[PFS1] GM Pudding's The House on Hook Street (Inactive)

Game Master Tom G

SLIDES
LOOT


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Night of the Gray Death

The wall has very large bricks of uneven size and old mortar between, it looks like it would be fairly easy to climb

DC 10 Climb for the wall. The night market is very well stocked, and has thieves tools, rope, grappling hooks and most other mundane items available. Though bear in mind that if you do Greeley's windows overlook the whole market, and Taariik at least is very noticable with his burning hair

I don't think you got an advance from Magistrate Drune, but he has promised you 8000GP for bringing the brotherhood to justice. As long as there is enough liquid cash in the party you can grab thieves tools from the market very easily.

@Grunyak: The adjancent buildings are the same hodge-podge towers of partially tumbled down rooms you've seen all over bridgefront. In places rooves have been replaced with sail-cloth, and in others thin towers lean over precipitously. There are entrances all over it, but it's a nest of addicts and vagrants. There might be a route from in there to Greeley's hideout, but it's difficultto tell without going in, and you'd be stepping over the huddled masses

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"Ahh, what I would give for a bank of fog right now." Just cover our intentions it would."
Grunyak pulls a 100 gold from his neck pouch. "If you can get us through that door, it is worth every pince, Huxwren."

Grunyak turns to Taariik, "Perhaps you could pra tice some of that sneakiness Ol' Six Fingers was mentioning. You stand out something terrible. Perhaps walk into a doorway and hide. It may make them thing we are focused on other business."


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

"Gotcha."

Disable Device, Masterwork tools: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36


Night of the Gray Death

GM screen:

Huxwren Bluff: 1d20 + 15 ⇒ (16) + 15 = 31
Huxwren Stealth: 1d20 + 20 ⇒ (20) + 20 = 40
Huxwren Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Huxwren walks into the market with his borrowed money and picks up some thieves tools, doing his best to look and act different from yesterday in order to deflect suspicion. The fact that he has another spirit inhabiting him rather helps with the deception, and even his own party members think he's a stranger at first on his return.

He opens the good quality lock in just a few seconds without making a sound. He even finds a latch on the inside which he opens using one of the longer tools from the kit, gently passing it through the edge of the door and deftly nudging the small piece of metal out of the way. He then moves slowly and opens the door just a fraction, enough to get a look into a small part of the courtyard beyond. He sees two young toughs sat at a wrought-iron table, drinking steaming coffee and trying to keep watch. They have hand-crossbows and daggers at their hips, and despite their vigilence don't appear to have noticed Huxwren's delicate manipulations. A third further in is watching the walls to the north.

I've put them on the map. Huxwren can only see directly north of the door without opening it further, which would make your presence obvious

What do you do?


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

The halfling doesn't say anything, but beckons Eldrin over to peer through the crack above their head. "Right, got any ideas?" they whisper softly. "Knock 'em all out, keep 'em from soundin' th' alarm, yeah?"

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik swallows.

“Ehh ... can’t we just run in and make arrests? All resistance will be dealt with!!“ he whispers.

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Joining Huxwren at the door Eldrin whispers "Hmm, I can try to put them to sleep, but depending on how strong willed they are it may not work or may only work on one of them."

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Earlier, when Taarik speak of his dream

No offense taken, Taarik. I'm sure your dreams were pure and innocent, and even if that wasn't the case, they are just dreams. We spend so much time together, fighting together, worrying about each other, I'm sure everyone has at least dreamt of one of us once, even if he can't remember it.

Near the wall
I could probably climb that wall if you wish, Gruniak. Doesn't seem that hard, even with my armor.

Dru has +7 to climb, and only -1 armor penalty

Now
Is it worth trying, on your own opinion, Eldrin? Or should we attack swiftly to keep the element of surprise on our side?

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"I don't think we will be able to stop all alarms. We just hope we get lucky and get most of them before others come." Grunyak whispers. "Dru, go for the far guard. Tackle him if you have to, but don't let him run away."
"Taariik, go after the table guard on the far side of the table."
"I will go after the guard closest to the door."
"Eldrin, one asleep is better than none."
"Huxwren, if you can help at the table too. Or just block an exit.

"I should have prayed for the silence magic but, the strength of a bull and bless will be the best I got."

"I will cast bless. Eldrin if you want to try your sleep spell this would be the time. The rest go for your positions once the spells go off."
Grunyak casts Bless.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik nods and prepares to charge in!

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Taking note of the positions of the guards, Eldrin begins chanting and gesturing. Reaching the end of the spell he moves his hand in an arc toward the guards, sprinkling a few rose petals as he does so.

Casting Sleep with Potent Magic to raise th DC by two (One Arcane Reservoir point). Targeting the intersection at the bottom left of the middle guards square.


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Huxwren nods, pulls out a dagger, and prepares to push the door open so the tall folks can hurry inside.


Night of the Gray Death

You prepare for a timed assault. Eldrin starts casting his spell first, then Grunyak jumps in so as to time completion. Inside you can hear a few chairs move and some muffled voices saying "What's that?" a few seconds later Huxwren opens the door and chaos happens!

Looking in through an open door rather than a crack reveals more guards, crouched on plant-pots or benches all around the courtyard. The western end of the courtyard ends in the city wall, but an outhouse protrudes from it.

Will 1: 1d20 + 2 ⇒ (3) + 2 = 5
Will 2: 1d20 + 2 ⇒ (5) + 2 = 7

Guard 1 falls asleep just as he's standing up and slumps over the table, but the others cry out:

"It's those inquisitive foreigners, get em!"

The spells were in a couple of surprise rounds, then opening the door kicks off initiative

Initiative:

Huxwren: 1d20 + 9 ⇒ (1) + 9 = 10
Eldrin: 1d20 + 3 ⇒ (4) + 3 = 7
Drusilla: 1d20 + 2 ⇒ (17) + 2 = 19
Grunyak: 1d20 + 1 ⇒ (9) + 1 = 10
Taariik: 1d20 + 12 ⇒ (18) + 12 = 30
Guard 1: 1d20 + 2 ⇒ (20) + 2 = 22
Guard 2: 1d20 + 2 ⇒ (14) + 2 = 16
Guard 3: 1d20 + 2 ⇒ (12) + 2 = 14
Guard 4: 1d20 + 2 ⇒ (15) + 2 = 17
Guard 5: 1d20 + 2 ⇒ (8) + 2 = 10
Guard 6: 1d20 + 2 ⇒ (15) + 2 = 17

Brotherhood courtyard

Round 1

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Taariik bless
Guard 1 asleep
Drusilla bless
Guard 4
Guard 6
Guard 2
Guard 3
Huxwren
Guard 5
Grunyak bless
Eldrin bless

Taariik and Drusilla are up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

"Can I hit them hard or not so hard??" Taariik asks with lots of question marks on his face.

He moves in to the second guard.

Adamantine +1 Greatsword +10, power attack -2, bless +1: 1d20 + 10 - 2 + 1 ⇒ (6) + 10 - 2 + 1 = 15
Damage Str +5, 2H Half Str +2, Enhancement +1, 2H power attack +6: 2d6 + 14 ⇒ (4, 4) + 14 = 22 + sneak attack if flat footed: 1d6 ⇒ 4

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Dru coordinates her attack with Taarik, choosing a guard near the western door, who get whacked by Lucifer, Dru's morningstar and weapon of choice

Blessed PA: 1d20 + 13 + 1 - 2 ⇒ (10) + 13 + 1 - 2 = 22
PA dmg: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15


Night of the Gray Death

Taariik enters and moves quickly past the surprised guards, then turns and cuts through his studded leather armour as if it were made of paper. The wound is so grievous it's a wonder the guard is still standing. Drusilla moves in almost as quickly and slams her morningstar into another guard, grunching bone and flesh alike.

The guard that Drusilla hit (Guard 4) draws a glistening dagger with surprising speed and crouches into a knife-fighter's stance, glancing over Dru's shoulder for his ally.

five-foot step and ready for a flank

The one that Taariik has penned in the corner Guard 6 looks to his injured ally as if for the same reason, but can see that he's mortally wounded and changes his mind.

"You'll get yours freak" he spits at Taariik before trying to run around him to help gang up on Drusilla.

Acrobatics vs. Taariik CMD: 1d20 + 9 ⇒ (15) + 9 = 24
Acrobatics vs. Drusilla CMD: 1d20 + 9 ⇒ (16) + 9 = 25

He very acrobatically slides into place. Double move for him, and a draw blade too

The guard that Taariik hit Guard 2 tries to hold his insides in with one hand and escape at the same time.

Withdraw action + acrobatics to move through Huxwren's space
Acrobatics vs. Huxwren CMD+5: 1d20 + 9 ⇒ (1) + 9 = 10

The halfling is too quick for him and blocks his way.

This provokes an AoO from you Huxwren

A guard in the north of the courtyard moves toward Drusilla, drawing their dagger and trying to strike at her weakest point.

Guard 3 dagger, flank: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Piercing, sneak: 1d4 + 3 + 2d6 ⇒ (3) + 3 + (5, 3) = 14

The blade bites deep in a chink in her armour, and something on it burns

Drusilla Fortitude: 1d20 + 8 ⇒ (15) + 8 = 23

Luckily though, her hardy constitution shrugs it off without affect.

Brotherhood courtyard

Round 1

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Taariik bless
Guard 1 asleep
Drusilla -14, bless
Guard 4 -15
Guard 6
Guard 2 -26
Guard 3 Poison used
Huxwren bless
Guard 5
Grunyak bless
Eldrin bless

Huxwren is up!


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

AoO Dagger, Bless vs FF AC: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Piercing, Slashing damage, Precision damage: 1d3 + 1 + 2d6 ⇒ (1) + 1 + (3, 6) = 11

(Surprise Strike): When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.

"Surprise, motherf*cker," the halfling growls, pulling their dagger out of the taller man's side.

If #2 is still conscious:
Huxwren stabs again, dagger flashing in the dim morning light.

Dagger, Bless: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Piercing, Slashing damage: 1d3 + 1 ⇒ (3) + 1 = 4

If #2 is unconscious after the AoO:
Huxwren jumps over the fallen man into the courtyard, stabbing with surprising speed at the scoundrel with Drusilla's blood on his blade.

(Using rolls from attack in previous spoiler)

Dagger, Bless vs FF AC: 9 + 12 + 1 = 22
Piercing, Slashing damage, Precision damage: 3 + 1 + 2d6 ⇒ 3 + 1 + (3, 2) = 9

Token is in two places to represent Huxwren's possible locations. Feel free to remove the token that doesn't apply anymore.


Night of the Gray Death

Huxwren stabs the fleeing guard as he tries to push past. It must have hit something crucial as the he takes a single faltering step before collapsing like a broken pot, blood pooling around him in pulses.

Huxwren pays him no mind though, dashing into the courtyard and dealing another one of the guards a nasty stab wound that he won't soon forget.

The last remaining guard moves up, drawing a dagger with one hand while reaching up to his mouth with the other. He lets out a piercing whistle that probably could be heard back at your inn. He points at the sleeping guard and says "Oh for- wake up Daylen!" before going to stab Drusilla.

Dagger, flank: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Perhaps he was trying to do too much though because his strike is so clumsy that he almost loses his grip on his dagger

Brotherhood courtyard

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Round 1

Taariik bless
Guard 1 asleep
Drusilla -14, bless
Guard 4 -15
Guard 6
Guard 2 -37
Guard 3 -9, Poison used
Huxwren bless
Guard 5
Grunyak bless
Eldrin bless

Round 2

Taariik bless
Guard 1 asleep
Drusilla -14, bless

Grunyak, Eldrin, Taariik and Drusilla are up!

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

PA on Guard6: 1d20 + 13 + 1 - 2 ⇒ (19) + 13 + 1 - 2 = 31
Pa dmg: 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14

PA on guard 6: 1d20 + 8 + 1 - 2 ⇒ (15) + 8 + 1 - 2 = 22
Pa dmg: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18

Drusilla focuses her attacks on the guard in front of her, hoping to drop him quickly.

The morningstar delivers bone-crushing blows again, but will it be enough?


Night of the Gray Death

The guard looks wounded after the first hit, but no-one is under any illusions after the second!

Guard 6 is down

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik moves to attack the fourth guard.

Adamantine +1 Greatsword +10, power attack -2, bless +1: 1d20 + 10 - 2 + 1 ⇒ (13) + 10 - 2 + 1 = 22
Damage Str +5, 2H Half Str +2, Enhancement +1, 2H power attack +6: 2d6 + 14 ⇒ (3, 2) + 14 = 19

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak will move into the room. "Well, that didn't go as planned."
He will point at a guard (no. 1)looking for an opening in Dru's defenses. He points is palm at the man. A glob of liquid streaks forward towards the preparing guard. touch attack with acid bolt with melee penalty: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
acid damage: 1d6 + 2 ⇒ (4) + 2 = 6
"Watch the sneaking, you!"

crit confirm: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
crit extra dmage acid: 1d6 + 2 ⇒ (3) + 2 = 5

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Oops! I ment number 3 not number1. Grunyak would attack the guard ganging up on Dru. Not the guard sleeping. Sorry for the confusion.
"That's what you get for being dastardly." "Now come a little closer and taste my axe blade."

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Eldrin hurries into the court yard and makes his way to the spiral stairs. He begins reciting the words to a spell, raising his arm toward the third guard.

Force Damage: 4d4 + 4 ⇒ (1, 3, 3, 3) + 4 = 14

Moving and casting Magic Missile at Guard 3 with Potent Magic (One Arcane Reservoir point).


Night of the Gray Death

GM screen:
4: 1d20 + 2 - 5 ⇒ (8) + 2 - 5 = 5
6: 1d20 + 2 - 3 ⇒ (1) + 2 - 3 = 0
2: 1d20 + 2 - 8 ⇒ (10) + 2 - 8 = 4

You move into the courtyard in force, Drusilla knocking out her guard with a couple of swift deadly blows and Taariik taking out the one that Dru had only smashed once. Grunyak and Eldrin bring up the rear with some spellcasting, both finding their target. The guard looked annoyed after the stab would and the acid bolt, but his expression changes to fear after the magic missiles knock the wind out of him. He turns to the sleeping guard and shakes him awake, saying.

"Daylen, help-" before passing out on top of him.

Brotherhood courtyard

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Round 2

Taariik bless
Guard 1 prone
Drusilla -14, bless
Guard 4 -34
Guard 6 -32
Guard 2 -37
Guard 3 -30, Poison used
Huxwren bless
Guard 5
Grunyak bless
Eldrin bless

Huxwren is up!


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Huxwren dances around the newly-awakened guard, bloodied blade continuing its grim work. "Did you have a good nap?" the halfling whispers, leaning over the man as he lays on his back. "Because this is the part where the nightmare begins."

Dagger, Bless vs FF Prone AC: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Piercing damage, Precision damage: 1d3 + 1 + 2d6 ⇒ (2) + 1 + (3, 6) = 12


Night of the Gray Death

Huxwren terrifies the prone guard while stabbing him, and the lone remaining standing guard looks to have a change of heart.

"Look now let's not be too hasty, I'm sure we can ta-"

While trying to act disarming, he quickly changes tack and dashes for the wall to the north attempting to flee.

Acrobatics vs. Dru CMD: 1d20 + 9 ⇒ (8) + 9 = 17
That's a fail so you can take an AoO Dru. If he survives...

He then dashes for the wall, dropping his dagger at the base of the wall and attempts a quick climb.

Climb DC 15: 1d20 + 6 ⇒ (20) + 6 = 26

He moves deftly up the crumbling old wall and makes it to the top on a rickety roof.

He's 15 feet up and still visible at the edge of the wall

Brotherhood courtyard

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Round 2

Taariik bless
Guard 1 -12 prone
Drusilla -14, bless, <AoO against Guard 5>
Guard 4 -34
Guard 6 -32
Guard 2 -37
Guard 3 -30, Poison used
Huxwren bless
Guard 5
Grunyak bless
Eldrin bless

Round 3

Taariik bless
Guard 1 -12, prone
...

Grunyak, Eldrin and Taariik are up! (plus Dru for an AoO)

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak moves forward and raises his arm again. "Zappo!"
A spray of liquid springs from his palm and races at the escaping guard.
acid bolt touch attack with bless: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
acid damage: 1d6 + 2 ⇒ (2) + 2 = 4
"Surrender! You will not escape. We will spare you."
I will move Grunyak soon. 20' forward towards 5. I am on my phone now.

Edit: I have moved Grunyak now.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik moves forward.

”Whatever you say is a lie?!“

He uses his mind arsenal ability to hurl the sword at the man.

Greatsword mind arsenal 1/8, Adamantine +1; To hit: BAB +4, Enhancement+1, Cha +5, bless +1 ; Damage: Str +5 + Enhancement +1 : 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 282d6 + 6 ⇒ (1, 4) + 6 = 11

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Blessed AoO: 1d20 + 13 - 2 + 1 ⇒ (3) + 13 - 2 + 1 = 15
PA dmg: 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14

Dru is taken by surprised by the man audacious move, and might not have reacted in due time


Night of the Gray Death

Drusilla doesn't quite react in time and her swing cuts only air as the guard races for the wall. Taariik's sword flies out and gives him a nasty cut while he's fleeing, and Grunyak's acid bolt splashes on his thigh and burns through the cloth to find flesh beneath. Despite the injuries, he seems glad that he's almost out of danger.

Delaying Eldrin till after Guard 1

The freshly-woken guard looks terrified and confused. He quickly takes in the situation of being stabbed by a creepy-doll and his allies dead or dying around him, and makes a decision. He stands up Provoking an attack from Huxwren, then goes for the open doorway.

Brotherhood courtyard

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Round 3

Taariik bless
Guard 1 -12
Eldrin bless
Drusilla -14, bless
Guard 4 -34
Guard 6 -32
Guard 2 -37
Guard 3 -30, Poison used
Huxwren bless, AoO against guard 1 while he was prone
Guard 5 -15, 15 feet up
Grunyak bless

Eldrin, Drusilla and Huxwren are up!


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

AoO Dagger, Bless vs Prone AC: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Piercing damage: 1d3 + 1 ⇒ (2) + 1 = 3

"You can't run forever!" Huxwren hisses after the fleeing man, but they do not pursue. Plucking another dagger from their belt, they hurry around the corner and take careful aim at the guard climbing the wall.

Dagger, Bless, Range Increment vs FF AC: 1d20 + 11 + 1 - 2 ⇒ (10) + 11 + 1 - 2 = 20
Piercing damage, Precision damage: 1d3 + 2d6 ⇒ (2) + (4, 2) = 8

Move (drawing non-magical dagger as part of movement) and attack Guard #5.


Night of the Gray Death

@Huxwren If it affects your decision he finished climbing so is not flat-footed. He did an accelerated climb so just got to the top and on solid ground, even accounting for the half speed leaving his initial square to attempt to avoid the AoO from Dru

EDIT: Of course he's flat-footed from surprise strike. Ignore me!

Huxwren's dagger sinks deep, bringing the guard's injuries to life threatening. He still stands however

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Eldrin follows the previously sleeping guard out through the gate and immediately begins casting a spell. Raising both hands he gestures at the guard fleeing over the roof tops and the guard running down the street, sending magical darts at each. He calls to the guard fleeing down the street "Stop! I don't want to have to kill you."

Force Damage (Guard 1): 2d4 + 2 ⇒ (1, 2) + 2 = 5
Force Damage (Guard 5): 2d4 + 2 ⇒ (3, 1) + 2 = 6

Moving 15 ft and casting Magic Missile with Potent Magic (Plus two Caster Level for one Arcane Reservoir point). Two missiles on each target.


Night of the Gray Death

Eldrin fires off several arcane missiles at the fleeing gang members, slamming into them and threatening to knock them off their feet, but both still stand afterwards. The one on the top of the wall looks winded and almost stumbles on the loose tiles.

Acrobatics to balance: 1d20 + 9 ⇒ (19) + 9 = 28

Drusilla is up! I'll bot her later if necessary. Guard 5 appears to be almost unconscious (i.e he's at exactly 0 HP), guard 1 is quite injured

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Drusilla moves and strikes the fleeing man, hoping to stun him without killing, as some information will be appreciated

She even restrain the strenght of the impact of Lucifer on the fleeing bandit's skull No Power attack

Blessed Non Lethal attack: 1d20 + 13 + 1 - 4 ⇒ (9) + 13 + 1 - 4 = 19
NL dmg: 1d8 + 6 ⇒ (6) + 6 = 12


Night of the Gray Death

Drusilla moves quickly in her armour and swings her morningstar at the fleeing guard's head, but aiming for the shaft. Her blow strikes true and the guard hits the ground like a sack of potatoes.

The guard on the roof tiles needs only to scrabble up a short roof to reach safety, but the injuries he's taken appear to be catching up with him. He's wobbly on his feet and manages only to stagger a few paces.

Perception:

Huxwren: 1d20 + 3 ⇒ (19) + 3 = 22
Eldrin: 1d20 + 6 ⇒ (2) + 6 = 8
Drusilla: 1d20 + 9 ⇒ (2) + 9 = 11
Grunyak: 1d20 + 4 ⇒ (10) + 4 = 14
Taariik: 1d20 + 2 ⇒ (10) + 2 = 12

GM screen:
CON checks: 4d20 ⇒ (10, 15, 15, 7) = 47

Huxwren notices some movement at the top of the stairs. The door opened and a figure was briefly visible, dressed much as the guards down here were. A muffled "Shi-!" before the door was closed again.

Brotherhood courtyard

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Round 3

...
Guard 5 -29, 30 feet up
Grunyak bless

Round 4

Taariik bless
Guard 1 -21, 12NL, unconscious
Eldrin bless
Drusilla -14, bless
Guard 4 -35
Guard 6 -32, stable
Guard 2 -37, stable
Guard 3 -31, Poison used
Huxwren bless
Guard 5 -29, 20 feet up
Grunyak bless

Everybody is up!

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak moves forward and extends his arm. "Zappo!" A streak of acid spring out at the fleeing guard.
acid bolt: 1d20 + 5 ⇒ (17) + 5 = 22; dmg acid: 1d6 + 2 ⇒ (6) + 2 = 8
"We offered you the chance to surrender. And we can't let you escape."


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Huxwren flashes a merciless smile at their companions. "Did you hear something inside?," they hiss eagerly. "Shall we pay them a visit?" Without waiting for a reply, the halfling executes an abrupt about-face and rushes towards the stairwell.

Double move.


Night of the Gray Death

I moved you back a bit Grunyak as with the wall there you wouldn't be able to see the enemy right next to it, but you had a move action with which you could have move backed a bit to get him in sight

Grunyak's bolt slams into the injured fleeing gang member, and he falls face first onto the sloping tiles, then rolls back down, falling off the roof and onto the courtyard near Grunyak's feet.

Falling Damage: 1d6 ⇒ 4

He falls awkwardly, landing on his head and neck and the sickening crunch leaves no doubt about his fate.

The spiral staircase has two "loops". So to get up up to the door you have to move into each of the 4 squares in the staircase twice, if that makes sense. The first 7 of those 8 squares are difficult terrain

All the enemies are down. What are you going to do next? Race up the stairs? Go slowly up the stairs waiting for the slowest members? Have Eldrin teleport and open the door straight away? Something else? For the purposes of tracking rounds it will be helpful to see where you all end up at the end of round 4, so Eldrin, Drusilla, Taariik and Grunyak are up!, but after this round I might fast-forward you a bit depending on your intentions

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

What now?

Dru moves back into the house, as quickly as possible, seeing only the back of Huxwen rushing into the stairs

Hey, wait for me!One of us should stay downstair maybe, to block any escape attempt..

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik shakes his head to Dru and starts ascending the stairs.

“I think we need to move fast! Can you stabilize those fallen thugs Grunyak?!“

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"Uhg, that's not good." seeing the gaurd fall then fall again.

Grunyak will do a quick heal check on the remaining guards to see who is still in need of help. If guard 5 is dead he will cast stablize on guard 4. "Torag, preserve him." standard action
quick heal check: 1d20 + 11 ⇒ (11) + 11 = 22 (move action?)

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Re-entering the court yard, Eldrin makes his way to the stairs and starts moving up them after Taariik.

Move 25 feet to the base of the stairs and then 30 ft to move up three squares.


Night of the Gray Death

GM screen:
Fort: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13

You race up the stairs as quickly as you can, while Grunyak stabilises the last guard who looks to be dying.

At the end of round 5, the stairs would look like this (* = difficult terrain):
8 - Top next to door - Drusilla / Eldrin
7* - Eldrin / Drusilla
6* - Huxren
5* - Empty
4* - Taariik (speed 20)
3* - Empty
2* - Grunyak (speed 20)
1* - Empty

At the top Drusilla and Eldrin can hear the sound of spellcasting coming from the room.

Eldrin and Drusilla are almost neck and neck and can arrive at the top in either order (I'm guessing Eldrin would prefer Drusilla get to the door first?)

Does Drusilla open the door in round 6, or wait for the slower plate wearing members to arrive? Or hold for a round and allow Grunyak and Taariik to catch up, or to rearrange your order?

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Dru keeps going, her shield held in front of her, her morningstar ready to strike, and the intrepid warrior tries to open the door


Night of the Gray Death

Dru opens the door while the others race up the rickety spiral staircase, revealing a sparsely appointed apartment with several bedrolls laid out across the floor. Two large grimey windows look out across the night market, and three sleepy looking thugs stand ready, pointing their hand crossbows at the door!

The source of the spellcasting is not however apparent, and the noise stopped moments before Dru opened the door.

Initiative:

Huxwren: 1d20 + 9 ⇒ (5) + 9 = 14
Eldrin: 1d20 + 3 ⇒ (19) + 3 = 22
Drusilla: 1d20 + 2 ⇒ (14) + 2 = 16
Grunyak: 1d20 + 1 ⇒ (2) + 1 = 3
Taariik: 1d20 + 8 ⇒ (7) + 8 = 15
Thug 1: 1d20 + 3 ⇒ (15) + 3 = 18
Thug 2: 1d20 + 3 ⇒ (4) + 3 = 7
Thug 3: 1d20 + 3 ⇒ (7) + 3 = 10
Mystery roller: 1d20 + 7 ⇒ (13) + 7 = 20

Brotherhood Apartment

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Round 6

Eldrin bless
?
Thug 1
Drusilla -14, bless
Taariik 35 ft bless
Huxwren bless
Thug 3
Thug 2
Grunyak 55 ft bless

Eldrin is up!

Grunyak and Taariik, I've moved your tokens off the stairs as it's a bit awkward with the spiral staircase. Taariik needs to spend 35 feet of movement to get to the square just in front of the door (the one with Drusilla currently in it), and Grunyak 55 feet

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Following Dru up the stairs, Eldrin waits for the door to open and prepares himself. As soon as the door swings open and he gets a view into the room; he launches into a spell of his own. Bringing his hands together in front of him Eldrin completes his incantation, causing a soft golden light to shine from between his fingers. With a throwing gesture he launches a sparkling golden ball into the room which bursts when it hits the ground sending glittering motes in all directions.

Casting Glitterdust targeting the centre of the room to catch the two figures closest to the far end of the room. Using an Arcane Reservoir point to raise the DC by two (DC 19).


Night of the Gray Death

Eldrin you can't quite catch the two thugs further in together, but you can get the two closer ones. I'll assume that's what you want for now

Eldrin conjures a fantastic blast of glitter, causing much consternation and rubbing of eyes, and when it's cleared the sparkly outline of a previously invisible form is standing in the middle of the room.

Invisible enemy will: 1d20 + 6 ⇒ (12) + 6 = 18
Thug 1: 1d20 + 3 ⇒ (9) + 3 = 12
Thug 3: 1d20 + 3 ⇒ (6) + 3 = 9

All three appear blinded! The sparkly one cries out:

"Gah no! The souls of those we've sacrificed have risen for their revenge!"

He then grasps something around his neck and waves of sickly energy come from him, engulfing Eldrin and Drusilla, and even his allies in the room cry out in pain

Negative Energy: 2d6 ⇒ (6, 6) = 12
DC 11 Will save for half

Thug 1 will: 1d20 + 3 ⇒ (7) + 3 = 10
Thug 2 will: 1d20 + 3 ⇒ (12) + 3 = 15
Thug 3 will: 1d20 + 3 ⇒ (17) + 3 = 20

He then moves slowly back. Blinded and in great pain, the thug nearest the door fires his hand crossbow in the genral direction of Drusilla

Hand Crossbow: 1d20 + 6 ⇒ (9) + 6 = 15
Total Concealment: 1d100 ⇒ 20

The bolt slams sideways into the wall and scatters across the floor.

End of Turn saves:

Invisible enemy will: 1d20 + 6 ⇒ (1) + 6 = 7
Thug 1: 1d20 + 3 ⇒ (4) + 3 = 7
Thug 3: 1d20 + 3 ⇒ (6) + 3 = 9

All three remain blinded as the pathfinders spring into action.

Brotherhood Apartment

Active Effects:
Bless: +1 morale bonus to attack rolls and saving throws against fear

Round 6

Eldrin -6/12 bless, <will save pending>
? blind
Thug 1 -12, blinded
Drusilla -20/26, bless <will save pending>
Taariik 35 ft bless
Huxwren bless
Thug 3 -6, blinded
Thug 2 -6
Grunyak 55 ft bless

Drusilla, Taariik and Huxwren are up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik moves up the ladder to reach the room!

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