The 6 Seasoned Pathfinders, Episode 18: GMGlyn 4–21 Way of the Kirin (Inactive)

Game Master GHembree


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Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25
Daedîn wrote:

Daedîn bows. "I follow Erastil...any god whose preferred weapon matches my own, can't be bad...but I pretty much follow his precepts, for the most part any way, as well..."

[dice=Diplomacy]1d20+2= 19+2 = 21

GM: I posted the above yesterday but it never showed up in the Gameplay thread...just replying to it from my posts tab on my profile where it still shows up; I manually filled in the roll info since it doesn't show up when replying...

Grand Lodge

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Kahwen doesn't claim to the follower but may have cast a prayer to Gozreh while riding out storms on the sea. Iko nods, "The god of the sea and weather. He calls to all who sail.”

Aaftaab welcomes Iko Tsuneo as he tells the old warrior he follows Chaldira. Tsuneo raises an eyebrow, "A god of Halflings, war, and luck?”

Daedîn claims Erastil as his preferred god. The old warrior nods, "Old Deadeye, a well-known god who stands for good and law. Well chosen.”

As the tea ceremony continues, the venerable warrior politely poses questions to everyone present "As a representative of the Way of the Kirin it is up to me to ascertain the Pathfinder Society’s suitability as an ally.” Pausing to look at all of you he continues, "What is your proudest moment as a Pathfinder? Also, do you feel that the Society rewards its members for acting honorably? Have they ever giving you a mission to kill someone?”

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling listens to the conversation, plucking the strings of her lute every few seconds to create some fitting calm background music.

"The gods have always fascinated me," she answers the warrior's question, "but I have never felt closer to one or the other. I pray to whoever seems fitting at a given moment."

She then answers the other questions: "My proudest moment? There have been many while serving the Society. There has been much helping the downtrodden and curbing the powerful involved. Come to think about it, I try to make the most out of the missions the Society sends me to. I don't always understand the machinations and interests behind the scenes - as any such large organization is multifaceted by definition - but I am grateful to the Society for allowing its agents enough freedom to resolve their missions in the way that is most suitable to them. Sometimes these missions involve killing, but that is more often the result of choices during the mission that its definition. I clearly don't know all the agents in the Society, but those I met are generally honorable men and women and are rewarded for their actions."

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab listens to Starling and smiles.

"Together with a Pathfinder team I was able to free a whole town of a demon's influence! The demon was killing and spreading its vile magic to influence whole tribes of goblinoids to destroy the town ... " he says and then starts thinking.

"I was never asked to kill anybody! And I would never do that!"

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn quickly suppresses a slightly wicked grin when asked about his proudest moment as he recalls an encounter at an Urglin pub on a recent mission...

Putting that aside and pondering for a moment, he becomes beset with melancholy as he replies. "While I have never been sent on a mission as a Pathfinder to specifically kill, many times it is a prerequisite to accomplishing the greater task...but we never resorted to violence without provocation. I can say that every mission I've been sent on had an honorable objective...

"Not my proudest moment, but my most defining one, was my first mission as a Pathfinder. Helped to free several dwarven ambassadors being held hostage in Razmiran, near the outskirts of the River Kingdoms. Probably some of my finest bow work there...to the Razmiran guards' detriment...

"While I don't revel in the killing of others, I had no choice as it was the only way to free the hostages. I must confess I felt little remorse at that time, though...'twas a bastard Razmiran guard that killed my consort many years before...while it didn't bring Miriel back, it brought me closure and allowed me to finally move on..."

The Elf becomes quiet and pensive after speaking...

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Kahwen listens wide-eyed and eagerly to everyone's story, though he, too grows pensive at Daedin's. He pauses thoughtfully in the silence that falls afterwards, pulling his Wayfinder out from under his fancy jacket and contemplating it.

"I am tempted to say my first mission is the one I am most proud of. It is true. It's what earned me this and made me officially a Pathfinder, but that probably does not mean as much to you as it does to me," he says quietly.

"Instead, I'll say my proudest moment was standing next to Friends, agents that I had worked with time and time again, to stop a demon from invading our realm. We had to fight, then fight again, then fight again, then fight yet one more time, each time getting a little closer to the brink but finally sealing the demon away through perseverance and working together."

"That's what being a Pathfinder is: working together to do good things. While that sometimes means killing, it is never our goal and never what we are told to do."

Grand Lodge

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Amara Li nods in approval at polite and positive answers.

Starling describes how she has helped the downtrodden.

Aaftaab stopped demon influence over a tribe of goblins.

Daedîn tells he as a pathfinder has never resorted to violence without provocation and goes on to tell Iko Tsuneo about stopping a demon invasion.

Iko Tsuneo nods visibly pleased with the answers then finally he inquires ”How does the Pathfinder Society treat it allies and how do they feel about members having other allegiances outside of the Society? Finally how does the Society differ from the Aspis Consortium? Also, do you have any questions for me?”

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn tries not show his disgust when the Aspis are mentioned. ”Pathfinders treat their allies well and with respect. The alliances we enter into have proven beneficial to both parties. In my experience, I would say that allegiances outside the Society are respected as long as they do not conflict with the Society’s precepts...”

The sniper gathers himself for his next response. ”As for the Aspis...you mentioned the importance of honor...the Aspis have none. They will say anything, and do anything, to reach their objectives; we are diametrically opposed. I have come across them more than once...and let’s just say we didn’t part amicably. If they approach the Way of the Kirin, I’d advise you to see if their deeds match their words...”

The Elf ends with a friendly smile. ”What else can you tell us of the Way of the Kirin that we should be aware of?”

Diplomacy: 1d20 + 2 ⇒ (13) + 2 = 15

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

"I have worked with several groups allied with the Pathfinders, including the Twinhorn Holding who helped us turn away the demon I mentioned earlier. I have never seen the Society betray or take advantage of an ally," Kahwen replies.

"Friend Daedin is right. If the Consortium is not evil it is because they are too amoral to even be called that. They care for nothing but their own gain and will trample under foot anyone who gets in the way," he continues, growing visibly animated as he speaks.

He manages to calm himself before asking a question. "This house once belonged to your family. Did you live here?"

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab remains silent as he really has little experience with enemies of the society.

Grand Lodge

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Daedîn explains how Pathfinders treat their allies with respect and how the Aspis have no honor. The sniper ask for more information about the Way of the Kirin.

Kahwen tells how he has never seen the Society betray or take advantage of ally. He goes on to tell how the Consortium is amoral. The Tengu ask if the house once belonged to Iko’s family.

Aaftaab remains quite.

Iko Tsunseo sighes, ”The Way of the Kirin was once a powerful military and trade organization before the Lung Wa Dynasty collapsed. The kirin serves as the spiritual patrons for the organization. We follow the teachings that a kirin’s honor and a good heart will defeat evil creatures, though that is tempered by its caution about meddling directly in the everyday affairs of others. Times change and now the members are few and its existence is kept secret. While it is a shell of its former glory and influence, we still have access to vast stores of wealth, libraries of information, and magic, but there are few we would trust to wield these resources. “

The old warrior looks around at the house as he sips his tea, ”This house Hinojai, was once traditionally used as a meeting place and lodge for the Way of the Kirin members. For a few short years in my youth it was my family home as well.

The misty rain blocks direct view of the sunset. Slowly, the sky darkens with the coming night, only to stat lightening again, perhaps a sign that the clouds are breaking to the south. A warm, reddish-orange glow brightens the horizon. But instead of fading like a normal sunset, it glows brighter and brighter. The glow isn’t the sunset --- It’s coming from the pier.

As it becomes clear that the island has been invaded, Tsuneo first looks at your group wondering if he has been betrayed, but quickly realizes that is not the case. Turning towards Amara, ”It is no coincidence, someone has come to stop this meeting. I know how to summon help, but it will take some time to arrive. This way. He leads Amara towards the secret door in the central chimney.

Li Amara turns to your group, ”Defend the house! If you can hold off the invaders for a short time, reinforcements will arrive. My servants and I will go with Iko Tsunseo.”

After removing the barricade and avoiding the trap they disappear into the old lava tube tunnels below, leaving your group to defend the house. The sun has set and the light rain and fog continues to hamper your vision.

The invaders seem to be taking their time and not rushing the house directly, you have some amount of time for final preparations or other actions.

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

It is dark outside vision depends on your light sources and vision types.

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

"We would be honored to aid the Way of the Kirin. or join it." Kahwen replied, muttering the last bit under his breath.

When it becomes evident that they are being invaded, Kahwen leaps to action. He looks to his companions. "We should light the lighthouse. I can't see very far otherwise," he says.

He grabs the oil and heads up the stairs to the light house and sets about starting it up and getting some more illumination.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn nods to Kahwen. "Good idea...I'll stand guard by the murder holes...three others need to man the catapult..."

Daedîn draws his bow and conceals himself by the murder holes, eyes keen for any who may approach...

Stealth: 1d20 + 21 ⇒ (18) + 21 = 39

Perception: 1d20 + 18 ⇒ (16) + 18 = 34

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab nods and runs up to man the catapult!

"Hopefully my traps outside will stop them!"

Aaftaab is neither intelligent nor does he have kn engineering so somebody has to come along to the catapult. :-)

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling runs with Aaftaab to the catapult, ready to defend the house from that position before retreating inside and trying to hold ground within the house.

Grand Lodge

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Kahwen pledges his aid as he takes oil from the storage room to light the lighthouse. While the lenses for the light beam is broken, the light still illuminates the area within 100ft of the house which is the limit of visibility due to the mist and light rain.

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Daedîn conceals himself on the second floor near the murder holes.

Aaftaab, Starling and Feybella go to man the catapult.

After a nerve racking hour, you finally see the light from a dozen or more torches marking the approach of the invading force as they make there way from the pier and beach. While they are too far to make out individual targets they are easy targets for area effect attacks. After the fourth round you can move to your defensive position, just before the first wave reaches the visible area around the house.

{You have four rounds to make long range (100ft+) area effect attacks. This includes two attacks with the catapult utilizing the work of three people. There is an abstract system to determine the effectiveness of area attacks, catapult and deadfall traps set along the approach.
For the catapult would the team leader make a knowledge (engineering) skill check or Intelligence check at +4 for each of the two attacks.
For area effect spells or attacks roll total damage for each.
The Deadfall traps earn a fixed effectiveness.}

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Can we aid another on the catapult?

Int aid : 1d20 - 2 ⇒ (10) - 2 = 8
int aid : 1d20 - 2 ⇒ (13) - 2 = 11

Grand Lodge

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Aaftaab wrote:

Can we aid another on the catapult?

[Dice= Int aid ]1d20+ -2
[Dice= int aid ]1d20+-2

Aid no, but I will let you use the best player modifier for the check. Don’t forget to include the +4 from practicing.

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"Let's aim this way, then pull this lever to hit where those torches are now!", Starling attempts to organize the catapult team. "Hold... hold... hold... FIRE!"
Knowledge(Engineering): 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20

Knowledge(Engineering): 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17

Grand Lodge

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Aaftaab gives orders for aiming the catapult, but Starling points out the correct adjustment for range and windage.

Releasing the first blast from the catapult, the group can’t see the result, but they hear yelling and screaming from the approaching troops.

As the catapult crew frantically works to reset the catapult, they can make out someone bellowing orders to the troops ”Where did they get Siege weapons? Spread out men! Put those torches out!”

As some torches are dropped and others spread out, you hear more yelling as the invading troops find the deadfall traps and trip wires setup by Aaftaab earlier.

With the catapult ready to fire again, Aaftaab makes adjustments which Starling readjust for the shorter range before firing. Again unseen it hits as the catapult crew hears more yelling and screaming of the wounded.

You hear more orders bellowed out much closer now, ”You lot charge the house! Take no prisoners!”

The catapult crew have just enough time to take their position before the first wave of 5 attackers come within sight of you. (100ft range, concealment 20% miss chance)

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Round 1: Bold may act.

Aaftaab:
Starling:
Daedîn:
Kahwen:
Feybella:
Invaders:

Place your tokens where you would like to start. Everyone can act.

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn gives off a wicked grin, seeing the invaders come into view, whispering, "Come to daddy..." as he lets go with a couple of cold iron arrows through the murder holes, targeting the nearest invader (purple)…

To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot
Damage: Magic, Strength

Longbow vs. Flatfooted AC (Purple): 1d20 + 12 + 1 + 1 - 2 ⇒ (20) + 12 + 1 + 1 - 2 = 32
Confirm vs. Flatfooted AC (Purple): 1d20 + 12 + 1 + 1 - 2 ⇒ (10) + 12 + 1 + 1 - 2 = 22
Concealment: Miss <= 20: 1d100 ⇒ 86
Magic/Cold Iron/Critical Damage: 3d8 + 3 + 6 ⇒ (7, 4, 8) + 3 + 6 = 28 (Only 10 damage if that did not confirm)

Longbow vs. Flatfooted AC (Purple): 1d20 + 12 + 1 + 1 - 2 ⇒ (17) + 12 + 1 + 1 - 2 = 29
Magic/Cold Iron Damage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Kahwen isn't particularly bloodthirsty, but he is thrilled by the spectacular. And two catapult shots are pretty spectacular, even if you can only hear the results and not see them.

"Huzzah!" he exclaims after each one hits.

Equally spectacular are the two arrows Daedin sends hurtling through the air. Eliciting another "Huzzah!" from the tengu.

He does not expect his own shot with his shortbow to be nearly so spectacular. He can barely see the shapes in the distance with the mist. But he might get lucky.

shortbow: 1d20 + 9 ⇒ (14) + 9 = 23
arrow: 1d6 ⇒ 6
Concealment: Miss <=20: 1d100 ⇒ 55

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

"Quick, move inside, we can hold them up there more easily!", Starling exclaims while hurrying into the house.

She also begins to chant one of her battle songs.
Inspire Courage, +2 to hit and damage.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Sorry GM, just noticed I didn’t roll a miss chance for my second shot...

Concealment (Shot 2): Miss <= 20: 1d100 ⇒ 96

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Crossbow : 1d20 + 7 ⇒ (11) + 7 = 181d6 ⇒ 31d100 ⇒ 52

Aaftaab also moves inside to shoot from the murder holes.

GM, do we have to do something with the oils and water etc or are those traps active?

Grand Lodge

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Daedîn fires through the open window on the second floor at the approaching invaders. His first arrow critical hits a foe wounding him, the second arrow kills him.

Kahwen firing from another open window on the second floor Hits one of the invaders, he grunts in pain as he continues forward.

Starling moves into the house and begins inspiring Courage with her bardic chant.

Aaftaab joins Daedîn at the second-floor window and fires his crossbow at an invader hitting and wounding him.

BOT: Feybella moves inside with Starling, closing and barring the main doors.

The Invader continues to move forward covering 60ft leaving them a mear 40ft from the house.

A human invader flies in through an open second-story window into the room with Kahwen but is unable to attack due to moving.

Round 2: Bold may act. (Inspire Courage +2 to hit and damage)

Aaftaab:
Starling:
Daedîn:
Kahwen:
Feybella:
Invaders:
Purple: +28+7=35 dam *dying*
Blue: +6 dam
Yellow: +5 dam
Orange:
Green:
Black:

Everyone can act.

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Grand Lodge

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Aaftaab wrote:

...

GM, do we have to do something with the oils and water etc or are those traps active?

Someone would have to take an action to pour the boiling water down the murder holes onto any foes below them in the entranceway. The Murder holes can also be used to fire or throw projects down at any foes in the entranceway.

Boiling water -pouring it through murder holes deals 2d6 points of fire damage (Reflex DC 15 half ) to anyone in the 10-footsquare area under the point where the PCs cut the holes

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

I won’t be able to post much as of now. Please assume Aaftaab does any actions necessary to set off traps.

Aaftaab now pours the boiling water on the attackers!

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Kahwen is both shocked and jealous as a man bursts into the room he's occupying. Shocked because he did not know there were people in the invading force that could fly. Jealous because he would really like to be able to fly.

In his shock, he drops his bow. In his jealousy, he draws his sword and steps to attack.

+1 elven curve blade: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Slashing: 1d10 + 10 + 1 ⇒ (10) + 10 + 1 = 21

Crit Confirm? Above Bonuses plus Tengu Favored Class: 1d20 + 10 + 1 + 2 ⇒ (10) + 10 + 1 + 2 = 23
Slashing: 1d10 + 10 + 1 ⇒ (10) + 10 + 1 = 21

"Watch out, they can fly!" he shouts to his comrades.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

GM: Since I fired from concealment through the murder holes and the concealing mist and killed my target, would the other invaders know where those arrows came from? AKA would I still be considered firing from concealment where my sneak attack damage would be in effect?

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling will aim her crossbow from inside the house, keeping the doors open just enough for her to get a shot at one of the attackers. Once they move close to the doors, she will close and bar them to keep the invaders busy and vulnerable to the murder holes.

Attack, crossbow: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

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Aaftaab is ready to pour boiling water on the attackers, but he has to wait until they are directly below him for the attack to be effective which will probably be next round when they reach the front doors. He can take another shot with his crossbow from the second story window.

Surprised by the flying human, Kahwen assumes he is using some form of magic as he drops his bow, draws his sword and slashes the intruder with a vicious strike from his elven sword. The man grunts from the wound, but is still standing.

Daedîn is pretty sure the foes couldn’t know where in the house the arrows were coming from due to the concealment of the mist and light rain, so he is still hidden. Since the invaders are only 40 feet from the house they would be able to see him fire from the second floor window this round.

The murder holes fuctions like arrowslits, but are cut in the floor to allow ranged attacks from the second floor vs targets below them on the first floor. They would provide Improved Cover for you. Note: The second floor windows are open spaces that don’t provide any cover.

Improved Cover:
- provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Stealth checks.

With the front doors already closed and barred by Feybella, Starling has to move upstairs to fire at the approaching forces. Her crossbow hits the blue foe wounding him again.

Round 3: Bold may act. (Inspire Courage +2 to hit an damage, Bless + 1 to hit.)

Aaftaab:
Starling:
Daedîn:
Kahwen:
Feybella:
Invaders:
Purple: 35 dam *dying*
Blue: 6+8 = 14 dam
Yellow: 5 dam
Orange:
Green:
Black: +42 dam

Aaftaab, Daedîn and Feybella can still act this round.

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Thanks, GM!

To keep them from going around, Daedîn will fire at the flanks of the invaders, firing first at green...if the first arrow drops green, he'll fire the second at blue...if not, both at green...

To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Inspired Courage
Damage: Magic, Strength, Deadly Aim, Inspired Courage, Sneak Attack

As a sniper, my sneak attack range extends up to 50'

Longbow vs. Flatfooted AC (Green): 1d20 + 12 + 1 + 1 - 2 + 2 ⇒ (20) + 12 + 1 + 1 - 2 + 2 = 34
Confirm: 1d20 + 12 + 1 + 1 - 2 - 2 + 2 ⇒ (17) + 12 + 1 + 1 - 2 - 2 + 2 = 29
Magic/Cold Iron/Sneak Attack: 3d8 + 6 + 3 + 12 + 6 + 4d6 ⇒ (3, 8, 1) + 6 + 3 + 12 + 6 + (2, 5, 6, 5) = 57

Longbow vs. Flatfooted AC (Green OR Yellow): 1d20 + 12 + 1 + 1 - 2 - 2 + 2 ⇒ (7) + 12 + 1 + 1 - 2 - 2 + 2 = 19
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 4 + 2 + 4d6 ⇒ (4) + 2 + 1 + 4 + 2 + (5, 1, 1, 5) = 25

Grand Lodge

Game map | Icons: ◆◇↺

BOT: Aaftaab loads and fires his light crossbow again hitting the blue human invader who still continues forward.

BOT: Feybella cast bless on her allies

Daedîn fires a deadly arrow at the green invader dropping him in one shot. Followed by another arrow hitting the wounded yellow human who continues staggering forward.

The three remaining invaders rush forward to the front entrance taking cover in what they think is a safe entrance way.

The black Xun Strangler expertly grabs Kahwen with both hands grappling him.

Grapple rules {link}

Rolls:

Aaftaab vs invaders
Crossbow: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 to hit
damage: 1d6 + 2 ⇒ (2) + 2 = 4

Xun Stringler vs Kahwen
grapple: 1d20 + 17 ⇒ (11) + 17 = 28 to grab, No AoO.

Round 4: Bold may act. (Inspire Courage +2 to hit an damage, +1 Bless)

Aaftaab:
Starling:
Daedîn:
Kahwen: (grappled)
Feybella:

Invaders:
Purple: 36 dam *dying*
Blue: 14+4 = 18 dam
Yellow: 5+25 = 30 dam
Orange:
Green: +57 dam *dead*

Black: 42 dam (grappling)

Everyone can Act.

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

The smug look of triumph Kahwen has over a blow well struck quickly turns into gaping dismay as his sword stroke does not bring his opponent down. He barely resists as the man grabs him.

But that lasts for only a moment as he realizes the danger he is in.

He begins to squirm and contort to escape the man.

Escape Artist: 1d20 + 8 ⇒ (12) + 8 = 20

If that gets out of the grapple (probably not), he'll attack with his sword again.

+1 elven curve blade: 1d20 + 10 ⇒ (10) + 10 = 20
Slashing: 1d10 + 10 ⇒ (7) + 10 = 17

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

GM: I'm guessing we could pour boiling water on the ones in the entrance...but do we have LOS aka can we still fire arrows at them?

Scarab Sages

Wolfie:
Wolfie Wolf N Medium animal Init +3; Senses low-light vision, scent; Perception +5 | Defense | AC 22, touch 14, flat-footed 18 hp 42/42 Fort +7, Ref +7, Will +2
HP 51/51 (13Temp) AC 20, T 15, FF 17 Init +2; Senses low-light vision; Per +10

Fey rides Wolfie up the stairs as quickly as she can. She sees Kahwen grappled, if the door is open, and casts Liberating Command on him. +12 to the roll.

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling continues to sing her song, but weaves into it cacophonous sounds which blare onto the mind of one of the attackers.

Cacophonous Call on orange, DC 16 vs Will or become nauseated.

Grand Lodge

Game map | Icons: ◆◇↺
Daedîn wrote:
GM: I'm guessing we could pour boiling water on the ones in the entrance...but do we have LOS aka can we still fire arrows at them?

Yes you can fire arrows down through the murder holes. See my post from 2 days back.

Yes Aaftaab stated he will being pouring boiling water

Grand Lodge

Game map | Icons: ◆◇↺

Kahwen struggles against the grapple, but fails to break free from the foe.

Hearing the commotion upstairs, Feybella rides upon Wolfie up the stairs and opens the door to see Kahwen and the Xun invader locked in a grapple. She cast liberating Command on Kahwen giving him a magically enhanced chance to escape.

Kahwen breaks free from the Xun foe with the magical help from Feybella!

BOT: Aaftaab pours the boiling water down upon the foes. There is much yelling and screaming as the water scalds the foes.

Starling continues to inspire the group as she sends a blast of cacophonous sounds at one of the attackers, but it fails to nauseate him.

Rolls:

Liberating Command on Kahwen w/+12: 1d20 + 8 + 12 ⇒ (6) + 8 + 12 = 26

Aaftaab pours boiling water on the attackers below.
boiling water: 2d6 ⇒ (4, 4) = 8 reflex save DC15 for half
blue invader reflex save: 1d20 + 2 ⇒ (12) + 2 = 14
yellow invader reflex save: 1d20 + 2 ⇒ (14) + 2 = 16
orange invader reflex save: 1d20 + 2 ⇒ (3) + 2 = 5

Starling Cacophonous sounds vs
invader Will save: 1d20 + 1 ⇒ (15) + 1 = 16

Xun Stringler vs Kahwen
[ dice=grapple]1d20+17[/dice] to grab, No AoO.

Round 4: Bold may act. (Inspire Courage +2 to hit an damage, +1 Bless)

Aaftaab:
Starling:
Daedîn:
Kahwen:
Feybella:

Invaders:
Purple: 36 dam *dying*
Blue: 18+8=26 dam
Yellow: 30+4=34 dam
Orange: +8
Green: +57 dam *dead*

Black: 42 dam

Only Daedîn can still Act this round.

Grapple rules {link}

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will fire at blue and then yellow...

To hit: Base/Dex, Magic, Weapon Focus, PBS, Rapid Shot, Deadly Aim, Inspired Courage
Damage: Magic, Strength, PBS, Deadly Aim, Inspired Courage

Longbow vs. Flatfooted AC (Blue): 1d20 + 11 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (14) + 11 + 2 + 1 + 1 - 2 - 2 + 2 = 27
Magic/Cold Iron/Sneak Attack: 1d8 + 2 + 1 + 1 + 4 + 2 ⇒ (2) + 2 + 1 + 1 + 4 + 2 = 12

Longbow vs. Flatfooted AC (Yellow): 1d10 + 11 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (9) + 11 + 2 + 1 + 1 - 2 - 2 + 2 = 22
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 + 2 ⇒ (8) + 2 + 1 + 1 + 4 + 2 = 18

Grand Lodge

Game map | Icons: ◆◇↺

Daedîn fires two arrows and drops two foes. It's like shooting fish in a barrel!

Undaunted, the Xun Stranger grab Kahwen again holding him in a grapple.

Inspired not to be in the killing zone anymore, the remaining invader uses a portable ram against the front door. To his relief and surprise the door gives way allowing him to enter the house dropping the ram and drawing his weapon as he moves.

Rolls:

Xun Strangler vs Kahwen
grapple: 1d20 + 17 ⇒ (13) + 17 = 30 to grab, No AoO.

Orange vs door
Str /+2 ram: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 vs DC 23

Round 5: Bold may act. (Inspire Courage +2 to hit an damage, +1 Bless)

Aaftaab:
Starling:
Daedîn:
Kahwen: (grapple)
Feybella:

Invaders:
Purple: 37 dam *dying*
Blue: 26 + 12 = 38 dam *dying*
Yellow: 34+18 = 52 dam *dead*
Orange: 8
Green: +57 dam *dead*

Black: 42 dam (grappling)

Only Everyone can Act this round.

Grapple rules {link}

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

"Rawk!" Kahwen cries out in alarm as he finds himself momentarily freed (though only with the help of Feybella) then immediately back in the grasp of his opponent.

"I can't believe you're making me do this," he snaps before jamming his beak into the man's face.

Bite: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d3 ⇒ 3

Grand Lodge

Human Bard 6 HP: 41/41 | AC: 16 | T: 12 | FF: 13 | CMD: 12 | Fort: +3 | Ref: +7 | Will: +5 | Init: +4 | Perc: +7 | Sense Motive: +13; # 12713-3

Starling moves downstairs to reach the remaining invader, then blares a symphony of cacophonous sounds at him again.

Cacophonous Call on orange, DC 16 vs Will or become nauseated.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will move 15' NW and fire at Orange as he comes up the stairs...

Assuming I have LOS on Orange...if not, I'll stop 5' south of my current position and fire through the open door at black...

To hit: Base/Dex, Magic, Weapon Focus, PBS, Deadly Aim, Inspired Courage
Damage: Magic, Strength, PBS, Deadly Aim, Inspired Courage

Longbow: 1d20 + 11 + 2 + 1 + 1 - 2 + 2 ⇒ (20) + 11 + 2 + 1 + 1 - 2 + 2 = 35
Confirm: 1d10 + 11 + 2 + 1 + 1 - 2 + 2 ⇒ (7) + 11 + 2 + 1 + 1 - 2 + 2 = 22
Magic/Cold Iron/Critical Damage: 3d8 + 6 + 3 + 3 + 12 + 6 ⇒ (3, 5, 7) + 6 + 3 + 3 + 12 + 6 = 45 (Only 13 if not confirmed)

Grand Lodge

Game map | Icons: ◆◇↺

Finding himself grappled once more Kahwen pecks at the mans face doing some damage.

Starling faces the invader and hits him with a symphony of cacophonous sounds, but it fails to affect him.

Daedîn move around the wall and fires a deadly arrow at the Orange invader killing him.
dice are rolling hot for you 3 crits so far.

The Xun attacker continues to grapple Kahwen and Pins him.

Rolls:

will save vs Starlings cacophonous sounds. dc16: 1d20 + 2 ⇒ (15) + 2 = 17

Xun Strangler vs Kahwen
grapple: 1d20 + 17 ⇒ (13) + 17 = 30 to pin, No AoO.

Round 5: Bold may act. (Inspire Courage +2 to hit an damage, +1 Bless)

Aaftaab:
Starling:
Daedîn:
Kahwen: (Pinned - grapple)
Feybella:

Invaders:
Black: 42+5 = 47 dam (grappling)

Everyone can Act this round.

Grapple rules {link}

The mist and light rain on the island, doubles the normal penalty for vision to –2 for every 10 feet. In addition, creatures further than 50 feet away benefit from concealment, and creatures more than 100 feet away have total concealment.

Grand Lodge

[Init +9, Per +20, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 13th [HP 68/68, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

"Why can't I catch myself on fire?!" Kahwen growls as he finds himself full and truly held in place. He can't even angle his beak at his attacker again.

He does the only thing left to him and tries to twist and squirm free.

Escape Artist: 1d20 + 8 ⇒ (15) + 8 = 23

Silver Crusade

Male NG Grippli | Inquisitor 3, Kineticist 1, Rogue 3 | HP 68/68 | NOW: AC 24 vs. evil | AC 22 T 17 FF 16 | CMB +0, CMD 16 | F: +11, R: +13 (Evasion), W: +9 | Init: +9 | Perc: +15 vs. traps +1, SM: +10, Dipl.: +13 | Darkvision 60ft | Dipl. reroll 3/3 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 | Spells 1st 3/4 | Speed 30ft | Active conditions: prot. from evil, ioun torch

Aaftaab on Parvaaz move into the room with the being grappling Kahwen.

They both attack!

In Aaftaab’s hand negative energy forms in a void blade!

Handle Animal DC 10 : 1d20 + 8 ⇒ (5) + 8 = 13

Void Kinetic blade with flanking +9, negative Energy hitting touch AC 1d6+1+2d6; 20/x2) To hit: BAB +2, Finesse +6, Size +1 / Damage: d6+ ½ Con + d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 9 ⇒ (10) + 9 = 193d6 + 1 ⇒ (5, 3, 3) + 1 = 12

”Stop harassing Kahwen!“


Male N Large Roc | Animal Companion 7 (Bodyguard Archetype) | HP 39/39 | AC 30 T 13 FF 26 | CMB +11/+15 grapple, CMD 25 | F: +7, R: +9, W: +3/+7 vs. enchantment | Init: +4 | Perc: +7 Speed 20 ft., Fly 80 ft. | Active conditions: None

Parvaaz screeches and bites!

Bite : 1d20 + 11 ⇒ (4) + 11 = 151d6 + 5 + 1d6 ⇒ (4) + 5 + (4) = 13

As Parvaaz can use all the TEAMWORK FEATS of AAFTAAB he can use PACK FLANKING & also PRECISE STRIKE. With flanking he has +11, and hits with additional 1d6 precision damage.

Scarab Sages

Wolfie:
Wolfie Wolf N Medium animal Init +3; Senses low-light vision, scent; Perception +5 | Defense | AC 22, touch 14, flat-footed 18 hp 42/42 Fort +7, Ref +7, Will +2
HP 51/51 (13Temp) AC 20, T 15, FF 17 Init +2; Senses low-light vision; Per +10

Fey uses her longspear to stab at the enemy holding on to Kahwen. "Leave him alone. I just helped him buy nice outfit and you're messing it up."

Damage: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d6 ⇒ 5

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