GM Mauve's Quest 7: A Curious Claim (Inactive)

Game Master MauveAvengr

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Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

The elven wizardress enters, her hand upon a quarterstaff. On her shoulder is an owl of snowy white, which matches the robes that the elf wears. Her skin is the color of ivory which only serves to highlight her midnight black hair and purple eyes.

I am Avonathalanthalasa Caldon, from Kyonin and a student of the art of the Magaambya.Elven is often difficult for non native speakers to pronounce so you may call me Avonatha, if that is easier for you to pronounce. This is Boobo she says, pointing at the the owl. Boobo puffs up his feathers.

She continues, Are there any other followers of the Vigilant Seal present for this mission? Her tone is friendly but matter of fact.

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

A gnome with a shock of orange and red hair rising from her head like a burning fire and an intense look in her eyes enters the room. She is dressed head to toe in black, except for a blood red colored symbol of the Dawn Flower hanging from her neck. Despite her appearance being meticulously clean, there is a strange odor that hangs around her; an chemical smell similar to the scent of burnt sulfur.

"Avonathalanthalasa, I recognize you! Yes, I remember that you are one who understands that we need to stay vigilant against the forces of corruption plaguing this world. You seem to have done well for yourself since the last time I saw you," she says formally.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Avonatha smiles as Mirtha. I have been on a few more adventures since last we met and am growing in my understanding and appreciation for arcane and sylvan forms of magic. How have you been?


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 in all 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! Since the Society helped pay off the load, we've really been able to fix the place up right! Anyway, on to business. Establishing the Society's position in Kerse has been slow 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."

He hands you a letter to read over.

Letter can be found here.

After giving you a few moments to read the letter, he continues.

"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."

Venture-Captain Valicho waits for any questions from the Pathfinders.

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Mirtha answers Avonatha "I am still recovering from the last mission they sent me on. Praise the Dawnflower if I can live the rest of my life without seeing another lion again."

Mirtha gingerly takes a crust of bread, carefully dipping it into water before nibbling on it. "Finally! A mission where the gifts that Sarenrae has given me will be put to righteous use. We will not fail our client!"

"Is the shipment just steel ingots, or was there anything else on board that Mr. Passad wants us to retrieve?"

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

She walks over with Mirtha and makes a small plate of cheese and fruit and fragrant bread.

Rappy has been doing well the last few times I saw him. He helped to take down a daemon.


Waiting on one more to dot in before continuing! Also, remember to check out the Discussion tab, fill out the Macros/rpgchronicles, and add a token.

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

The red-haired dwarf reads the letter, then nods. Clipped to the bandolier around his torso is a sturdy dwarven drum, and he holds his clan dagger absently in his left hand, twirling it between his fingers and occasionally tapping the hilt soundlessly against the body of the drum, as if composing or practicing a song at the same time, perhaps with the words of the letter as the lyrics.

For those familiar with dwarven customs, the dwarf's clothing is a mix of more common dwarven garb and the more exotic symbols of the rivethune dwarves. Around his neck hangs an amulet, in the rivethune style, depicting the symbols of the dwarven pantheon.

Completing the letter, and hearing the rest of the directions, he nods. "Name's Olnik of the Shadowstone Clan. Sounds like we'd best set out ... once I restock on some holy water." He finishes off his ale, then turns and lowers the mug toward the ground.

Immediately, a small creature scurries over. At least you think this morbid thing is a creature of some kind, since it's moving. At first glance, all you see is an orc skull - minus the jawbone - bouncing across the room. A bit more inspection helps you realize that there are short, stocky legs jutting out from the bottom of the skull, and some fungal growth on the top of the skull as well. The skull, it seems, is somehow the torso of a rather unusual fungal leshy. The leshy grabs the mug and runs back, returning it to the bar.

Olnik says, "That's Fangcap. He an' I met on a mission a while back. Good fella. Wants to be a Pathfinder, but, uh, he was raised with some weird ideas, so have to work on socializing him a bit before he'll be ready."

As he says that, another dwarf - this one much younger, and lean enough to look almost like a short human than a dwarf, with a thinly-cropped black beard - walks over. Olnik continues, "Speaking of needing socialized ... this is my nephew, Bjorn Shadowstone, who'll also be accompanying us." Bjorn nods briefly in response, looking already bored with the conversation.

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Mirtha nods. "That is good to hear. One less demon is one more step towards a better world."

Mirtha frowns when she sees the strange little creature wearing the skull of an orc, followed by another civilian who looks like they would be more of a liability than an asset. "Just make sure you keep your entourage out of danger. Even Sarenrae's power has its limits and I do not want to come up short on healing energy at the wrong time. I expect those who accompany us need to fend for themselves, or at least have the common sense to stay out of danger."

Radiant Oath

”Eustace” | Male NG ysoki Swashbuckler 3 | HP 39/39 | AC 20/21 | F +8 R +11 W +8 | Perc +8 | Default Exploration ( Searching) | Speed 35ft | Opportune Riposte, No Cause for Alarm, Radiant Wayfinder | Active Conditions: None

A Ysoki walks into the tavern, and bows to the group with a flourish.

Greetings, I am Eustace ibn Reepicheep. The Society has seen fit to assign me to this party. My apologies for arriving late to the briefing.

How often do you have storms like the Mercenary League described?


Valicho looks on nervously, perhaps as he's a relatively new venture-captain. "Just the steel ingots, I assume. Though if you find anything else of value, please bring them back as well. Passad will appreciate it."

The Venture-Captain turns to Eustace. "We occasionally get unusual weather patterns here so storms aren't unheard of. Unfortunately, I can't say the weather on the day of the wreck. It could be sunny here but miserable a few miles up the coast. That's what you get for living on this lake."

Valicho does his best to answer the questions, but most of his information is the same as yours. With that, he bids you luck and ushers you out the door.

Another update coming soon. Feel free to roleplay a bit more if you want or ask any more questions you may have.

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Olnik inquires a bit more about these undead mentioned. If the venture-captain has no additional information about them, he'll ask around a bit before setting out, to see if anyone else has heard any stories of undead coming out of the water.

I can do my own Religion +9 a Recall Knowledge check to see if I can figure out what they are. Diplomacy +9 for Gather Information.

Regardless of what he discovers, he swings by a nearby temple before setting out to replenish his supplies with a couple of vials of holy water. 6 gp

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

My religion is +10


"Unfortunately, you know as much as I. Undead coming out of the waters are not unheard of, but we just don't have any more information to what kind they were.". Valicho shrugs as he truly doesn't know anything more about the undead - he has received very little information about the mission. Asking around town, the Pathfinders don't find any useful information either. Some townsfolk claim undead krakens inhabit the lake while others suggest bloated zombies or undead mermaids.

-----

The Pathfinders decide to head north along a trade road following the shore of Lake Encarthan towards Detmer. The road is well maintained and regularly patrolled by the Mercenary League to prevent any threats to the frequent trade caravans that pass through. The forest is thick enough to create difficult terrain and provide cover to creatures within.

Map updated here. Please add your token to the map in the lower right hand square! You're traveling west.

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Earlier

"Apologies for my tardiness. I am Mindartis Nightbreeze. This is my feathered companion, Mialee. I've sensed a disturbance in one of the nearby forests but decided that the venture-captain's call is of much importance". The elf extends his hand to each of you, a white hawk perched on his shoulder.

Now

Heeding Valicho's advice, Mindartis draws his bow and tries to sense the presence of any hostile creatures nearby.


Bird Animal Companion 6 | HP 52/52| AC 23 | F +12 R +14 W +13 | Perc +13 | Stealth +14 | speed 10 ft., fly 60 ft. | Active Conditions: ---

The hawk flies up to conduct an aerial scan of the area.

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Mirtha looks up at the flying bird in amazement. "What a marvelous bird! But how does it tell us what it sees? Does it speak? Or have you taught it draw maps with its little beak? No, no, don't spoil it for me! I really want to witness it for myself!"

Mirtha keeps a look out for magical auras, unless she sees Avonatha start to do so herself. Remembering that the elf is a stronger spell caster, she instead watches the trees for signs of danger.


As Mialee soars, the hawk sees forest, forest, and more forest. The vegetation is too dense to make out anything.

As the Pathfinders slowly advance through the forest, they hear some rumbling in the bushes as several bandits jump out and ambush them! One of them is a gnome with vibrant green hair!

Initiative:

Olnik Shadowstone, Scout: 1d20 + 12 ⇒ (15) + 12 = 27
Mindartis Nightbreeze, Search: 1d20 + 9 ⇒ (16) + 9 = 25
Mirtha Darklight, Search: 1d20 + 7 ⇒ (10) + 7 = 17
Eustace ibn Reepicheep, Search: 1d20 + 9 ⇒ (2) + 9 = 11
Avonathalanthalasa Caldon, Search: 1d20 + 12 ⇒ (18) + 12 = 30

Neidre: 1d20 + 13 ⇒ (16) + 13 = 29
Blue bandit: 1d20 + 6 ⇒ (9) + 6 = 15
Purple bandit: 1d20 + 6 ⇒ (3) + 6 = 9
Red bandit: 1d20 + 6 ⇒ (6) + 6 = 12
Yellow bandit: 1d20 + 6 ⇒ (9) + 6 = 15

Avonathalanthalasa is quick to react, sensing that something was off about this particular passage through the forest.

-----------

[u]Round 1[/u]

Avonathalanthalasa (46/46 hp)

Neidre

Olnik (46/46 hp)
Mindartis (39/39 hp)
Mirtha (32/32 hp)

Blue bandit
Yellow bandit
Red bandit

Eustace (39/39 hp)

Purple bandit

Avonathalanthalasa is up!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

DN at the beginning of each day of travel, she activates her wand of mage armor.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

The elven wizardress will state, We have no desire for conflict but we will not allow ourselves to be robbed or beaten up. as she begins to chant Csre areew dumblodr as she casts daze on the blue cretin
DC 21 Will
2d6 + 4 ⇒ (4, 5) + 4 = 13

and then casts shield on herself.


GM Screen:

Will: 1d20 + 4 ⇒ (16) + 4 = 20

The blue bandit shakes his head as a migraine takes control of his brain.
Avonathalanthalasa then protects her self with an arcane shield of magical energy.

Mirtha doesn't see the attack coming, but the gnome bandit stabs out at her kin with her kurki. She swings out again and again.

GM Screen:

kurki: 1d20 + 10 ⇒ (13) + 10 = 23
damage: 1d6 + 5 + 1d6 ⇒ (1) + 5 + (2) = 8

kurki: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
damage: 1d6 + 5 + 1d6 ⇒ (5) + 5 + (2) = 12

kurki: 1d20 + 10 - 8 ⇒ (17) + 10 - 8 = 19
damage: 1d6 + 5 + 1d6 ⇒ (2) + 5 + (2) = 9

The first and last kukri strikes manage to cut up Mirtha. 17 points of damage!

The gnome bandit calls out to her companions, "Flank these fools, you idiots. Get. In. Position!"

-----------

[u]Round 1[/u]

Avonathalanthalasa (46/46 hp)

Neidre

Olnik (46/46 hp)
Mindartis (39/39 hp)
Mirtha (15/32 hp)

Blue bandit (-13 hp)
Yellow bandit
Red bandit

Eustace (39/39 hp)

Purple bandit

Olnik, Mindartis, and Mirtha are up!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Nasty hit there

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Two hits technically!

Mirtha casts a shield on herself, then raises up a blast of wilting energy. The brimstone smell coming off her briefly turns into a strong stench as the energy flows through her.

Sudden Blight

Basic Fort Save DC 19, diseased creatures take -2 on save; the spell will also destroy the underbrush where it hits and can attempt to counteract any spell effects on the plants in the area.

Negative damage: 2d10 ⇒ (9, 4) = 13

Smoke trailing from her bleeding wounds the gnome shouts, "You can't hide from the burning light of Sarenrae!"

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Mindartis moves back and sets his focus on the damaged blue bandit. He then fires an arrow toward it.

+1 Longbow: 1d20 + 10 ⇒ (12) + 10 = 22
Piercing+Precision: 2d8 ⇒ (3, 3) = 6

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Olnik begins playing his drum, setting a rhythmic tempo to the combat.

Free action: Lingering Performance, 1 FP. Action 1: Inspire Courage.

Performance, virtuosic performer, maestro's instrument (lesser): 1d20 + 13 ⇒ (13) + 13 = 26
Success. Inspire courage is up for 3 rounds. 60 foot range. +1 attack/damage and to saves vs. fear

"Flanking, eh? Sounds like a good idea ..." As he plays, the sound shimmers in the air around the drum, taking on an ethereal green glow. With a resounding bang, the shimmering light bursts forth from the drum in the shape of a large spectral warhammer. It flies at the head of the gnome, hovering in the air on the other side of her once its attack completed.

Actions 2&3: Cast spiritual weapon. Warhammer token on the map.
Melee spell attack w/ inspire courage: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
spiritual weapon damage(force) w/ inspire courage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Ooh, I do believe that's a crit. :)

As Mirtha casts her spell, Olnik's eyes go wide in surprise. "Never seen a Sarenrite use that one ..." he mutters.


Olnik begins beating his drum, inspiring those around him to greater heights! The music continues as a warhammer appears right behind the gnome! It smacks down on her hard. Her eyes narrow. "It'll be nice to kill you, dwarf. You'll be first to die."

Then Mithra raises up an arcane shield, hoping to protect herself from any more attacks. Then suddenly the vegetation around her starts dying. Neidre the gnome bandit starts coughing heavily as her lungs contract. The blue bandit falls down to his knees before collapsing, life drained out of him. The red guard is slightly better, but still coughs.

GM Screen:

Fort Neidre: 1d20 + 6 ⇒ (2) + 6 = 8
red: 1d20 + 10 ⇒ (18) + 10 = 28
blue: 1d20 + 10 ⇒ (5) + 10 = 15

Mindartis falls back, drawing back his bow and letting his arrow fly! Blue is dead, so moved your target to Red. The ranger feels in tune with the music. The arrow flies and hits the guard right in the middle of his chest! He too collapses to the ground, clutching his chest in pain. Very much dead.

The yellow guard steps up, hoping to provide a better spot for Neidre to flank. He tentatively strikes out at 1d2 ⇒ 1 Eustace. But he would rather not be here. Neither of his strikes have much effort put into them and both miss the ysoki.

GM Screen:

shortsword: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d6 + 3 ⇒ (2) + 3 = 5

shortsword: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
damage: 1d6 + 3 ⇒ (3) + 3 = 6

-----------

[u]Round 1[/u]
Status Effects: Inspire Courage - 3 rounds: +1 attack/damage and to saves vs. fear

Avonathalanthalasa (46/46 hp)

Neidre (-33 hp)

Olnik (46/46 hp)
Mindartis (39/39 hp)
Mirtha (15/32 hp)

Blue bandit
Yellow bandit
Red bandit

Eustace (39/39 hp)

Purple bandit

Eustace is up!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Nice teamwork :)

Radiant Oath

”Eustace” | Male NG ysoki Swashbuckler 3 | HP 39/39 | AC 20/21 | F +8 R +11 W +8 | Perc +8 | Default Exploration ( Searching) | Speed 35ft | Opportune Riposte, No Cause for Alarm, Radiant Wayfinder | Active Conditions: None

Your companions are falling quickly. Are you sure you wouldn't rather surrender and live?

◆First Action: Eustace pulls his Shortsword

◆Second Action : Eustace moves and attempts to use Acrobatics to Tumble Through Yellow's space using Assurance and getting a 17. If 17 is a Success, he moves to flank Yellow with Mirtha

I am moving my token assuming this is a Success. If not, I can move my token back

◆Third Action: Strike Yellow, using a Confident Finisher if I have Panache

Attack Roll with +1 Inspire Courage: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 Standard damage roll: 1d6 - 1 ⇒ (4) - 1 = 3

Confident Finisher Damage if Eustace has Panache from the Tumble Through: 2d6 ⇒ (3, 5) = 8

Even if the strike misses, Yellow takes half the Precision Damage (1 Point) from a missed Strike


It barely succeeds (DC 17), but he'll take an Attack of Opportunity.

Eustace attempts to tumble through the yellow bandit's square. But the bandit takes a moment to stab out at the tumbling ysoki.

Eustace is too quick and easily dodges out of the way though!. Then he stabs out at the guard, finding a weak spot in his armor. Critical hit! Inspire Courage should add 1 more damage to your standard roll, so 8 damage + 8 from confident finisher. The bandit barely stands

GM Screen:

AOO: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d4 + 3 ⇒ (3) + 3 = 6

The purple bandit dashes west in order to flank Eustace. He slashes out at the ysoki twice. The first attack goes wide, but it's a feint! The second strike hits Eustace right in the chin. (7 damage!)

GM Screen:

Shortsword: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
damage: 1d4 + 3 ⇒ (1) + 3 = 4

Shortsword: 1d20 + 9 - 4 + 2 ⇒ (13) + 9 - 4 + 2 = 20
damage: 1d4 + 3 ⇒ (4) + 3 = 7

-----------

[u]Round 2[/u]
Status Effects: Inspire Courage - 2 rounds: +1 attack/damage and to saves vs. fear

Avonathalanthalasa (46/46 hp)

Neidre (-33 hp)

Olnik (46/46 hp)
Mindartis (39/39 hp)
Mirtha (15/32 hp)

Blue bandit
Yellow bandit (-16 hp)
Red bandit

Eustace (32/39 hp)

Purple bandit

Avonathalanthalasa is up!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Seeing that these little goons are in the way of most things that she can do until she remembers a spell that she has memorized. Beginning to chant in the arcane and spidery language of magic, Ast srewa tewre tonein as 3 eldrtich missiles, in the shape of unicorns emerge from her hand and strike the gnome unerringly.

3d4 + 3 ⇒ (2, 2, 2) + 3 = 9 3 action magic missile


Avonathalanthalasa chants in the arcane, spidery language of magic. Three missiles fly forth from her finger tips. One by one they crash into the gnome. Her eyes widen as the last missile hits her right in the head. She collapses to the ground, very much dead.

-----------

[u]Round 2[/u]
Status Effects: Inspire Courage - 2 rounds: +1 attack/damage and to saves vs. fear

Avonathalanthalasa (46/46 hp)

Neidre

Olnik (46/46 hp)
Mindartis (39/39 hp)
Mirtha (15/32 hp)

Blue bandit
Yellow bandit (-16 hp)
Red bandit

Eustace (32/39 hp)

Purple bandit

Olnik, Mindartis, and Mirtha are up!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

I think that would be 10 pts of damage cuz she was inspired :)

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

I think IC does apply to one of your missiles. It says damage rolls.

Produce Flame, melee IC, vs flat-footed: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Fire: 2d4 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9

Not a good roll, but maybe with flanking and I it manages to hit...fingers crossed.

Hellish red flames engulf Mirtha's hand as reaches out to touch the bandit in front of her. Then with a flick of her hand she maintains the magical shield protecting herself.

Radiant Oath

”Eustace” | Male NG ysoki Swashbuckler 3 | HP 39/39 | AC 20/21 | F +8 R +11 W +8 | Perc +8 | Default Exploration ( Searching) | Speed 35ft | Opportune Riposte, No Cause for Alarm, Radiant Wayfinder | Active Conditions: None

Minor question. I think my Finisher damage gets doubled on the Critical as well. The description of "Precision damage" states it increases the regular damage and is of the same type, and the critical hit verbiage looks like all regular damage is doubled.

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

Yeah, that's a big difference between 1e and 2e. The only things that I know of that don't get get multiplied on a crit are bonus dice from deadly or fatal; which makes sense since those traits only trigger on a crit anyways.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Insane in the membrane, insane in the brain

Envoy's Alliance

male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

With a flourish of his arm, the shimmering hammer flies through the air toward the furthest bandit.

Action 1: Sustain Spell
spiritual weapon attack on Purple, w/ inspired courage: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
spiritual weapon damage (force) on Purple, w/ inspired courage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

He bangs the drum again, and a blast of sound flies toward the head of the nearest bandit.

Actions 2 & 3: Cast phantom pain on Yellow. Will save DC 19
Nonlethal damage: 2d4 ⇒ (3, 1) = 4

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Mindartis moves back then commands Mialee to fly up to yellow and rake their eyes. He fires another arrow this time towards yellow.

Longbow: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Piercing: 1d8 + 1 ⇒ (5) + 1 = 6


I've been playing too much 1e lately! The crit from Eustace's Finisher is indeed doubled, which would kill yellow. Will redirect all attacks to Purple instead.

GM Screen:

Will: 1d20 + 4 ⇒ (20) + 4 = 24

Olnik moves the shimmering hammer closer to purple and it crashes against her head! She screams out in pain. He then attempts to cause even more phantom pains, but she shrugs them off. (Crit success).

Mindartis shoots her bow at the last remaining thug, but his arrow gets stuck in the vegetation.

Then lastly, Mirtha blasts the thug with a ray of fire! She nearly misses him, instead she lights a nearby bush on fire.

----------

[u]Round 2[/u]
Status Effects: Inspire Courage - 2 rounds: +1 attack/damage and to saves vs. fear

Avonathalanthalasa (46/46 hp)

Neidre

Olnik (46/46 hp)
Mindartis (39/39 hp)
Mirtha (15/32 hp)

Blue bandit
Yellow bandit
Red bandit

Eustace (32/39 hp)

Purple bandit

Eustace is up!

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Mirtha, you really should learn eldritch bolts as a spell the elf chides her friend.

Radiant Oath

”Eustace” | Male NG ysoki Swashbuckler 3 | HP 39/39 | AC 20/21 | F +8 R +11 W +8 | Perc +8 | Default Exploration ( Searching) | Speed 35ft | Opportune Riposte, No Cause for Alarm, Radiant Wayfinder | Active Conditions: None

You're the last one standing. Shouldn't you reconsider surrender?

First Action: And by the way, you are not only ugly, but your mother dresses you funny.

Diplomacy versus Purple's Will DC for a Bon Mot to gain Panache: 1d20 + 8 ⇒ (7) + 8 = 15

Second Action : Strike Purple, using a Confident Finisher if I have Panache

Attack Roll with +1 Inspire Courage: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 Standard damage roll plus Inspire Courage: 1d6 - 1 + 1 ⇒ (3) - 1 + 1 = 3

Confident Finisher Damage if Eustace has Panache from the Bon Mot: 2d6 ⇒ (6, 1) = 7

Even if the strike misses, Purple takes half the Precision Damage (1 Point) from a missed Strike if Eustace has Panache

Third Action: Step away

Vigilant Seal

Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25

"I do not learn my spells. I am merely except the powers that Sarenrae offers me with open arms," she retorts back at Avonathalanthalasa.


Another crit! For 20 damage, which would be enough to kill the last thug.

Eustace calls out the thug. He stumbles on his words in retort, "Yeah... wait no she doesn't! My mother is a saint!". With the distraction, Eustace sneaks in a quality shot in at the thug. The life drains from his eyes as he falls to the ground.

On Neidre's body, you find a scrap of paper, a bronze badge embossed with the image of a snake, a hand crossbow (10 bolts), two kurkis, and studded leather armor.

Each guard has a dagger, hide armor, and a shortsword.

The note simply says, "Stop the investigators. Hide our involvement."

GM Screen:

Olnik Shadowstone's Society (E): 1d20 + 9 ⇒ (3) + 9 = 12
Mindartis Nightbreeze's Society (U): 1d20 + 1 ⇒ (7) + 1 = 8
Mirtha Darklight's Society (T): 1d20 + 5 ⇒ (2) + 5 = 7
Eustace ibn Reepicheep's Society (T): 1d20 + 6 ⇒ (3) + 6 = 9

-------

After another hour's travel north, the Pathfinders arrive at a footpath leading down tot he site of the wreck on the lake shore. And a pack of undead creatures roam the shallows near the beached ship, too numerous to fight past. Storm clouds loom not far up the coast and will likely be here relatively soon.

This next part will be played in four phases: getting on the boat, investigating quickly and quietly, loading the cargo, and escaping. Each will have a recommended skill check associated with it, though if you have a creative solution, feel free to use it.

Several undead roam the shallows. Luckily, you are too far away for them to notice you. But you need to get past them to get to the ship! Someone especially sneaky could bypass the undead (Stealth). Posing as an undead may also work, as most undead are too clueless (Deception). Using the nearby trees, it's possible to quickly build an improvised raft to float around the undead (Craft). A delft swimmer can also risk swimming into the depths around the undead (Athletics).

Radiant Oath

”Eustace” | Male NG ysoki Swashbuckler 3 | HP 39/39 | AC 20/21 | F +8 R +11 W +8 | Perc +8 | Default Exploration ( Searching) | Speed 35ft | Opportune Riposte, No Cause for Alarm, Radiant Wayfinder | Active Conditions: None

These Undead should be pretty easy to fool.

Deception check to fool the Undead: 1d20 + 8 ⇒ (14) + 8 = 22

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Does she recognize the snake symbol?
Arcana +13 (+14 to checks to Identify Magic and to Decipher Writing of a magical nature.)
Nature +10 (+11 to checks to Identify Magic and to Decipher Writing of a magical nature.),
Occultism +11 (+12 to checks to Identify Magic and to Decipher Writing of a magical nature.),
Religion +10 (+11 to checks to Identify Magic and to Decipher Writing of a magical nature.),
Society +11

Casting detect magic as well

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

Does she recognize the undead?
Undead Lore +11


GM Screen:

???: 1d20 + 11 ⇒ (10) + 11 = 21

No one recognizes the symbol of the snake. That is until Avonathalanthalasa walks up and immediately recognizes for what it is: Aspis Consortium.

As they approach the ship, they see hundreds, if not thousands, of undead. Of all kinds: zombies, skeletons, ghouls, etc. Some that you don't recognize either.

Vigilant Seal

NG, F. SEER ELF, GENERALIST WIZARD 7 HP: 62, AC 23; Fort +10; Ref +13; Will +14; +1 vs a spell you had Critical Success in identifying. Perception: +16/+18 Imitative speed: 30, Spells: 3 1st level 3 2nd 3 3rd 2 4TH

This cannot be good. The Aspis Consortium, is an unscrupulous multinational trade organization based in Ostenso, Cheliax. Their black and white sailed ships are known throughout the Inner Sea. she remarks looking at the symbol.

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Mindartis attempts to sneak his way towards the boat.
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19

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