[GDVII, PFS] GM Blake's 9-00 Assault on Absalom (Inactive)

Game Master Blake's Tiger

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Knock 2 hours off your starting buffs and 30 minutes off the buffs you put up at the beginning of this encounter. Essentially 30 minutes between encounters during Part I.

You find Lady Gloriana Morilla sitting at her desk, reviewing a growing pile of reports. Every minute or two, a courier or a charmed animal arrives to deliver another message.

“The city is in dire straits, Pathfinders. The Siege Lord Wynsal Starborn is a strong leader, but he’s had difficulty gathering the High Council—and in turn getting other nobles to focus. The recent acts of sabotage have caused many noble families to seal off their estates or begin evacuating the city in private ships. Not only is this cowardly exodus clogging the harbor and sowing confusion, but it is also disrupting other defenses because the nobles had earlier promised their household guards’ service in defending the city. Acting under authority granted by the Siege Lord, help me find them and remind them of their responsibilities as members of the nobility. History need not remember them and their descendants as the ones who failed Absalom.”

Lady Morilla provides you with a list of four family names—the Arpadors, Caperinas, al-Hadirs, and Tullians— and their presumed whereabouts.

You may attempt to learn (or know) something about the Arpadors, Caperinas, and al-Hadirs with a Knowledge (nobility) check or a more difficulty Knowledge (...any?) check. Each house has its own check. The Tullians were left off of this on purpose.

Once you gain audience with a house, in order to persuade the family, you will need to succeed 1 each of Bluff, Diplomacy, and Intimidate.

Which family first?

Dark Archive

NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
Current Conditions:
none
Active Spells:
good hope, mage armor

I imagine Chandu will want to attempt those Knowledge (nobility) checks (he is +7 base before heroism if he has it up). Once he makes them, I see no problem just going down the list (Arpadors then, Caperinas, then al-Hadirs, and then Tullians). Chandu is +19 on Bluff and Intimidate, and +22 on Diplomacy (before heroism if he has it up). Bonaventure is Bluff +13, Diplomacy +18, and Intimidate +12 so he can auto-assist Chandu for +2 more on those checks.

Grand Lodge

Male Evoker 5 (HP: 37/37), Init: +3, AC: 18 T: 14, FF: 15 (Assumes Mage Armor), Perception +11 (LLV), F: +3, R: +5, W: +5, CMB: +0, CMD: 14
Per Diem:
  • Force Bolt (1d4+2) 1/9, 5* re-roll USED
  • Thran is extremely erudite and knows many things about many subjects!
    The elf lists what he knows about each house:

    Knowledge (Nobility):
    Arpadors: 1d20 + 11 ⇒ (17) + 11 = 28
    Acaperinas: 1d20 + 11 ⇒ (6) + 11 = 17
    al-Hadirs: 1d20 + 11 ⇒ (5) + 11 = 16


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    Thranalas relays:

    The Arpadors were originally merchants who effectively bought their way into the nobility with their considerable wealth accumulated in the cattle trade.

    Mentioning their humble origins makes them flustered, decreasing the difficulty of either the Bluff check or Intimidate check by one step.

    The Caperinas are from Cheliax, and like many of their fellow Chelaxians, they are sticklers for law.

    The PCs can attempting Linguistics or Profession (barrister) checks in place of Bluff, Diplomacy, and Intimidate checks to influence the Caperinas.

    Centuries ago, the extended al-Hadir family produced many great warriors who fought Taldor and became war heroes.

    Reminding Naadhira of her family history makes her feel ashamed, decreasing the difficulty of either the Bluff check or Diplomacy check by one step.


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    You find the Arpadors locked behind their manor's gate. The guards grudgingly allow you through the sally port, quickly slamming and locking the door before one of them leads you to the head of the house.

    Marton Arpador meets you in a waiting room. He takes a seat, twirling one end of his mustache with his finger. "Whyfor have you come to our humble manor? The grand metropolis is in chaos, the Siege Lord has lost all semblance of control of the streets. Why, I, myself, have witnessed packs of shambling, dead-eyed, skeletal warriors prowling the byways not three blocks from our manor. Should you noble adventurers--masters of the arcane arts and peerless swordsmen--not be out there dealing with those terrible threats?"

    Sense Motive, DC 20:
    He's terrified of the undead. That's probably the real reason that he's hiding rather than purely due to selfishness.

    Liberty's Edge

    Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

    Grog tries to discern Marton's meaning.

    Sense motive: 1d20 ⇒ 20

    "Buddy I ain't a swordsman but if my axe can help show me the way but to deal with this threat we;d need everyone noble and freeman alike to stick together. Besides we got priests to deal with the undead. They can help too."


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    "Indeed, indeed," Marton says. "But are there enough?"

    The Exchange

    LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
    AMF:
    AC18, HP44/88, F +8, R +8, W+8
    Resources:
    Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
    Spell Slots:
    7/3/0/2
    | Conditions: Delay Poison

    My heroism will have run out, it was a potion. I will burn anothe charge to maintain longstrider.

    Chandu regards the nobleman with a degree of cool detachment.

    Chandu cannot fail that sense motive check

    Sir, your fears unman you and you do dishonour to your ancestors who fought so hard to raise tyou to your current position. Now is the time to put some steel into your heart and to fight for that which was so hard won so pick up your blade and join us in defending this city!

    Intimidate: 1d20 + 19 ⇒ (5) + 19 = 24

    You need not fear, we will remain with you during this conflict, we will have your back...

    Bluff: 1d20 + 19 ⇒ (5) + 19 = 24

    And once this conflict is over you can impress upon our rulers how you stood up to defend the city when other lordlings cowered behind their walls.

    Diplomacy: 1d20 + 22 ⇒ (13) + 22 = 35


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    With Grog's shared insight into the Lord's motivations, Chandu makes short work of the man's protestations and convinces him to lend his guardsmen to the battle. "Indeed! With you good heroes at our men's side, how can they do but naught save be victorious!"

    Ow. Writing his speech idiosyncrasies hurts.

    The Caperinas manor is build with traditional Chelaxian architecture. You are guided to a large sitting room where Annalia Caperinas sits in a high-backed chair in front of her hearth. In her arms she holds her gray, Chelish ragdoll cat. "Perhaps you could tell me why you have come, perhaps?"

    I spoke too soon, perhaps.

    Perception DC 24:
    You notice a small pentagram hidden within the filigree on the amulet she wears, which is odd given the Caperinas' renunciation of Asmodeus. Point this out is likely to embarrass her, making it easier to Bluff immediately after.

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    Perception: 1d20 + 17 ⇒ (4) + 17 = 21.

    Radagast remains oblivious, content to let the party's resident Bard sort things out.

    Scarab Sages

    Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

    perception: 1d20 + 6 ⇒ (10) + 6 = 16

    Jinsa fail to notice anything important.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    ***OVERSEER ANNOUNCEMENT***

    The combined strength of the Muckruckers and the Grand Lodge have broken through the Black Echelon’s defenses and retaken Fort Tempest. Absalom’s flag flies over the fortress once more, encouraging the city’s defenders.

    Table GMs, the Grand Lodge mission has been completed, and that faction’s special condition on page 10 is in effect. No new groups may start the Grand Lodge mission; those groups already in progress may complete the mission and report the success towards one of the other missions.

    The Exchange

    LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
    AMF:
    AC18, HP44/88, F +8, R +8, W+8
    Resources:
    Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
    Spell Slots:
    7/3/0/2
    | Conditions: Delay Poison

    Perception: 1d20 + 18 ⇒ (14) + 18 = 32

    Chandu smiles at the noblewoman. We are here to secure your support in the siege, surely you see the importance of members of all Religions standing together against a common foe. The forces of the Abyss are opposed to every ideology...

    Bluff: 1d20 + 19 ⇒ (19) + 19 = 38

    Of course you could choose not to help but such reluctance is likely to be viewed with disappointment amongst the City leaders which could create complications for those of less popular faiths...

    Intimidate: 1d20 + 19 ⇒ (20) + 19 = 39

    But I am sure you will make the right decision and support the city you call home and garner the benefits of doing so in the aftermath of this conflict.

    Diplomacy: 1d20 + 22 ⇒ (15) + 22 = 37

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    Heh. Chandu, you might as well just post your speech for the other two families, as well - the rest of the party is basically just watching you, anyway ;-)

    The Exchange

    LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
    AMF:
    AC18, HP44/88, F +8, R +8, W+8
    Resources:
    Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
    Spell Slots:
    7/3/0/2
    | Conditions: Delay Poison

    I was actively trying not to do that to give other people a chance to be involved.

    Scarab Sages

    Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

    With a diplo of 6 and intimidate of 10. Jinsa can aid, but what need to roll really high to change any minds. If you need something electrocuted, then come and get me. Sincerely, The Blue Dragon

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    Eh. Right tool for the job - you are clearly the right 'tool' for Diplomatic encounters, so we might as well use you for them :-) I mean, the best I can contribute is a -2 to *all* of Bluff/Diplomacy/Intimidate, so there is no point me being the primary :-P

    Dark Archive

    NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
    Current Conditions:
    none
    Active Spells:
    good hope, mage armor

    I'm decent, but not near the level of the bard. I'm content to let him do the talking and chime in here and there to aid him if necessary. I can't fail to aid another so Chandu should just go ahead and add +2 to his Bluff/Diplomacy/Intimidate checks.

    Liberty's Edge

    Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

    I have a negative CHA modifier so I'm sitting out :)

    Grand Lodge

    Male Evoker 5 (HP: 37/37), Init: +3, AC: 18 T: 14, FF: 15 (Assumes Mage Armor), Perception +11 (LLV), F: +3, R: +5, W: +5, CMB: +0, CMD: 14
    Per Diem:
  • Force Bolt (1d4+2) 1/9, 5* re-roll USED
  • Thran is taciturn by nature, and this is bard heaven. You won't find me complaining :-)


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    If it inspires you at all, Jinsa, you would only need a 10 to 14 on the dice, not counting the clues Thran uncovered nor the scene specific clues.

    "Perhaps what you suggest is true," Annalia says. "And perhaps my guards might find the time to assist the defenses. Off with you now. I will go discuss with my advisers."

    That was a success.

    You are welcomed behind the well fortified walls at the al-Hadir manor by the guards, as they seem to be offering shelter to anyone who requests it. They send a messenger to announce your arrival, and Naadhira al-Hadir, herself, comes to meet you in the courtyard. "Welcome to our home," she says. "You have made it through the dangerous streets to our shelter by Sarenrae's grace. You have a message for me?"

    Sense Motive DC 20:
    You sense that Naahira is stubborn and does not respond well to threats. Instead of Intimidate, you may make a second Bluff or Diplomacy check.

    The Exchange

    LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
    AMF:
    AC18, HP44/88, F +8, R +8, W+8
    Resources:
    Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
    Spell Slots:
    7/3/0/2
    | Conditions: Delay Poison

    Chandu cannot fail the sense motive check

    Chandu smiles at the noblewoman. My Lady, we do indeed bear a message from the very highest echelons of the city government.

    Bluff: 1d20 + 19 ⇒ (10) + 19 = 29

    The city now calls on all noble families to stand up for this city, its people, to defend it with all of the strength available to you.

    Diplomacy: 1d20 + 22 ⇒ (15) + 22 = 37

    Your people need your strength Lady, will you join us in defence of the city?

    Diplomacy: 1d20 + 22 ⇒ (1) + 22 = 23


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    Naadhira considers quietly for a moment. "Your words convince me. We can only defend so many within our own walls. Al-Hadir will send its guards to bolster the Siege Lord's forces."


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    GM Screen:

    Blue: 1d3 ⇒ 2
    Yellow: 1d2 ⇒ 1
    Red = 3

    The Tullian nobles have already fled their manor, intending to escape the city by ship. They should be able to be found in the Docks district. As you search, you hear a great deal of splashing and strangled cries for help coming from the water.

    Once you do get a view of the water, you see three nobles trying to tread water and succeeding very poorly.

    Timed Trial! Round 1.

    Everyone is up
    Red, Yellow, Blue

    The Exchange

    LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
    AMF:
    AC18, HP44/88, F +8, R +8, W+8
    Resources:
    Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
    Spell Slots:
    7/3/0/2
    | Conditions: Delay Poison

    Chandu weaves an enchantment around herself and then sprints off towards the docks, hoping to use her spear as a lever to pull the drowning nobles out.

    Casting expeditious retreat and then moving

    Liberty's Edge

    Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

    Grog moves towards a noble. red, double move

    "I'm coming bud hang on!"

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    "Hang on!"

    Radagast and Fluffy hustle forward.

    Double move.

    Dark Archive

    NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
    Current Conditions:
    none
    Active Spells:
    good hope, mage armor

    Bonaventure hurries after his companions. As he rounds the corner, he sees the dire straits of the nobles.

    He stops short, and begins casting a spell.

    Spellcraft DC 18 +1 per 10 feet of distance:
    With my remaining standard action this turn, and my standard action next turn, summon monster 3 for
    water elementals: 1d3 ⇒ 3

    Core Rulebook p. 186 wrote:

    Start/Complete Full-Round Action

    The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.
    Core Rulebook p. 187 wrote:
    A spell that takes one round to cast is a full-round action.

    Scarab Sages

    Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

    Jinsa cast Expeditious retreat and moves to the pier. He then drops his back pack.

    Standard cast spell, move 60 feet, and then free action to drop bag. Jinsa has rope on the outside of his bag.

    Grand Lodge

    Ratrod's Revenge || 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.


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    As the companions rush to rescue the nobles, the middle noble (yellow) sinks beneath the surface of the water. The other two continue to panic and struggle.

    Timed Trial! Round 2.

    Everyone is up (Thran can slip in an extra round's action)
    Red, Yellow (submerged), Blue

    Grand Lodge

    Male Evoker 5 (HP: 37/37), Init: +3, AC: 18 T: 14, FF: 15 (Assumes Mage Armor), Perception +11 (LLV), F: +3, R: +5, W: +5, CMB: +0, CMD: 14
    Per Diem:
  • Force Bolt (1d4+2) 1/9, 5* re-roll USED
  • The elven wizard focuses on the task at hand. He rushes towards the shore and the piers. Frantically he searches for a rope, line, or something he can throw....

    Second round based on that.

    Dark Archive

    NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
    Current Conditions:
    none
    Active Spells:
    good hope, mage armor

    Bonaventure completes his spell, and three water elementals appear. He commands them in Aquan.

    Aquan:
    "You on the left, rescue the man dressed in blue! You on the right, rescue the man dressed in red! You, in the middle, rescue the man dressed in yellow!"

    To his companions in Common.

    "I have summoned those water elementals, and commanded them to rescue the drowning men!"

    He moves forward and draws his wand of bless as he goes.


    Augmented Small Water Elemental (full statblock in profile)—HP: 17/17 | AC: 17 (11 Tch, 17 FF) | CMB: +5, CMD: 15 | F: +6, R: +3, W: +0; | DR 3/evil

    Blue 17/17 hp, 6 rounds remaining
    Yellow 17/17 hp, 6 rounds remaining
    Red 17/17 hp, 6 rounds remaining

    The augmented small water elementals move to follow their orders.

    Blue CMB (water mastery): 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
    Yellow CMB (water mastery): 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
    Red CMB (water mastery): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

    The Exchange

    LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
    AMF:
    AC18, HP44/88, F +8, R +8, W+8
    Resources:
    Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
    Spell Slots:
    7/3/0/2
    | Conditions: Delay Poison

    Chandu jogs up to the end of the pier and reahes out to the swimming noble with her spear, Grab hold and I will pull you in

    No idea how that works mechanically but I suspect the water elementals have this

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    Radagast delays, figuring that the water elementals have the situation well in hand.


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    Sadly, Thran, these docks appear to be of the unusually barren variety. I guess the writer wanted you to use your tools rather than give you tools.

    Chandu: It's a CMB maneuver to reposition a noble, the goal being to move them close to solid ground. You can do this at reach using things like your spear. I'll roll this one to keep things going.

    GM Screen:

    Chandu's CMB: 1d20 + 10 ⇒ (12) + 10 = 22

    The water elemental pulls the submerged noble back to the surface where Chandu offers the butt of her spear. When he fails to notice it in his terror, she jabs it into his abdomen, and he reflexively grabs hold. She then pulls him closer.

    The other two nobles panic, preventing the water elementals from helping them currently.

    Timed Trial! Round 2.

    Thranalas
    Radagast
    Red, Yellow, Blue

    Grand Lodge

    Male Evoker 5 (HP: 37/37), Init: +3, AC: 18 T: 14, FF: 15 (Assumes Mage Armor), Perception +11 (LLV), F: +3, R: +5, W: +5, CMB: +0, CMD: 14
    Per Diem:
  • Force Bolt (1d4+2) 1/9, 5* re-roll USED
  • Well, my plan WAS to throw rope, use my arcane bond to cast Animate Rope. Oh well!

    Thran, frustrated for the first time that his spells are geared towards harming over helping wracks his brain for ideas as he hustles to the end of a pier, ready to receive a noble if the elemental has success.

    Double Move.

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    Radagast sighs, and pulls out a rope to make a lariat...

    Liberty's Edge

    Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

    Grog jumps into the water and moves towards the noble, but doesn't get far.

    "Buddy stop moving here grab my hand"

    swim: 1d20 + 5 ⇒ (1) + 5 = 6


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    Grog leaps into the water. There he is only able to tread water, the surf pushing back too strongly. Radagast prepares to lasso one of the struggling nobles.

    The blue-shirted noble sinks below the surface of the water. At the same time, the doors to the buildings closest to the pier open without a sound. Two mummified men emerge--one from each building--wearing damp cloaks and tattered clothes. They hold a sickle in one hand, and a dart in the other.

    Combat! Round 3.

    Bonaventure & elementals
    Chandu
    Grog
    Jinsa
    Radagast
    Thranalas
    Black Echelon (red, blue)
    Nobles (red, yellow (holding Chandu's spear), blue (submerged))

    Dark Archive

    NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
    Current Conditions:
    none
    Active Spells:
    good hope, mage armor

    Waiting to see if we are going to get inspire courage.

    Grand Lodge

    Male Evoker 5 (HP: 37/37), Init: +3, AC: 18 T: 14, FF: 15 (Assumes Mage Armor), Perception +11 (LLV), F: +3, R: +5, W: +5, CMB: +0, CMD: 14
    Per Diem:
  • Force Bolt (1d4+2) 1/9, 5* re-roll USED
  • Thran turns to the threat. "Continue to save them. I'll start to slow down these creatures!"

    A trio of Magic Missiles erupt from the elf's hands. All three slam into the creature closest to him DMG v. Red: 3d4 + 5 ⇒ (1, 3, 1) + 5 = 10

    Liberty's Edge

    Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

    Grog tries to save the noble red, if I make it I swim back to the dock

    swim: 1d20 + 5 ⇒ (14) + 5 = 19

    damm I'm not a fish

    The Exchange

    LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
    AMF:
    AC18, HP44/88, F +8, R +8, W+8
    Resources:
    Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
    Spell Slots:
    7/3/0/2
    | Conditions: Delay Poison

    Religion: 1d20 + 7 ⇒ (17) + 7 = 24
    DR and special attacks if I get anything are my preferred things

    Chandu starts to give a rousing speech, Fight well friends, we cannot be stopped!

    Following which she tries to lever the noble onto the dock.

    Inspire courage for +2/2, reposition noble onto the dock

    Reposition, inspire: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

    The tip of her spear also busts into light.

    Swift action for arcane strike

    And she stands ready to strike any enemy which comes within her reach.

    OA, inspire, pa: 1d20 + 11 + 2 - 2 ⇒ (18) + 11 + 2 - 2 = 29
    Damage, pa, as: 1d8 + 8 + 6 + 2 ⇒ (4) + 8 + 6 + 2 = 20

    Dark Archive

    NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
    Current Conditions:
    none
    Active Spells:
    good hope, mage armor

    Bonaventure activates his wand of bless and yells at the yellow water elemental while pointing at the blue creature to the south. He then moves along the building due east.

    Aquan:
    "Attack that blue thing!"

    Dark Archive

    NG Male Human (Ulfen) Sorcerer (Celestial) 6 | HP: 46/46 | AC: 12 16 (12 Tch, 10 14 FF) | CMB: +2, CMD: 14 | F: +10, R: +6, W: +7; +1 vs. curses| Init: +2 | Perc: +0, SM: +0 | Heavenly Fire 7/8
    Current Conditions:
    none
    Active Spells:
    good hope, mage armor

    Augmented Small Water Elemental (full statblock in profile)—HP: 17/17 | AC: 17 (11 Tch, 17 FF) | CMB: +5, CMD: 15 | F: +6, R: +3, W: +0; | DR 3/evil

    Blue 17/17 hp, 5 rounds remaining
    Yellow 17/17 hp, 5 rounds remaining
    Red 17/17 hp, 5 rounds remaining

    The augmented small water elementals move to follow their orders.

    Blue CMB to drag the blue noble to the docks (bless, inspire courage, water mastery): 1d20 + 5 + 1 + 2 + 1 ⇒ (1) + 5 + 1 + 2 + 1 = 10
    Yellow Slam vs. blue enemy (bless, inspire courage, water mastery): 1d20 + 7 + 1 + 2 - 4 ⇒ (2) + 7 + 1 + 2 - 4 = 8
    Red CMB to drag the red noble to shore (bless, inspire courage, water mastery): 1d20 + 5 + 1 + 2 + 1 ⇒ (11) + 5 + 1 + 2 + 1 = 20

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    With a hoot of anger, Fluffy steps up, and attempts to rip into Blue.

    Bite: 1d20 + 10 + 2 + 1 ⇒ (17) + 10 + 2 + 1 = 30, for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13 damage.
    Claw: 1d20 + 10 + 2 + 1 ⇒ (14) + 10 + 2 + 1 = 27, for 1d4 + 6 + 2 ⇒ (2) + 6 + 2 = 10 damage.
    Claw: 1d20 + 10 + 2 + 1 ⇒ (13) + 10 + 2 + 1 = 26, for 1d4 + 6 + 2 ⇒ (2) + 6 + 2 = 10 damage.

    Meanwhile, Radagast tries to lasso the Blue noble, and drag him to shore.

    Lasso: 1d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18.


    | Extinction | url= |

    Knowledge (religion) Result:
    [ooc]DR 5/bludgeoning or slashing; Special Attacks: Sneak Attack +3d6

    The blue-shirted noble is far too frightened to let the elemental help him. The red-shirted noble is pushed closer to shore. Chandu hefts the yellow-shirted noble onto the dock and then prepares to fight off any assailants.

    Radagast manages to toss his loop close enough to the sinking noble that the man reflexively grabs it, and the druid pulls him back up to the surface. [ooc](CMB check each round to pull him closer to you)

    Grog shoves the red-shirted noble that the water elemental passed him onto the dock.

    Thranalas sends a trio of force missiles into the nearest Black Echelon zombie where they strike silently. One of the water elementals emerges from the sea and tries to crush the other zombie, but the undead is suprisingly nimble. Once Fluffy gets to it, though, the owlbear proves overwhelmingly powerful and manages to land every blow. All sound disappears from Fluffy once he is adjacent to the zombie.

    Combat! Round 3.

    Bonaventure & elementals
    Chandu
    Grog
    Jinsa
    Radagast
    Thranalas
    Black Echelon (red [-10 hp], blue [-33 hp])
    Nobles (red [safe], yellow [safe], blue (surface holding rope))

    Scarab Sages

    Male LN Tian-Shu Dragon Disciple 2/ Sorcerer 5 | HP 69/69 Temp 9/9 | AC 23; T 13; FF 20| Resist Electricity 5 | Fort +8; Ref +7; Will +8 | Init: +7 | Perc: +7, SM: +1 | Speed 30ft | Claws 5/5 | Spells: 1st 3/7; 2nd 5/6; 3rd 0/3 | Active conditions: Mage Armor (12 hours), False Life (6 hours), Shield (6 Minutes)

    Jinsa cast another shocking grasp and then approaches red to deliver the charge.

    attack vs touch: 1d20 + 7 ⇒ (6) + 7 = 135d6 + 5 ⇒ (6, 3, 5, 5, 4) + 5 = 28 electricity damage

    +3 to attack if he has any metal on him

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