The Hex of The Chair

Game Master Jovich

The "Emperor's" palace

Combat Map


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Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

If it's in bold text surrounded by quotation marks, and I have not spoilered or indicated she is whispering by saying so or making the text smaller with the *smaller* tag, then yes, she has shouted it out loud. I expect the ring of her sword and the sound of movement would also be heard, especially if she hit the guy, which it's not been confirmed if she has or not.


Going to post shortly, but I assume she did, yes.


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

Garran looks up as Callie shouts something, and sees...well...what clearly looks like a bug man. Realization dawns as he says, "We forgot to look up..."


Sorry, meant to post further last night then fell asleep on my couch.

Initiative:
Callie: 1d20 + 4 ⇒ (2) + 4 = 6
Garran: 1d20 + 2 ⇒ (13) + 2 = 15
Alistair: 1d20 + 10 ⇒ (5) + 10 = 15
Alika: 1d20 + 2 ⇒ (16) + 2 = 18
Me: 1d20 + 4 ⇒ (10) + 4 = 14

Initiative Order:
Alika
Alistair
Garran
Me
Callie

On the surprise round:
Callie swings out at the bugman but he manages to parry her attack.

Meanwhile, a red mist begins billowing beneath the crack in the door.

The heroes are up!

Go ahead and post your actions and I'll make it fit. Keep in mind that the enemy is 10' up in the rafters, along with Callie.


Forgot to add a combat map. It's not manipulatible cause it's an image, but there you go. let me know what squares you want to move to as part of your actions, if any.


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

Can I climb up to the rafters.


Sure can!


INACTIVE - GAME DIED

Alika opens with a bless spell to give everyone on the team +1 to attack rolls and saves vs. fear.


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

By the time Callie goes this may be moot, but ah well...

"Remember the story of the Knight Davian? He fought the cult of the Cricket Queen... all too easily squished!" Callie begins recounting. Move action to activate Inspire Courage, +2 competence bonus to self and allies attack and damage and +2 morale bonus to saves vs charm and fear

She thrusts her blade again, it glowing with magic as she attacks. Swift action to activate Arcane Strike, Standard Action to attack, and also (no action) activating Vital Strike feat

Attack, Inspire Courage: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Confirm Crit, Inspire Courage: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Normal Damage, Arcane Strike, Inspire Courage, Vital Strike: 1d8 + 4 + 2 + 2 + 1d8 ⇒ (5) + 4 + 2 + 2 + (2) = 15
Critical Hit Damage if it applies, Arcane Strike, Inspire Courage: 1d8 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Perception: 1d20 + 12 ⇒ (1) + 12 = 13
Alistair looks from the rafters to the door and back again. Seeing the attention that the would be monkey assassin is getting, the handsome man turns his attention towards the door. Not sure what the mist is, he waits for it to come through the door.

Holding my attack action to strike at a enemy that comes out of the door...I hope at least..
Attack: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 1d6 + 19 ⇒ (1) + 19 = 20
Confirm: 1d20 + 19 ⇒ (14) + 19 = 33
Attack: 1d6 + 10 ⇒ (1) + 10 = 11


Just waiting on Garran and then I'll update.


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

Sorry. Busy morning.

Climb: 1d20 + 14 ⇒ (16) + 14 = 30

Garran climbed up into the rafters, then drew his sword and shield as he advanced towards the bugman.


No worries.

Initiative Order:
Alika
Alistair
Garran
Me
Callie

Alika calls upon the power of Sarenrae, which settles upon the group like a warm summer day.

Garran joins Callie in the rafters and draws his sword You have to have both hands free to climb, so you can't draw both (and it would take a full round action to put on your shield).

Alistair moves to the door and prepares to attack anyone who comes through. He doesn't have long to wait. As the door opens, mist spills into the room, and another bug man stands there, blades drawn. Alistair's blade finds purchase, let the thing in front of him makes no sound, as if he had struck an inanimate object.

Retaliating, the creature makes a lightning fast downwards stab at Alistair.

GM Screen:

Attack Roll: 1d20 + 13 ⇒ (13) + 13 = 26
Damage Roll: 1d8 + 6 ⇒ (7) + 6 = 13

The creature's attack is quickly parried by Alistair.

Meanwhile, the enemy in the rafters drops to the floor and moves into a flank on Alistair even as red mist starts eminating from it as well.

Callie, I'll put your crit into him for your AoO. I'm going to assume that you use your move action to drop back down, but if you want to stay in the rafters and do something else with your standard action, let me know.

Callie stabs the bug man as he dropped, and it, too, makes no noise as the blade slides into it. Callie then joins it on the ground floor.

for clarification about the mist, it's basically in their squares and the squares immediately around them. It doesn't block los, and it doesn't do anything to any of you as far as you can tell.

Combat map updated!


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

Callie continues to taunt with a bug squashing tale as she first somersaults to the floor and then rolls past the bug-armored man so to flank with Garran. Moving through Alistair's square to land in spot across from Garran

Acrobatics to avoid AOO: 1d20 + 19 ⇒ (7) + 19 = 26

That's two move action, plus free to maintain inspire courage.


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

Garran was in the rafters.

Annoyed that he climbed up there, Garran dropped down, bringing his sword down in a two-handed overhead strike.

Attack, Bless: 1d20 + 20 + 1 ⇒ (17) + 20 + 1 = 38
Crit Confirm?: 1d20 + 20 + 1 ⇒ (2) + 20 + 1 = 23
Damage: 1d10 + 13 ⇒ (2) + 13 = 15
Additional Damage if confirmed: 1d10 + 13 ⇒ (2) + 13 = 15


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Seeing his position and knowing that he is at a disadvantage, Alistair steps away from the predicament. He gracefully moves to place the enemy between himself and Garran.
5 Foot step diagonally to place the red bug thing that is closest to the the fire place in between himself and Garran.

Unleashing a flurry of strikes that he hopes will find some sort of purchase that will elicit a verbal response.
Attack: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32
Damage: 1d6 + 19 ⇒ (3) + 19 = 22
Attack: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Damage: 1d6 + 19 ⇒ (4) + 19 = 23
Confirm Crit: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Damage: 1d6 + 10 ⇒ (1) + 10 = 11
A critical on the confirmation...

I can just imagine how ugly you are on the inside.
Menacing Swordplay: 1d20 + 16 ⇒ (14) + 16 = 30


INACTIVE - GAME DIED

Any way of determining what that red aura is? Some skill check?


Hey all. Sorry about not getting an update out tonight. I've been without internet for most of the evening (typing this on my phone) and it'll hopefully be up tomorrow.


I would give you a Super High Knowledge (Religion) check. What would you like to do this round, btw?


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

I think we are all waiting to see what happen to our attacks and Alika's Action for this round...I think


INACTIVE - GAME DIED

What I do depends on whether I figure out what the red aura is!

Knowledge (religion): 1d20 + 14 ⇒ (11) + 14 = 25


I was speaking to Alika to ask what she wanted to do.

As far as the red mist goes, you're not sure. You think it's likely more a boon to them than a bane to you.


INACTIVE - GAME DIED

Alika steps up to assist Alistair, bringing her scimitar up and ready to fight against the foe directly north of her.

5' step, draw weapon and swing!
Scimitar attack, blessed: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Scimitar damage: 1d6 + 2 ⇒ (6) + 2 = 8


Initiative Order:
Alika
Alistair
Garran
Me
Callie

Alika steps up and swings on the enemy who just dropped from the rafters, but it parries her attack.

Alistair steps south out of the flank couldn't flank with Garran cause Alika stepped there and Garran was still in the rafters and stabbed the same creature, hitting once and critting once.

Alistair:

You attempt to menace the creature with your blade skills, and it does appear to be shaken.

Garran fell from the rafters like a shooting star, stabbing the creature, but failing to critically injure it.

The wounds on the injured bugman close, and it launches into an attack on 1d3 ⇒ 2 Alistair, stabbing down with both blades.

GM Screen:

Main: 1d20 + 11 ⇒ (20) + 11 = 311d20 + 6 ⇒ (11) + 6 = 17
Off: 1d20 + 11 ⇒ (7) + 11 = 18

confirmation: 1d20 + 11 ⇒ (16) + 11 = 27

Damage Roll: 1d8 + 8 ⇒ (2) + 8 = 10

Managing to land a hit? that nearly becomes a crit.

Callie then moves into a flank with Alistair and attacks the creature You only had to move a move action, so I rolled an attack for you.

Attack Roll w/Inspire Courage and flank: 1d20 + 15 ⇒ (10) + 15 = 25
Damage Roll: 1d8 + 6 ⇒ (1) + 6 = 7

While Callie is quick, it's not quite enough to beat the creature's reflexes and it takes a swipe at her as he tumbles into position..

GM Screen:

AoO on Callie: 1d20 + 11 ⇒ (2) + 11 = 13
Damage Roll: 1d8 + 8 ⇒ (6) + 8 = 14

it's attack fails to land, however; Callie's attack does land, thanks to the distraction by Alistair.

The one in the doorway observes the battle, sheathes one if it's blades, and swings an arm, a vial flying end over into into the wall by the fireplace, where it shatters, and unnaturally quickly, fire begins to spread across the entire wall.

Damage Report:
Alistair: -10
Surrounded bug: -75

Party is up. Will have a map up shortly.


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

Now on the ground, Garran attempts to cut down the bugman, saying, "Someone do something about the fire!"

Attack 1, Inspire, Flank, PA: 1d20 + 20 + 2 + 2 - 3 ⇒ (1) + 20 + 2 + 2 - 3 = 22

Attack 2, Inspire, Flank, PA, 3 Stamina Points: 1d20 + 15 + 2 + 2 - 3 + 3 ⇒ (6) + 15 + 2 + 2 - 3 + 3 = 25
Damage, PA: 1d10 + 13 + 9 ⇒ (8) + 13 + 9 = 30


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

When Garran speaks up about the fire...
I got nothing for the fire.

I would use the deed Opportune Parry and Riposte. Spent 1 panache point.

Alistair attempts to push the blade aside as it connects with his forearm.

Opportune Parry w/Bless and Inspiring Courage: 1d20 + 19 + 1 + 2 ⇒ (4) + 19 + 1 + 2 = 26
and Riposte w/Bless and Inspiring Courage: 1d20 + 19 + 1 + 2 ⇒ (1) + 19 + 1 + 2 = 23
Damage: 1d6 + 19 + 2 ⇒ (6) + 19 + 2 = 27

looking from one opponent to the other...
I have deathwatch eyes on, trying to see ho bad each of the bug things are.
The swordsman continues his assault on the flanked opponent...
Taking a step back he returns the favor by launches a series a strikes to bring his opponent's weapons out to his non dominate side. Once the weapons are out to the weak side of his opponent, the handsome man steps in close, stabbing at the exposed flank.

Attack w/Bless and Inspiring Courage: 1d20 + 19 + 1 + 2 ⇒ (18) + 19 + 1 + 2 = 40
Damage w/Inspiring Courage: 1d6 + 19 + 2 ⇒ (4) + 19 + 2 = 25

Attack w/Bless and Inspiring Courage: 1d20 + 14 + 1 + 2 ⇒ (11) + 14 + 1 + 2 = 28
Damage w/Inspiring Courage: 1d6 + 19 + 2 ⇒ (5) + 19 + 2 = 26

Confirm w/Bless and Inspiring Courage : 1d20 + 19 + 1 + 2 ⇒ (17) + 19 + 1 + 2 = 39
Confirm Damage: 1d6 + 10 + 2 ⇒ (3) + 10 + 2 = 15
You are not used to being overwhelmed by your opponents. Sucks does it not?
Menacing Swordplay: 1d20 + 16 ⇒ (15) + 16 = 31


INACTIVE - GAME DIED

Alika redoubles her efforts to drop this foe so that she can free up space to move.

"Stick together!" she shouts to the party, though it's not clear why yet.

Full attack this round now that I'm in position.

1. Scimitar attack, flanking, blessed: 1d20 + 12 + 2 + 1 ⇒ (7) + 12 + 2 + 1 = 22
2. Scimitar attack, flanking, blessed: 1d20 + 7 + 2 + 1 ⇒ (17) + 7 + 2 + 1 = 27

1. Scimitar damage: 1d6 + 2 ⇒ (5) + 2 = 7
2. Scimitar damage: 1d6 + 2 ⇒ (5) + 2 = 7


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

Frowning at the admonition to stay together but also squelch the fire, Callie slashes open the dummy nearest her--as in the practice dummy, not anyone else :) -- Callie in desperation pulls one of her vials of cold iron weapon blanch and throws it at the fire near her, hoping the pint of metallic alchemical liquid helps slow its spread.

Retrieval is from handy haversack, so does not provoke AOO.

Attack, throw at fire: 1d20 + 8 ⇒ (20) + 8 = 28

Of course that would have been used on a nonliving target. Well let's hope it does something! :)


Alistair fails to parry his attack.

Initiative Order:
Alika
Alistair
Garran
Me
Callie

Alika's first attack misses but her second attack lands, and as it does, the creature's carapace and weapons clatter to the floor among the rapidly dispersing mist. That one down. Alistair's aura vision sees him go from Fighting Off Death to....gone.

Alistair steps into the doorway to confront the remaining foe. His attacks both strike true, and through his vision, Alistair sees that his target's aura goes from Healthy to Fighting Off Death.

Garran moves up on the remaining foe and attacks, but his blade can't seem to find purchase between his companion and the doorway in his way.

The creature attempts to distract Alistair in order to get past him...

GM Screen:

Acrobatics: 1d20 + 14 ⇒ (16) + 14 = 30

Acrobatics: 1d20 + 12 ⇒ (10) + 12 = 22

...and Alistair is distracted for the merest of moments, which allows him to slip through Ailstair's square. He does not, however, ignore Garran's blade, which cuts him down. Just as his companion bugman, this creature's carapace clatters to the ground, along with it's weapons.

Callie then calmly puts out the raging fire I'm fine with you using water instead of a weapon blanch.

Btw, Garran, you should update your cmb and cmd. I doubt they are +4 and 15 respectively anymore =)

Also, and this is a suggestion for you Alistair, you might consider selling those goggles. Deathwatch isn't as useful an ability for a melee combatant as you might think, since other than identifying whether a creature is undead or not, you basically get 4 states on people: dying, near death (3 hp or less), fighting off death (4 or more hp, but less than full hp), and healthy (full hp). It's certainly up to you, however.

Combat over.

As the fire is quickly handled, the smell that some of you smelled before is quite prevalent, and appears to be coming from the wall that burst into flames unnaturally quickly. A thorough examination of the wall shows that some sort of resin or gel had been spread liberally upon it.

Unfortunately, none of you have the correct skill to identify what it is.

Anyone who is trained in Knowledge (Nature) can make a check, followed by a Knowledge (Religion) check if they make a successful DC 15 Nature check and I will explain what the heck just happened, although I'm sure some of you have at least an idea ooc.

What would you like to do now?


INACTIVE - GAME DIED

"Ugh. This is... probably a deliberate fire-alchemical-substance," says Alika as the team finishes the fight and inspects the walls. "They meant to burn this place to the ground! We'd best finish searching the house, make sure there are no more Red Mantises in here."


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

She was out of water. Also thank you for interpreting my post right, I started typing about cutting open a dummy and then decided throwing liquid would work better halfway through writing but forgot to delete the beginning of the sentence.

"Red mantis, is that what they are? Why are they here? I mean, besides to commit arson." Callie casts prestidigitation on the gel, wondering if the cantrip is enough to clean it up.

"I think just the bedroom, yes? And we'll be sure to check the rafters next time... "


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

Whoops. Thank you for the note, GM. They are +14 and 26, respectively.

"The bug warriors who attacked Orsini, it seems. Red Mantis seems an apt name for them - they are bug-like in appearance, although that seems to be a function of their armor. What I wonder is what happened to the bodies. I suspect magic was involved."

With the fire out, Garran goes to search the room the second mantis had come from.


Alika, your character doesn't actually know about the red mantises (that's what the knowledge checks I asked for in my last posts were for).


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

GM, I think we're waiting on the results of Garran's search, as well as if my cantrip was adequate to clean the gel.


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Alistair follows Garran and starts to search the area.

Perception: 1d20 + 12 ⇒ (1) + 12 = 13


Ya, that'll work Callie.

The last room:

Garran enters and takes a look around, and sees a bedroom.

Vencarlo’s bedroom appears well lived in, but the bed is made and hasn’t been slept in. A desk and chair sit next to the bed, and a small clothes closet is to the north.


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

Callie joins Garran once she cleans the gel up on both floors. She focuses on the desk, closet, and under the bed. Take 20 to search


Other than a large collection of clothes and accessories (including several noble's outfits and even more courtier's outfits), nothing of note is located in his bedroom.

Callie:

As you're searching the room, you happen to glance up, and notice a very fine seam in one corner. After giving it a hard look, it appears to be a trap door in the ceiling.


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

Callie taps Garran's arm and points to the ceiling. "There's the trap door you've been looking for."


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

"I knew there had to be one around here somewhere. Let's see if anyone's in there. Did anyone notice a ladder or anything like that?"


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

"No, but maybe it's one where the ladder folds out as you open it?"

If the door itself is unreachable, Callie itself suggests Garran or Alistair get on the desk chair to try to open it. "I can try but you're taller than I am," she says. (Alika is probably taller too but I think she's still out in the training room.)


Male HP:76/76 AC:30 T:20 FF:21 F:+8 R:+14 W:+7 Perc:+12 Init:+10 Swashbucklers Rapier +19, 1d6+10 CMB:+9 CMD:+25 Human Swashbuckler 9 (Inspired Blade)

Alistair will comply with the request.


The trap door opens to sky, and little ladder drops down to allow access. Climbing up, it leads out of the top of the second story roof. On the side that leads to the first floor roof, there is a coiled up and knotted rope that is pitoned into the small lip of the second story roof.

Other than that the roof was empty.


Male Human Fighter 9 | AC 26 29, T 14, FF 24 27 | HP 69/85 | Fort +10, Ref +7, Will +9 | Init +2 (+4 with bastard sword drawn) | Perception +11 | Stamina 11/11

"This must be how the mantis men got in. That or Orsini's escape route if he needed to flee. Let's go search the rest of the house for clues. And we should remember to check the ceiling."

Take 20 to search room by room?


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

Yes, seems like there should be some clue as to Orsini's whereabouts, I think we should just check everything until we either find something or exhaust all options

"Now that we know what the weird smell and what the fires are for and have gotten that out of the way, maybe we can find something useful. While you look, I'm going to take a look at these weirdoes' weapons and whatnot that they've left behind."

Callie sifts over the "carapace" and weapons left behind by the dissipating bug-men.


INACTIVE - GAME DIED

"I guess the question is whether these warriors were here to find Orsini, or to stop other people from finding him? Perhaps both," muses Alika while she lets the keen-eyed do the searching.


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

Forgot to add, she will be using detect magic on the items

"Indeed. If they were here to stop others, no doubt they still have something to do with why he's missing to begin with. Given their penchant for burning things, they have to have been the ones to have torched the school."


Ya, this part is a bit wierd, and I have the next clue coming shortly, but I wanted to give you folks the chance to learn some interesting info IC first.

So for future refence, if we're doing a group search or something along those lines, I'll take the person with the best bonus and have everyone aid them, automatically with a +9 or higher, and with a roll if their bonus is lower. In this case, it looks like Alika has the highest bonus.

Garran: 1d20 + 7 ⇒ (14) + 7 = 21
Callie: 1d20 + 8 ⇒ (4) + 8 = 12

Surprisingly, that's high enough.

The group begins the search in the bedroom, with Alika leading the investigation. Ironically enough, it is here you find the only real thing of worth: A locked black metal footlocker. Unlike many such boxes, this one has locks built directly into it. It is hidden in a small alcove built into the closet of the bedroom, designed so cunningly that only working together and focusing extensively on searching could your group even locate it.

i.e. the DC was 40.

Downstairs in the office, you notice that his bookshelves contain treaties on sword fighting, as well as a variety of both religions and spiritual philosophies from throughout the Inner Sea region and beyond.

The paperwork on his desk shows that before the death of the king, Orsini's school was doing quite well, but it's income dropped precipitiously as students stopped attending and Orsini spent more and more time away from his school.

you also discover more of the gel on several of the walls downstairs; it's clear the assassins intended to turn Orsini's home into a deathtrap for either you or him.

After spending some time to remove the gel from the walls of the house, you realize that you are all rather tired. It's been a long night.

Feel free to rest and get back spells, etc. Orsini only has one bed, but he has several chairs on the lower floor that look rather comfortable.

Let me know what, if anything, you're doing with the box. Also, anyone who has a craft or profession skill related to metalsmithing can make a check to find out some info about the box itself.

Magical items:
potion of bull’s strength x2
+1 leather armor
+1 sawtooth sabres x4
cloak of resistance +1 x2
Odd magical bug helm x2

Non-Magical Items:
alchemist’s fire x3
daggers x8
54 pp


INACTIVE - GAME DIED

After a long day of poring over the house, scrubbing walls, and searching for hidden clues, Alika is simply beat.

"Does anyone... need... any extra help with scrapes and bruises?" she asks, stifling a yawn midway through. "Otherwise I'm going to wrap my cloak around me and curl up on that overstuffed chair in the living room after barricading the front door."


Human Bard - Arcane Duelist 9 [ HP: 41/57 AC:22(21) T:14(13) FF:19 | CMD 22 | Fort +7, Ref +11(10), Will +8 | Init +4 Perc: +8 | 1st/day 7/7, 2nd/day 5/5 3rd/day 2/4; Perf rds 21/25 | Disruptive I message, see invisible 90 minutes, haste 8 rounds (from 9)

"Definitely time for rest," Callie agrees. "If none of us have the means to open that box, I'll see if I can think of any fence-kens in the area who might help for a fee. Or Alistair, if you have any ideas..."

Re: magic items, Callie asks if she can hold onto one of the potions of bull's strength. She has no need of the armor, sabres, or cloaks. She suggests Only if no one else wants them, she can hold onto the alchemist's fire and daggers in her haversack--never hurts to have more things to throw at people.

The only other thing Callie does before resting is try to analyze the enchantment on the bug helm.

Spellcraft: 1d20 + 14 ⇒ (1) + 14 = 15

But she likely has no idea. Can she try again later?

Then she steals various cushions and pillows and makes herself a bed in the corner of a room, using several cloaks from Orsini's closet as blankets.

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