[Gameday IX] GM Dennis - Quest 7: A Curious Claim (Inactive)

Game Master Dennis Muldoon

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Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

Please ninja-dot in!

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

The interior of the Silver Spoon Inn and Tavern is as elegant as the name would imply, featuring a black marble bar top and gilt chairs, freshly upholstered in rich leather. On opposite ends of the room are two polished ebony tables, one laden with decadent trays of charcuterie and cheese, while the other holds simple crusts of bread served on fine porcelain platters beside silver ewers of clear water. Finely dressed patrons mill about, drinking and gossiping, while a few individuals clad all in white stand aloof from the crowd.

Venture-Captain Kristoff Valicho gestures for an employee to take over behind the bar before joining you at a corner booth. “Welcome to the Silver Spoon, friends! You must be the team I asked the Grand Lodge to send me. I’m Kristoff, what are your names? Can I get anyone something to drink, while we're talking?”

This is your chance to introduce your character. This might include things like: Who are they, and what do they look like? How are they dressed or armed? Why are they a Pathfinder? What were they doing in Druma before this mission? Or whatever else you wish to share and/or describe about your character.

Vigilant Seal

CN dwarf (strong-blooded) rogue 7 | HP 86/86 | AC 25 (26 with parry, 27 against struck target) | F +11 R +16 W +13 | Perc +15 | Stealth +17 | 30 feet | Active Conditions: Resist Poison 3

A dwarven woman in dark armor steps out of the shadows and lights a cigar from a hand clad in a spiked gauntlet. A traditional dwarven clan dagger hangs at her side. "I'm Dorrance. Silvernail. Yeah, I'll take a drink if you're handing them out. I'll take some of that grub, too."

She eyes the rest of the Pathfinders. "So...you all been on a lot of missions so far? Fight a lot of people? Fight any Aspis? No? Good, good, that's good. Glad to hear it."

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

"It's nice to meet you Dorrance. Welcome to Druma. Please, help yourself to the food while I take everyone's order."

Grand Archive

| HP 32/32 | AC 17; w/Shield Spell 18 | Fort +5; Ref +6; Will +10 | Perception: +8; Low-light Vision, Darkvision | Focus Points: 0/2 | Hero Points: 1/3 | Active Effects: Curse of Torrential Knowledge (Moderate), Flat-Footed | NG Agender Iruxi (Duskwalker) Oracle (Lore) 3

Kristoff is a Venture Captain now? That's neat! Also, apologies as I find this character's voice...GM credit baby out for their first actual game...

The door to the Silver Spoon opens to the shuffling of robes and the soft thump of a staff being heavily leaned-upon. Entering inside is a figure who at first glance appears to be an Iruxi - small for an Iruxi at that, standing only about six feet tall. They are swathed in dark blue and purple robes* that are slightly tattered at the edges - not from dirt or filth, but apparently absentmindedly catching on the corners of books or tables.

What marks this individual as different, however, is their skin. Unlike normal Iruxi who bear mottled patterns in greens or blues or even reds, this figure's scales are a uniform ash-gray. The only thing that reassures the viewer that they are neither construct nor undead are the piercing blue eyes and gentle smile on their face as they approach the bar. The silver symbol of Pharasma around their neck might help the latter concern a bit, too.

Ahh, yes. This one is named Upuaut Doomspeaker, and often I come to places that are in need, sometimes before they even fully know how much need there is! To glean the secrets of the universe, one must travel, and take in new experiences. A person needs new experiences! These things jar something deep inside, allowing us to grow. Without change something sleeps inside us, and seldom awakens. These sleepers must awaken."

Pausing for a moment and squinting, Upuaut speaks to the bartender. "A goblin once told me about a thing with much flavor with a sanguine name...a..." they look left and right, whispering conspiratorially, "Bloody Mary? Can this one obtain such a thing here?"

They turn to the dwarven woman. "Ahh, yes! It is a pleasure to meet you! This one has not done much fighting...fighting brings death, and death seldom brings enlightenment! I have also not been on many missions for the Pathfinders yet, but I have studied many, and grown from reading about those experiences!"

Upuaut happily pulls out a heavy tome from their backpack. "Here! Pathfinders lost on a road near Minkai, but learn about the natural world they did! And...here! More natural things, but in Sarkoris still tainted from recent incursions! Let me see..." They flip a few more pages, muttering, "false Pathfinders...thief monks...heirloom gorget...bar fight...Ah, another learning experience in nature - Pathfinders who endured the Balgirdtrek! Hmm...there are more, yes, but perhaps this one has spoken long enough that their drink is ready by now...yes?" Upuaut's gaze sweeps back and forth between the dwarf and the bartender, slightly awkwardly.

* (I'm getting better at tweaking images - this one is from one of the Adventure Card Game Oracles, in fact)

Grand Archive

N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

An older half-elf woman emerges from the kitchen with a serving tray, placing a few drinks on it before moving unobtrusively to the back room. Deftly she places a dark stout in front of the dwarf and a glass full of chunky red liquid with a celery stick poking out the top like a straw next to the kobold. "Sorry sir - they didn't tell me we were short-staffed up front," she says demurely to Kristoff as she lowers the tray so he can retrieve a glass of wine. With her tray empty, she moves to the rear of the room and stands at attention. Softly she dusts the flour from her clothes, one end of a rolling pin poking out from her apron pocket as she does so.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

He definitely helps himself to some food.
I forgot to introduce myself, I'm Ezren the Wizard, I hope you all have a magical night.

Vigilant Seal

Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |

"This is a nice change." A woman with white hair done up in multiple small fine braids accented with light blue and lavender highlights walks in from the outside. She slowly pulls off a set of fur lined soft leather gloves. "It's nice to be sent to a nice civilized society." Her voice still holds an Irrisen accent. She loosens up the soft white fur trimmed coat of deep blue, revealing the leather corseted dress with what looks like actually ice crystals worked into the fabric forming a pattern as if the whole thing looked to be made of cracked ice. "I very much am starting to like your country, Mr. Kristoff. Thank you for extending your fine hospitality." Yes, she bought the most expensive dress possible to wear, player forgets to spend gold, and it fits.

"It seems I learned rather quickly, that despite white is common in my country, it has a very interesting meaning here in Druma. If we are around for a bit, it would be interesting to learn of your how did they put it Prophecies. I'm not sure how practical it is where I come from but potentially interesting options to work together. I think one would loose weight rather quickly without any meat in the north."

She will make her way over to the table setting a white staff against the wall before carefully pulling out a chair to sit down. "Eir Ingstead, abjurer and conjurer, or in general what the outside world calls, she tilts her head to the side Wizard I believe."

"Past travels, it seems corrupted leshy, corrupted lizards, and... corrupted Inns of all things!" She looks over at Kristoff, "You don't have any haunted relatives hiding in poor attempts at making artifacts? Please say no."

She looks around at those gathered so far, "Ezren, is a known quantity, if Absalom is still in one piece before he left. Upuaut, do you come from the south? We recently ended up in a trade mission to the Mwangi I would love to hear how one from the south finds our northern climate and culture."

"I have not had much interactions over time with the Dwarven lands, I'm sorry I lack the familiarity recognize the familial or pardon clan representation, what part of the world do you hale from Dorrance Silvernail?"

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

"Haunted relatives? Well, not as far as I know, no. I think you're safe, in that regard." Kristoff returns with your drink orders, confused to see them already in front of you. "How did...." Glancing up, he spots Grandma Tess and nods. "Ah. Well, we may have one more joining us, but we can always get them caught up. Let's get started, shall we?"

"Since the Society helped pay off the loan, we’ve really been able to fix this place up right. Establishing the Society’s position in Kerse, however, has been slower going, especially with interference from the Aspis Consortium. You may be able to help change that, however, as an important potential ally has requested our assistance. Here, read this.” Kristoff hands you a letter on elegant stationary, written in a neat hand. In the slide deck.

“The wreck is a few hours’ walk from here up the coast. I have a horse and a small wagon ready for you, just in case you’re able to recover any of the cargo. Be careful, though. My contacts in the Mercenary League say their investigation of the wreck was cut short by a swarm of carnivorous undead that surged up from the water during a storm. I’m sure capable agents like yourselves can handle a few monsters, but with the number of creatures they reported, you should head inland before any such storm arrives. Any questions?”

Vigilant Seal

CN dwarf (strong-blooded) rogue 7 | HP 86/86 | AC 25 (26 with parry, 27 against struck target) | F +11 R +16 W +13 | Perc +15 | Stealth +17 | 30 feet | Active Conditions: Resist Poison 3

"Hmmm. Would someone have had a reason to make sure that Passad looks bad in front of these particular buyers?"

Grand Archive

| HP 32/32 | AC 17; w/Shield Spell 18 | Fort +5; Ref +6; Will +10 | Perception: +8; Low-light Vision, Darkvision | Focus Points: 0/2 | Hero Points: 1/3 | Active Effects: Curse of Torrential Knowledge (Moderate), Flat-Footed | NG Agender Iruxi (Duskwalker) Oracle (Lore) 3

After giving a thankful nod to the one who brings their drink...

Eir Ingstead wrote:
"Upuaut, do you come from the south? We recently ended up in a trade mission to the Mwangi I would love to hear how one from the south finds our northern climate and culture."

"Ohh, no. This one manifested spontaneously in a graveyard five years ago after being sent to this world directly from Pharasma's will."

Upuaut lets that hang there for a long moment, glancing left and right awkwardly. "Er...so this one could learn all the things and then return to her later perhaps with more enlightenment...yes?"

They lift their drink to sip, but are immediately stymied by the presence of the celery stalk. They lift the whole thing up with both hands, bringing it close to one blue eye before muttering, "Hmm...goblin says it tastes best with pickles...perhaps this is local variation? Excellent!" And then they tilt their wide reptilian maw open, pouring the whole of the drink, celery, ice, and everything down their gullet in a single gulp.

After an even longer pause... "The culture is...slightly spicy...but delicious!"

---

The mention of undead, however, causes a bit of focus from the strange Iruxi. "Hmm, those of the undead blight may be involved? Than perhaps it is the Lady of Graves' will that this one is here, along with such capable-looking allies, yes? We shall go carefully, prepared to learn what we can, and safeguard against that which should not walk this world."

Upuaut begins making their preparations, fiddling with a spell scroll or two.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺
Dorrance Silvernail wrote:
"Hmmm. Would someone have had a reason to make sure that Passad looks bad in front of these particular buyers?"

"Hm. Not that I know of, though politics in Druma are quite complicated, not to mention rather opaque to those outside of the elite circles. I suppose it's possible, though beyond his partner in the venture I'm not sure who that would be."

Vigilant Seal

Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |

"Why use unclean methods though? Doesn't that go against the teachings?" Eir asks.

"Could it be something from across or the middle of the lake if you mention undead? Beginning of an incursion perhaps?"

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

"Could be, could be. If Mr. Passad knew exactly what was going on, he probably wouldn't need our help, though. We're hoping that you can find some information on the ship that will help to clear up this mess."

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Well I hope it clears up the mess.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

"Well, I'd hoped your last expedition member would be here by now, but you'd better hit the road if you want to make it there and back by sundown. Your wagon should be all loaded up and ready to go outside."

Please slot any boons and make any last minute preparations. Jelly, please place your token wherever you'd like around the cart on slide 3, and everyone please list your exploration mode tactics as well. Hopefully our last player will be jumping in here at some point (I got a PM from them on Friday), but if not we'll proceed with this group.

Verdant Wheel

As you all head toward the door, it suddenly opens and another iruxi, this one with colorful scales in shades of green and blue, walks in, seemingly unaware of the water and mud she's dripping and tracking onto the floor. She's a bit preoccupied trying to soothe a small and clearly upset alligator attempted to thrash out of her grasp.

This is where the Pathfinders are meeting, yes? she asks in a sibilant voice, Apologies for my tardiness. I'm Inishilatīti—you can just call me Nish—and this is Santiago," she indicates the gator she's just dropped unceremoniously on the floor. We would have been here sooner, but someone," she glares at him, decided he needed to make a new burrow in the duck pond outside town and had to be dragged out of it hissing and grunting." Santiago responds by opening his mouth and backing out the door.

Nish looks around at the group, "If everyone else has already been briefed, you can just catch me up en route."

Grand Archive

| HP 32/32 | AC 17; w/Shield Spell 18 | Fort +5; Ref +6; Will +10 | Perception: +8; Low-light Vision, Darkvision | Focus Points: 0/2 | Hero Points: 1/3 | Active Effects: Curse of Torrential Knowledge (Moderate), Flat-Footed | NG Agender Iruxi (Duskwalker) Oracle (Lore) 3

Upuaut grins, seeing someone they have read about. "Ahh, yes! This one has read about your exploits, Inishilatīti and Santiago! Upuaut Doomspeaker is pleased to be meeting you!"

GM credit character for some of the games you played on Inishilatīti, so, I guess? :P

Verdant Wheel

You have?, Nish blinks in surprise, then shrugs. I suppose it makes sense to keep up with other iruxi Pathfinders since there aren't many of us yet. Well met to you as well, yes.

Grand Archive

| HP 32/32 | AC 17; w/Shield Spell 18 | Fort +5; Ref +6; Will +10 | Perception: +8; Low-light Vision, Darkvision | Focus Points: 0/2 | Hero Points: 1/3 | Active Effects: Curse of Torrential Knowledge (Moderate), Flat-Footed | NG Agender Iruxi (Duskwalker) Oracle (Lore) 3

The ash-gray scaled one tilts their head a bit side-to-side "This one is technically iruxi, yes, so this is factually correct!" They smile excitedly...and awkwardly?

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

"Ah, excellent timing! Welcome Inishilatiti! I'm afraid there's no time for me to offer you a drink, and your friends here will have to catch you up on your mission as you walk. I've packed a lunch for your journey, which you'll find in the front of the wagon. Safe travels, agents, and I look forward to your safe return!"

I may not have been clear in my instructions. Everyone, please indicate your exploration mode tactic on slide 3, as Nish has done. Also, Jelly Gelly, please place your token to indicate your position relative to the wagon as you walk along.

Vigilant Seal

Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |

Updated on the slide, was going to post here. Sorry busy weekend.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Now I remember to set my token there, I kept forgetting.
Ah thanks for feeding us.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

GM Screen:

B Stealth: 1d20 + 6 ⇒ (4) + 6 = 10
B Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
B Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
B Stealth: 1d20 + 6 ⇒ (4) + 6 = 10
N Stealth: 1d20 + 13 ⇒ (8) + 13 = 21

Nish Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Dorrance Stealth: 1d20 + 10 ⇒ (2) + 10 = 12
Upual Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Eir Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Tess Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Jelly Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Taking your leave of the Silver Spoon, you gather your supplies and set out along a well-kept trade road heading from Kerse, at the mouth of the river, Northwest to the port city of Detmer, on the shores of Lake Encarthan. The road is well-maintained and regularly patrolled, and clearly gets frequent use. For most of the first hour it keeps within sight of the shore before drifting away from the lake through a small forest to avoid a wide marsh. It's as you pass through this cops that you (all) spot some men hiding in the bushes on either side of the road, swords in hand!

Nish and Tess:
You see a fourth bandit two squares to the right and one square down from the man labelled 1.

-----

Initiative!

  • Nish
  • Tess
  • ?
  • Upual
  • Dorrance
  • Jelly
  • Eir
  • ?

    Nish and Tess may act!

  • Grand Archive

    N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

    "Oh dear - there's some mean men come to steal our wagon and leave us penniless!" Grandma Tess lets her voice waver slightly to give the impression of fear. "Look! One, two, three, four - they outnumber us!" She shakily points at each bandit, pausing a bit more on the last one who is trying a bit harder than his companions to hide. "Wait, there's even more coming down the road!" She lets her voice rise to a shriek here, the better to accompany her wild hand gesture as she points to the bend in the road ahead before deftly slipping up onto the cart.

    Deception to Create a Diversion: 1d20 + 11 ⇒ (11) + 11 = 22

    Totally down for GM to say this isn't feasible. Point Out [A], Create a Diversion [A], and Sneak [A] to hide on top of or inside the cart. Because Sneak is a Secret Stealth check, the GM will have to roll it and add Grandma Tess's +8 modifier.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    GM Screen:
    Tess Stealth: 1d20 + 8 ⇒ (14) + 8 = 22

    Sure, that seems reasonable to me.

    Nish may act.

    Verdant Wheel

    1N) Give Santiago two actions
    1S) Santiago Strides up to #3
    2S) Santiago jaws: 1d20 + 8 ⇒ (14) + 8 = 22, if hit damage: 1d8 + 3 ⇒ (7) + 3 = 10
    2&3N) Cast Entangle (Reflex DC 19)

    (Santiago's AC is 17, HP 30)

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    GM Screen:

    Reflex 4: 1d20 + 7 ⇒ (20) + 7 = 27

    Tess hides, while Nish tries to magically snare several of the bandits. Santiago trundles forward, their jaws snapping and taking a vicious bite out of the nearest bandit.

    Suddenly, a crossbow bolt flies from the brush to the north, aimed at the marauding Santiago, piercing the beasts tough hide!

    bolt vs. flat-footed: 1d20 + 10 ⇒ (12) + 10 = 22
    piercing damage: 1d6 + 6 ⇒ (3) + 6 = 9
    Sneak Attack: 1d6 ⇒ 6

    The bolt is followed shortly after by a small figure, clad head to toe (including her skin) in varying shades of green! She emerges from the brush, an unloaded hand crossbow in one hand and a wicked-looking curved knife in the other. Her quick action seeming to take most of you by surprise, she lashes out at the flat-footed Jelly with her kukri!

    kukri vs. flat-footed, agile 2nd: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
    slashing damage: 1d6 + 6 ⇒ (1) + 6 = 7
    Sneak Attack: 1d6 ⇒ 1

    She calls back over her shoulder and another figure, previously spotted only by Nish and Tess, emerges from the tangling vines of Nish's spell (passed his save). He trudges toward the wagon and into a position to support the gnome, before trying to stab Jelly, ineffectually, with the short sword in his hand.

    Shortsword: 1d20 + 9 ⇒ (1) + 9 = 10
    Piercing: 1d6 + 3 ⇒ (3) + 3 = 6

    -----

    Initiative!

  • Nish Santiago: 15 damage
  • Tess
  • Gnome
  • B4
  • Upual
  • Dorrance
  • Jelly 8 damage
  • Eir
  • ? B3: 10 damage

    Upual, Dorrance, Jelly, and Eir may act.

  • Grand Archive

    | HP 32/32 | AC 17; w/Shield Spell 18 | Fort +5; Ref +6; Will +10 | Perception: +8; Low-light Vision, Darkvision | Focus Points: 0/2 | Hero Points: 1/3 | Active Effects: Curse of Torrential Knowledge (Moderate), Flat-Footed | NG Agender Iruxi (Duskwalker) Oracle (Lore) 3

    "Ohh no. This is not good, no."

    Upuaut sees the spread of the attackers and notices the very green one seems to be the leader. "Hmm...let us see what this one can learn by rooting around in memories, yes?" they think to themselves, as their blue eyes open wide, drawing incense and quartz dust from their spell component pouch to silently cast Brain Drain! (2)

    DC 19 Basic Will Save - Brain Drain on Gnome:
    You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.
    Heightened: Damage +1d8

    Mental Damage: 2d8 ⇒ (2, 2) = 4

    Even as they cast this focus spell, they feel the curse that grips their soul begin to take hold!

    Curse of Torrential Knowledge:
    Minor: You take a –4 penalty to initiative, as trying to process a surge of information about what's happening around you slows your ability to respond to it.

    They will then look over at Dorrance and say aloud, "You spoke of fighting, yes? Well than may Pharasma guide you, yes!" as they cast Guidance! (1)

    Guidance (1 minute duration) on Dorrance:
    You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

    Vigilant Seal

    CN dwarf (strong-blooded) rogue 7 | HP 86/86 | AC 25 (26 with parry, 27 against struck target) | F +11 R +16 W +13 | Perc +15 | Stealth +17 | 30 feet | Active Conditions: Resist Poison 3

    Dorrance nods at Upuaut, thanking them.

    She darts over to attack the bandit menacing Jelly Gelly, and uses Upuaut's guidance to attack, smoothly drawing her dagger as part of the action.

    +1 striking clan dagger vs flat-footed: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
    ouch!: 2d4 + 3 ⇒ (4, 2) + 3 = 9
    sneak attack: 1d6 ⇒ 4
    1d6 bleed damage if a crit against a flat-footed opponent

    She then raises her clan dagger in a defensive position.

    She also gets her first look at gnome.

    Oh. This is not a random bandit attack.

    Stride, Quickdraw and Strike, Parry

    Vigilant Seal

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    Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |

    1) Demoralize #3
    "You'd dare attack this sweet old lady." And glares down at him. Intimidating Glare
    Intimidate: 1d20 + 7 ⇒ (5) + 7 = 12 vs Will DC

    2&3) Cast Snowball at #3
    Atk: 1d20 + 9 ⇒ (20) + 9 = 29
    Cold!: 2d4 ⇒ (4, 2) = 6

    Spell stuff:

    Critical Success The target takes double damage and a –10-foot status penalty to its Speeds for 1 round.
    Success The target takes full damage and a –5-foot status penalty to its Speeds for 1 round.

    Scarab Sages

    Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

    Jelly will 5ft step and cast acid arrow on number 1 hit: 1d20 + 9 ⇒ (12) + 9 = 21
    dmg: 3d8 ⇒ (8, 8, 8) = 24 acid and 1d6 persistent acid damage.

    Grand Lodge

    1 person marked this as a favorite.
    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    GM Screen:
    Gnome will save: 1d20 + 9 ⇒ (3) + 9 = 12
    Society: 1d20 + 7 ⇒ (13) + 7 = 20
    Bandit 2 Reflex: 1d20 + 7 ⇒ (5) + 7 = 12

    The gnome clutches her head, then glares at Upuaut as she feels them rooting around in her brain.

    Upuaut:
    You get an image of a snake head embossed on a brass badge, which you recognize as the symbol of the Aspis Consortium, along with a sense of duty to stop your investigation.

    Dorrance moves to Jelly's aid, felling the wizard's assailant in a single strike! Critical success against his flat-footed AC.

    Eir's glare at the bandit engaged with Santiago doesn't yield any results, but her well placed snowball finishes what the lizard began, felling the ruffian!

    Jelly, meanwhile, continues your quick work of these bandits, dropping the slow-to-act ambusher to the north in a screaming pile of sizzling acid. That's a heck of a damage roll!

    The remaining bandit strides forward, clearly nervous at the destruction around them though obviously even more frightened at the withering glare they receive from the gnome at sight of their hesitation. Their lack of conviction is evident as Nish's vines wrap around their legs, severely hampering their movement though they are able to break free. Once adjacent to Dorrance, they try to take advantage of her proximity to the gnome to create an opening, unaware of the foolishness of trying to flank such a rogue.

    Shortsword vs. Dorrance: 1d20 + 9 ⇒ (20) + 9 = 29
    Piercing: 1d6 + 3 ⇒ (3) + 3 = 6

    Shortsword vs. Dorrance, agile 2nd: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
    Piercing: 1d6 + 3 ⇒ (3) + 3 = 6

    Their sword lands true, however, dealing two grievous blows to Dorrance!

    -----

    Initiative!

  • Nish Santiago: 15 damage
  • Tess
  • Gnome 4 damage
  • B4
  • Upual
  • Dorrance 24 damage
  • Jelly 8 damage
  • Eir
  • B1
  • B2
  • B3

    Nish and Tess may act.

  • Grand Archive

    N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

    Grandma Tess tumbles softly out of the backside of the wagon and ducks into the trees, trying to cut off the strange gnome's escape route.

    Triple Sneak [AAA]. GM, could you roll those three secret Stealth checks with a +8 bonus?

    Verdant Wheel

    Seeing her companion taking so much damage in one turn, Nish steps forward to make herself another target or, if lucky, take him out.
    1N) Give 2 actions to Santiago
    2N) Stride up to remaining bandit
    3N) Slash bandit
    claws: 1d20 + 6 ⇒ (7) + 6 = 13, if hits 1d4 + 1 ⇒ (1) + 1 = 2 damage
    1S) Santiago bites the man in front of him
    jaws: 1d20 + 8 ⇒ (14) + 8 = 22, if hits 1d8 + 3 ⇒ (2) + 3 = 5 damage
    2S) Santiago hisses in annoyance and clamps down again.
    jaws: 1d20 + 4 ⇒ (12) + 4 = 16, if hits 1d8 + 3 ⇒ (4) + 3 = 7 damage

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    GM Screen:

    Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
    Stealth: 1d20 + 8 ⇒ (20) + 8 = 28
    Stealth: 1d20 + 8 ⇒ (5) + 8 = 13

    Nish is unable to connect with the remaining bandit, but her attack serves to distract the man while Santiago chomps down twice.

    Seeing Dorrance unfazed by being flanked, the gnome instead leaps suddenly in front of the horses, slashing at Nish with her knife!

    kukri vs. Nish flat-footed: 1d20 + 10 ⇒ (14) + 10 = 24
    slashing damage: 1d6 + 6 ⇒ (1) + 6 = 7
    Sneak Attack: 1d6 ⇒ 1

    kukri vs. Nish flat-footed, agile 2nd: 1d20 + 10 ⇒ (7) + 10 = 17 What's Nish's AC?
    slashing damage: 1d6 + 6 ⇒ (3) + 6 = 9
    Sneak Attack: 1d6 ⇒ 2

    ----------

    Initiative!

  • Nish Nish: 8 or 19 damage, Santiago: 15 damage
  • Tess
  • Gnome 4 damage
  • B4
  • Upual
  • Dorrance
  • Jelly 8 damage
  • Eir
  • B1
  • B2 12 damage
  • B3

    Upual, Dorrance, Jelly, and Eir may act.

  • Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Sorry, didn't update the statblock. Dorrance is damaged:

    Initiative!

  • Nish Santiago: 15 damage
  • Tess
  • Gnome 4 damage
  • B4
  • Upual
  • Dorrance 24 damage.
  • Jelly 8 damage
  • Eir
  • B1
  • B2 12 damage
  • B3

    Upuaul, Dorrance, Jelly, and Eir may act.

  • Grand Archive

    | HP 32/32 | AC 17; w/Shield Spell 18 | Fort +5; Ref +6; Will +10 | Perception: +8; Low-light Vision, Darkvision | Focus Points: 0/2 | Hero Points: 1/3 | Active Effects: Curse of Torrential Knowledge (Moderate), Flat-Footed | NG Agender Iruxi (Duskwalker) Oracle (Lore) 3

    Upuaut hisses a bit with revelation, calling out to the others. "Aspis gnome! Bronze badge! Here to stop our investigation, they are!"

    They then weave their ash-gray claw in mystic patterns to enhance the life-force of their most grievously-hurt ally, Dorrance, casting a Heal spell, heightened to second level as a signature spell! (2)

    Positive Energy Healing: 2d8 + 16 ⇒ (7, 3) + 16 = 26

    Nodding to Eir, they give a little grin. "Pharasma guide you too, maybe to hit just that hard with a spell once again, yes?"

    Upuaut then casts Guidance on Eir. (1)

    Verdant Wheel

    1 person marked this as a favorite.

    AC 16, 17 when I have my shield raised, so I've taken 19 damage out of max 38.

    Vigilant Seal

    CN dwarf (strong-blooded) rogue 7 | HP 86/86 | AC 25 (26 with parry, 27 against struck target) | F +11 R +16 W +13 | Perc +15 | Stealth +17 | 30 feet | Active Conditions: Resist Poison 3

    "I knew I recognized her," Dorrance mutters quietly.

    "Thank you for the healing. I feel much better!" she says more loudly to Upuaut.

    Dorrance waves her dagger menacingly at Bandit 2.

    "You're getting a lot more than you bargained for, buddy."

    Intimidate to demoralize, physically menacing: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20

    vs Will DC, frightened 1 on a success, frightened 2 on a critical success.

    +1 striking clan dagger, vs flat-footed if frightened: 1d20 + 10 ⇒ (1) + 10 = 11
    ouch!: 2d4 + 3 ⇒ (3, 2) + 3 = 8
    sneak attack: 1d6 ⇒ 4
    1d6 bleed damage if a crit against a flat-footed opponent

    +1 striking clan dagger, vs flat-footed if frightened: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
    ouch!: 2d4 + 3 ⇒ (4, 4) + 3 = 11
    sneak attack: 1d6 ⇒ 6
    1d6 bleed damage if a crit against a flat-footed opponent

    WELP.

    She then raises her dagger defensively.

    Dorrance can Strike twice with her clan dagger and parry for two actions thanks to a dwarf feat.

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Bolstered by Dorrance's healing magic, Dorrance menaces the bandit in front of her, causing a visible quake in his resolve. Rather than having the desired effect, however, it causes him to be a little quicker to leap out of the way of her dagger as she swings twice, catching nothing but air either time.

    Initiative!

  • Nish Nish: 19 damage, Santiago: 15 damage
  • Tess
  • Gnome 4 damage
  • B4
  • Upual
  • Dorrance
  • Jelly 8 damage
  • Eir
  • B1
  • B2 12 damage, frightened 1
  • B3

    Jelly Gelly and Eir may act.

  • Scarab Sages

    Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

    magic missile number 2: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7

    Vigilant Seal

    Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |

    "Well then here's a second."
    1) Drain Bonded Item
    2) Snowball with guidance

    Attack+guidance: 1d20 + 10 ⇒ (14) + 10 = 24
    shivery cold!: 2d4 ⇒ (4, 2) = 6

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Who are you throwing that at, Eir?

    Vigilant Seal

    Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |

    Bandit -- she can't see the gnome through the cart :)

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    Jelly sends bolts of magical force at the remaining banding. knocking them off balance and leaving them totally unprepared for the massive snowball Eir sends their way. It impacts them squarely in the face and knocks them to the ground, unmoving!

    -------

    Initiative!

  • Nish Nish: 19 damage, Santiago: 15 damage
  • Tess
  • Gnome 4 damage
  • Upual
  • Dorrance
  • Jelly 8 damage
  • Eir

    With the last bandit down, Nish and Tess may act!

  • Grand Archive

    1 person marked this as a favorite.
    N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

    Seeing the last bandit fall, Grandma Tess hurries from the trees. "Oh dear, you dropped this." she says sweetly as she holds out a crumpled flower.

    Bluff vs Green Will DC: 1d20 + 10 ⇒ (15) + 10 = 25

    "...Oh, and this too." The elderly half-elf quickly pulls out her rolling pin with the other hand and tries to clock the young hooligan.

    Rolling Pin (Light Mace): 1d20 + 9 ⇒ (6) + 9 = 15
    Bludgeoning damage: 1d4 ⇒ 3
    Sneak Attack (if Applicable): 1d6 ⇒ 4

    Stride [A], Feint [A], and Quick Draw [A]. From her Racket:

    PRD wrote:
    When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

    Verdant Wheel

    1N) Give Santiago two actions
    1S) Santiago attacks twice (I'm assuming no flank bonuses)
    jaws: 1d20 + 8 ⇒ (6) + 8 = 14 if hits, damage: 1d8 + 3 ⇒ (5) + 3 = 8
    jaws: 1d20 + 4 ⇒ (20) + 4 = 24 if hits, damage: 1d8 + 3 ⇒ (6) + 3 = 9
    2&3N) Cast Shocking Grasp on the gnome
    spell attack: 1d20 + 8 ⇒ (11) + 8 = 19 if hits, damage: 2d12 ⇒ (6, 4) = 10
    If she's wearing metal armor, +1 to attack and 1d4 persistent electricity

    Grand Lodge

    Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

    The gnome looks confused as a little old lady totters out of the woods, handing her a flower before trying to suddenly brain her with a rolling pin. She's quick on her feet, though, and is able to just dodge out of the way (she's flat-footed after your feint, but that still doesn't quite hit). Tess's attack does serve a purpose though, as the gnome is off balance and unprepared for a devastating bite from Santiago. Before she can wriggle out of the lizard's jaws, Nish zaps her with an electrifying touch!

    She snarls at the surrounding Pathfinders, slashing at Nish before quickly disappearing into the trees. Strike, Stride, Sneak. I'll mark the last place you saw her. Trees are difficult terrain and provide cover.

    kukri vs. Nish: 1d20 + 10 ⇒ (11) + 10 = 21
    slashing damage: 1d6 + 6 ⇒ (1) + 6 = 7

    GM Screen:
    1d20 ⇒ 11

    Grand Archive

    N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

    So normally (if I understand correctly) she'd have to be hidden or undetected by everyone to Sneak. You can normally Hide or Create a Diversion to become Hidden, then Sneak to become Undetected. Am I understanding it correctly, or does she have something that changes that?

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