go
Flailing Nobles
Dioneo
Hassam
Flailing Nobles
Rogar
Undy
Ralph
Davorin

Silver Crusade

Male NG Human Adventurer! | HP: 86/86 | AC: 26, 30 total defense, 33 in-combat; regularly 24 (15 Tch, 20 Fl) | CMB: +12, CMD: 25 | F: +11*, R: +11*, W: +4* (*+1 Enchant, +1 Mind-affect, add'l +1 Psychic Mid-affect (SP/SLA)) | Init: +2 | Perc: +8 (+1 traps, add'l +2 magic traps), SM: +8 | Speed 30ft | Shirt Reroll 1/1; Martial Flex (10 rnd) 1/4; Animal Focus 1/2; Anciticpate 1/1; Panache 1/1; Inspiration 1/3; Brilliant Plan 1/1 | Active conditions: None.

Davorin looks in horror as he sees the aquatic orb appear next to the nobles and yells in his most commanding voice, "What are you trying to do, drown them? If they pass out inside or can't get out they may be as good as dead! They're nobles, not some thieves that can squirm out of our spells!"

This is a very real question - if you knock them unconscious with the non-lethal or they can't get out and take enough, they start dying per the drowning rules, which is essentially two rounds. The spell isn't dispellable and they have to try to get out on their own against your DCs; you can't force them out.

Davorin concentrates on the speed boost provided to him and takes off at a run towards the docks, hoping he can arrive in time before taking a leap off the end of the docks, diving into the water towards a noble.

Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19 That's enough to clear the end of the dock by 15 feet if I wanted.
Swim: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Lodge

Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells: Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)

"What in tarnation...? Angel, fetch!"

Move Action
Angel doesn't know fetch, so Ralph tries to push her to do so.
Handle Animal: 1d20 + 21 ⇒ (1) + 21 = 22

Second Move Action
"Come on, girl! Fetch!"
Handle Animal: 1d20 + 21 ⇒ (10) + 21 = 31

(Ralph himself isn't going to be much help other than directing Angel around)


Large Tiger (HD 8) | HP 76/76 | AC 28*+ | T 15+ (19 incorporeal)* | FF 23*+ | CMD 28+ | F +10$ | R +12$+ | W +5$ | +4 vs. enchantment | Init +5$ | Perc +7$ (low-light, scent) | Active Spells: Prayer($), Mage Armor(*), Reduce Animal(+)

Move Action
Angel tries to fetch one of the nobles, moving to the edge of the water.

Second Move Action
She jumps in after him.
Swim: 1d20 + 10 ⇒ (19) + 10 = 29

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

Rogar drinks the potion he recently acquired by helping moving the alchemist cart. Then he starts flying into the air!

Retrieve and drink potion


12/15/18 - 10/11/13 Social Media Booster (CPR),

One of the strange misty skeletons drifts out of a nearby building, sickle reaching out to slice at Ralph as the world falls silent around him.

Sickle: 1d20 + 11 ⇒ (18) + 11 = 29
Slashing: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (2, 5, 1) = 16

But even as this happens, one of the nobles slips beneath the waves. He's still struggling, but he can't get his head back above water!

Bold may go
Flailing Nobles
Black Echelon Operative
Dioneo
Hassam

Flailing Nobles
Rogar
Undy
Ralph -16, Silent
Davorin

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Oops, my bad. Never realized that Aqueous Orb isn't dismissable or that I can't tell it to disgorge somebody that it's captured. Glad they all made their saves! :-)

Edit: Wrote this post and then realized that it's not my turn yet. Hope it's ok for me to post it now and have it be resolved at the appropriate time.

Riddy draws his wand of magic missile, while flying out of the way, and then fires two bursts of force at the skeleton. Move action to move while drawing wand; standard action to use the wand.

Magic Missile: 2d4 + 2 ⇒ (4, 1) + 2 = 7

Undy soon realizes that his plan to save the nobles from drowning by... possibly drowning them... needs to go back to the drawing board. He dives into the water to assist the blonde noble. What sort of check is that? Undy has a swim speed and water breathing. Actions: 5' step into the water and standard action to attempt to help the drowning noble. In the meantime, he sends his watery orb to deal with the skeleton that is bothering Ralph. Move action to move the orb 30' - it has just enough movement to attempt to engulf the skeleton while avoiding both Hassam and Ralph; Riddy is flying in the air above it. The skeleton needs to make a DC 19 Reflex save or it takes 2d6 non-lethal (to which it is presumably immune). If it fails the first save, it needs to make a second DC 19 Reflex save or it is engulfed.

CMB check? to rescue drowning noble: 1d20 + 6 ⇒ (9) + 6 = 15
Swim check? to rescue drowning noble: 1d20 + 10 ⇒ (9) + 10 = 19

Grand Lodge

Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells: Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)

Ralph mouths some curses but is unheard. (Guess Angel is stuck on Fetch XD)

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Taking +2s from Blessing of Fervor.

Hassam takes a 5ft step away as he drinks his potion of embiggening. The he takes up a powerful stance, holding his banner above his head.

visual inspire courage.

Sovereign Court

Ifrit (Chelaxian) Baron 9 | Fire DR: 20 | HP: 51/75 | AC:20| T: 12| FF: 18 | CMD: 17 | Fort: +9 | Ref: +10 | Will: +10 | Init: +10 | Perc: +0 | Sense Motive: +4 | Speed: 20 ft.
Tracked resources:
Spells: 0 - 8 ; 1st - 8/8 ; 2nd - 2/8 ; 3rd - 4/8 ; 4th - 3/5 ; Wings: 7/9 ; Enlarge/Reduce Person: 1/1 ; Omen: 0/1 ; Selective: 3/3 ; Elemental (Electricity): 1/3 ; Stardust: 9/10

Dioneo selects the speed from his own spell and moves towards the shore. 50 feet
Once there, he looks at the skeleton and lifts an nonchalant hand as radiant dust materialize around it.

"Instead of darkening the place with your attitude, shed light, will you?" he says.

Using my "Stardust" ability. No save, –3 penalty on attack rolls and sight-based Perception checks.

ACTIVE BUFF: Blessing of Fervor

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

Not sure when I'll be able top post next. On his turn Rogar will fly toward the submerged Tullians and try to save one (the girl)


12/15/18 - 10/11/13 Social Media Booster (CPR),

Another skeletal operative drifts out of the building, silently sliding through the fray before anyone can react! With its blade it slices at Dioneo, trying to put out the hated light.

Sickle: 1d20 + 16 ⇒ (12) + 16 = 28
Slashing: 5d6 + 4 ⇒ (6, 1, 5, 2, 3) + 4 = 21

Bold may go
Fervent

Flailing Nobles
Black Echelon Operative (Blue) -3 Attacks and Perception
Dioneo -21, Silent
Hassam - Silent
Flailing Nobles
Black Echelon Operative (Red)
Rogar
Undy
Ralph -16, Silent
Davorin

I'll take the earlier described actions for Rogar and Undy once Ralph and Davorin have gone, but they can change them before then if they wish.

Grand Lodge

Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells: Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)

Taking the +2 to AC and reflex this turn.

Free Action
Ralph continues to curse, but again is unheard.

5 ft. step
Ralph takes a step back.

Move Action
Pulls out his gun.

Standard Action
And fires at the creature!
Pistol Touch Attack (Deadly Aim, Point Blank Shot, Flagbearer): 1d20 + 11 - 2 + 1 + 2 ⇒ (2) + 11 - 2 + 1 + 2 = 14
Pistol Damage (Deadly Aim, Point Blank Shot, Flagbearer): 1d8 + 1 + 4 + 1 + 2 ⇒ (4) + 1 + 4 + 1 + 2 = 12
Regular cold iron bullet fired from a magic gun


Large Tiger (HD 8) | HP 76/76 | AC 28*+ | T 15+ (19 incorporeal)* | FF 23*+ | CMD 28+ | F +10$ | R +12$+ | W +5$ | +4 vs. enchantment | Init +5$ | Perc +7$ (low-light, scent) | Active Spells: Prayer($), Mage Armor(*), Reduce Animal(+)

Angel will continue to take movement... I guess? It's weird how Blessing of Fervor works with companions...

Standard Action
Angel, still stuck on fetching the noble, tries to grab hold of him with her mouth.
Grapple: 1d20 + 14 ⇒ (7) + 14 = 21

Move Action
She tries to swim up and out of the water.
Not sure what you need here, but gonna roll a swim and climb
Swim: 1d20 + 10 ⇒ (3) + 10 = 13
Climb: 1d20 + 10 ⇒ (11) + 10 = 21


12/15/18 - 10/11/13 Social Media Booster (CPR),

My take on Blessing of Fervor for Companions is that they're able to make rational use of it. So they take extra movement if they need it, and +2's if they don't. Oh, and not that it matters for Angel's roll, but it'll be Drag maneuvers to move the nobles.

Angel begins hauling one of the nobles closer to shore, and allowing him to seize a welcome breath. Angel normally would have failed that swim check, but this close to shore, she can actually still walk on the bottom.

As Ralph backs up, the operative continues its advance, not allowing him to escape its bubble of silence for a single second. Step Up - would you like to take the shot or take a different standard?

If he takes the shot:
The sudden advance of the creature catches Ralph by surprise, but it doesn't quiiite spoil his aim.

Sickle: 1d20 + 11 - 3 ⇒ (3) + 11 - 3 = 11
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9

Bold may go
Fervent

Flailing Nobles
Black Echelon Operative (Blue) -3 Attacks and Perception, Shot?
Dioneo -21, Silent
Hassam - Silent
Flailing Nobles
Black Echelon Operative (Red)
Rogar
Undy
Ralph -16, Silent
Davorin

Grand Lodge

Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells: Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)

Probably would have taken out his Terbutje instead (And missed with that 2). Will probably withdraw next round.


12/15/18 - 10/11/13 Social Media Booster (CPR),

Check

As Ralph attempts to exit, pursued by a skeleton, he snatches up a jagged bludgeon, but the undead operative avoids his frantic blow.

Bold may go
Fervent

Flailing Nobles
Black Echelon Operative (Blue) -3 Attacks and Perception, Shot?
Dioneo -21, Silent
Hassam - Silent
Flailing Nobles
Black Echelon Operative (Red)
Rogar
Undy
Ralph -16, Silent
Davorin

Silver Crusade

Male NG Human Adventurer! | HP: 86/86 | AC: 26, 30 total defense, 33 in-combat; regularly 24 (15 Tch, 20 Fl) | CMB: +12, CMD: 25 | F: +11*, R: +11*, W: +4* (*+1 Enchant, +1 Mind-affect, add'l +1 Psychic Mid-affect (SP/SLA)) | Init: +2 | Perc: +8 (+1 traps, add'l +2 magic traps), SM: +8 | Speed 30ft | Shirt Reroll 1/1; Martial Flex (10 rnd) 1/4; Animal Focus 1/2; Anciticpate 1/1; Panache 1/1; Inspiration 1/3; Brilliant Plan 1/1 | Active conditions: None.

Davorin begins to tread water near the noble, "I'll save you sir. Just don't thrash about, it'll make it harder."

CMB Drag: 1d20 + 12 ⇒ (8) + 12 = 20
Swim: 1d20 + 7 ⇒ (13) + 7 = 20

I did not move myself on the combat map as I didn't know if those were successes - I'll be moving this guy to the furthest south pier if I can. Feel free to move me.


12/15/18 - 10/11/13 Social Media Booster (CPR),

Drag (High Ground): 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Rogar and Undy are barely able to make any progress on the swimmer, as her own desperate flailings make it very difficult to get a firm grip!

Reflex: 1d20 + 5 ⇒ (12) + 5 = 17
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20

Undy's watery orb splashes through the skeleton, but it is able to avoid being swept away.

Turning aside from Ralph and his ineffectual clubbing, the glowing operative sets to slicing away at Hassam instead!

Sickle: 1d20 + 11 + 2 - 3 ⇒ (13) + 11 + 2 - 3 = 23
Slashing + Sneak Attack: 1d6 + 3 + 3d6 ⇒ (4) + 3 + (5, 3, 5) = 20
Sickle: 1d20 + 6 + 2 - 3 ⇒ (7) + 6 + 2 - 3 = 12
Slashing + Sneak Attack: 1d6 + 3 + 3d6 ⇒ (6) + 3 + (5, 2, 1) = 17

Bold may go
Fervent
Water is DC 15 Swim
Climbing onto the piers is DC 10
Climbing onto the shore is no check
Apparently the Black Echelon has Step Up

Flailing Nobles - CMD 18
Black Echelon Operative (Blue) -3 Attacks and Perception
Dioneo -21, Silent
Hassam -20, Silent

Flailing Nobles - CMD 18
Black Echelon Operative (Red)
Rogar
Undy
Ralph -16
Davorin


Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

@GM, did you resolve Riddy's 7 points of magic missile damage on the Blue operative? If you halved the damage due to them being incorporeal, I believe that magic missiles do full damage to the incorporeal?

Riddy, Knowledge (Religion): 1d20 + 11 ⇒ (5) + 11 = 16
Undy, Knowledge (Religion): 1d20 + 15 ⇒ (5) + 15 = 20 If that gets me any information, I'll take immunities and resistances

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam takes a 5ft step, ignoring the presence of blue and takes a flurry of fervoured strikes against red.

stabbing Red: 1d20 + 20 - 2 ⇒ (6) + 20 - 2 = 24
damage: 2d6 + 26 ⇒ (4, 4) + 26 = 34

fercor stab: 1d20 + 20 - 2 ⇒ (11) + 20 - 2 = 29
damage: 2d6 + 26 ⇒ (2, 6) + 26 = 34

iterative stab: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
damage: 2d6 + 2d6 ⇒ (3, 1) + (6, 6) = 16

magic, but half damage to incorporeal.

Hassam continues his powerful stance.

Still inspiring courage.


12/15/18 - 10/11/13 Social Media Booster (CPR),

Nope, they aren't incorporeal, just missed the damage, apologies. Hassam, I'm not sure how you're moving into blue's space, so please either explain that, make an Overrun check instead of your attacks, or adjust your movement.
These operatives are substantially similar to skeletons (undead immunities, immunity to cold, DR, but the congealed mists that enshroud them also have enough mass to allow slashing weapons to work at full effectiveness.

Bold may go
Fervent
Water is DC 15 Swim
Climbing onto the piers is DC 10
Climbing onto the shore is no check
Apparently the Black Echelon has Step Up

Flailing Nobles - CMD 18
Black Echelon Operative (Blue) -7, -3 Attacks and Perception
Dioneo -21, Silent
Hassam -20, Silent

Flailing Nobles - CMD 18
Black Echelon Operative (Red)
Rogar
Undy
Ralph -16
Davorin

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

A cacophonous cloud of debris and dust rises from the Precipice Quarter following the Scarab Sages’ activation ritual. An immense suit of animated plate armor rises from the wreckage, towers over the surrounding buildings, and declares in a metallic voice, “Gulgamodh stands ready.”

Table GMs, the Scarab Sages special condition on page 10 is in effect.

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Sorry, I had thought they were incorporeal.

Hassam takes +2 from the Fervor and tumbles away

acrobatics: 1d20 + 15 ⇒ (3) + 15 = 18
AC 19

Before making a vital strike on red.

vital strike onRed: 1d20 + 22 - 2 ⇒ (10) + 22 - 2 = 30
damage: 4d6 + 26 ⇒ (4, 2, 2, 6) + 26 = 40

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

Having dealt with the chaos that ensued from the Black Echelon’s attack, the Pathfinders return to the Grand Lodge. You can boost any Aid Token in your possession once, and this is an excellent opportunity to pass it to another group.

-----End Part 2-----

The sound of brass signal horns echoes across Absalom, warning the city that the enemy onslaught has begun. Sergeants of the First Guard shout warnings to attend the walls, when suddenly a second warning sounds. A messenger brings news of a second attack: “An enemy fleet is approaching from the south!” A strange mist is rising in the Flotsam Graveyard, and dozens of ships with tattered sails approach Absalom’s harbor with long-dead marines on board.

Back at the Grand Lodge, Master of Swords Marcos Farabellus addresses the Pathfinders: “You and the factions you represent have greatly helped our city; however, the worst is still to come, and Absalom needs our help! We must fight the enemy on land and at sea. Those of you who choose to bolster Absalom’s defenses against the demon-flesh army attacking from the Cairnlands to the north, report to Captain of the First Guard, Rothos of House Vastille. Those of you who choose to fight the undead armada, report to Captain Sevana Kinhan of the Wave Riders.”

Table GMs, Part 3 has begun.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy votes for the demon-flesh army


12/15/18 - 10/11/13 Social Media Booster (CPR),

Would've just resulted in some Following Step, Step up and Strike shenanigans anyways, but hey, saved by the bell :p

We've got one vote for demon-flesh!

Sovereign Court

Ifrit (Chelaxian) Baron 9 | Fire DR: 20 | HP: 51/75 | AC:20| T: 12| FF: 18 | CMD: 17 | Fort: +9 | Ref: +10 | Will: +10 | Init: +10 | Perc: +0 | Sense Motive: +4 | Speed: 20 ft.
Tracked resources:
Spells: 0 - 8 ; 1st - 8/8 ; 2nd - 2/8 ; 3rd - 4/8 ; 4th - 3/5 ; Wings: 7/9 ; Enlarge/Reduce Person: 1/1 ; Omen: 0/1 ; Selective: 3/3 ; Elemental (Electricity): 1/3 ; Stardust: 9/10

Phew! Well, don't we have loads of one-time buffs for an encounter with undeads? I'll vote for undeads for this reason. In the meantime, if it's possible:
Dioneo takes his stick of "feelgood" and uses some charges.

CLW wands (5 charges): 5d8 + 5 ⇒ (2, 4, 4, 6, 6) + 5 = 27

Silver Crusade

Male NG Human Adventurer! | HP: 86/86 | AC: 26, 30 total defense, 33 in-combat; regularly 24 (15 Tch, 20 Fl) | CMB: +12, CMD: 25 | F: +11*, R: +11*, W: +4* (*+1 Enchant, +1 Mind-affect, add'l +1 Psychic Mid-affect (SP/SLA)) | Init: +2 | Perc: +8 (+1 traps, add'l +2 magic traps), SM: +8 | Speed 30ft | Shirt Reroll 1/1; Martial Flex (10 rnd) 1/4; Animal Focus 1/2; Anciticpate 1/1; Panache 1/1; Inspiration 1/3; Brilliant Plan 1/1 | Active conditions: None.

I'm capable enough underwater, but you have my vote for whichever gets us moving first.

Grand Lodge

Half-Elf Gunslinger (Mysterious Stranger) 1/Oracle (Dual-Cursed, Lunar) 8 | HP 70/70 | AC 23^ | T 15^ | FF 18 | CMD 21^ | F +10$ | R +11$^ | W +10$ | +2 vs. enchantment, +4 vs. disease | Init +6$ | Perc +15$ (low-light) | Sense Motive +5$ | Grit 5/6 | Moonlight Bridge 6/6 | Fortune 0/1 | Spells: Level 1: 6/8; Level 2: 5/8; Level 3: 0/6, Level 4: 2/4 | Reroll 1/1 | Active Spells: Ant Haul, Air Walk, Blessing of Fervor(^), Prayer($)

Cure Light Wounds Wand (x4) (Ralph): 4d8 + 4 ⇒ (5, 4, 1, 6) + 4 = 20

(Would love someone to use a charge of my Mage Armor wand for Angel before we are at our next place... going to go ahead and mark it down for now on my list of stuff used)

I vote for demon army. Gunslingers and water don't mix very well XD

Sovereign Court

Ifrit (Chelaxian) Baron 9 | Fire DR: 20 | HP: 51/75 | AC:20| T: 12| FF: 18 | CMD: 17 | Fort: +9 | Ref: +10 | Will: +10 | Init: +10 | Perc: +0 | Sense Motive: +4 | Speed: 20 ft.
Tracked resources:
Spells: 0 - 8 ; 1st - 8/8 ; 2nd - 2/8 ; 3rd - 4/8 ; 4th - 3/5 ; Wings: 7/9 ; Enlarge/Reduce Person: 1/1 ; Omen: 0/1 ; Selective: 3/3 ; Elemental (Electricity): 1/3 ; Stardust: 9/10

Ok for me. I change my vote for demons so we can get moving :)

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

Demons it is then, and I'm ok with it

Scarab Sages

Bard 9 HP 90/90 | AC 17 T 12 FF 15 | Fort +9 Ref +12 Will +7 | CMD 23 | Init +13 | Perc +2 | +4 DC to cast defensively if threatened by Hassam | BANNER +2,
Resources:
BP (18/24) | S 1(6/6) 2(3/4) 3(2/5)

Hassam wands himself back up during the transition.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


12/15/18 - 10/11/13 Social Media Booster (CPR),

You are sent to bolster the lines at the Petal District. As you approach, in the distance, a brass horn sounds a warning signal. A moment later, a Captain of the First Guard shouts for her force to ready for impact—a command that guards relay up and down the wall. A dark swarm of thousands of strangely misshapen creatures charges, throwing themselves against the stone walls and clambering over each other to reach the top. Despite many volleys of arrows raining down and boiling oil poured on them, the stubborn fiend-flesh creatures press on. In multiple places along the ramparts, soldiers of the First Guard have to draw their swords and engage the creatures in melee. Here and there, groups of nightmarish creatures spill through the line of defense - like right here!

Initiative:

Undy: 1d20 + 4 ⇒ (2) + 4 = 6 +4 more if Heightened Awareness
Dioneo: 1d20 + 10 ⇒ (16) + 10 = 26
Rogar: 1d20 + 6 ⇒ (16) + 6 = 22
Hassam: 1d20 + 13 ⇒ (4) + 13 = 17
Davorin: 1d20 + 2 ⇒ (6) + 2 = 8
Ralph: 1d20 + 5 ⇒ (20) + 5 = 25
Bad Guys: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Bad Guys: 1d20 - 3 - 4 ⇒ (2) - 3 - 4 = -5

Undy Init Reroll: 1d20 + 4 ⇒ (20) + 4 = 24
Hassam Reroll: 1d20 + 13 ⇒ (7) + 13 = 20

Knowledge Arcana for the Blood, Knowledge Dungeoneering for the flesh
We're back on Slide 9
Bold may go!
Undy
Dioneo
Ralph
Rogar
Hassam

Walking Pools of Blood
Davorin

Sovereign Court

Male Human (Taldan) Fighter 10 - HP: 104/104 - To hit +24/+16 (2d6+17+9) - AC: 29 (30* if adjacent to a single foe) /T: 16 /FF: 26 - Perception +2 - F: +14 / R: +10 /W: +12 - CMB +18(25) - CMD +34(38) - Speed 30 - Init. +6 - DR 2/-

"Let them come to us. Demons are not known for their restraint and we should goad them to attack us while enjoying advantageous positioning"

Knowledge(dungeoneering): 1d20 + 5 ⇒ (17) + 5 = 22

Readied attack roll:
Power attack roll: 1d20 + 20 ⇒ (3) + 20 = 23Damage roll: 2d6 + 16 + 9 ⇒ (3, 1) + 16 + 9 = 29


12/15/18 - 10/11/13 Social Media Booster (CPR),

Rogar recognizes the Crawling Piles of Meat as Hungry Flesh. An awful unnatural ooze that grows bigger as it eats people, or has its skin cut. Only acid or fire can stop its healing for good.

Knowledge Arcana for the Blood, Knowledge Dungeoneering for the flesh
We're back on Slide 9
Bold may go!

Undy
Dioneo
Ralph

Rogar - Attack Readied
Hassam
Walking Pools of Blood
Davorin
Hungry Flesh

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy uses Ralph's wand of Mage Armor on Angel.

Walking Pools of Blood
Undy, Knowledge (Arcana): 1d20 + 17 ⇒ (10) + 17 = 27
Riddy, Knowledge (Arcana): 1d20 + 13 ⇒ (14) + 13 = 27

Hungry Flesh
Undy, Knowledge (Dungeoneering): 1d20 + 15 ⇒ (4) + 15 = 19
Riddy, Knowledge (Dungeoneering): 1d20 + 11 ⇒ (15) + 11 = 26

Not sure how many questions this gets me, but for both creatures I'd like to know: Special Attacks, Immunities, Resistances, Special Defenses

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