GM Peachbottom's War for the Crown

Game Master Peachbottom

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Hero Points:
Henrika: 3 | Icabhod: 3 | Trevor: 3 | Tychus: 2 | Xallis: 2

Inspiration Points:
Henrika: 5 | Icabhod: 6 | Trevor: 4 | Tychus: 8 | Xallis: 5

Inspiration Point Skills:
Henrika: Bluff, K. Local, Sense Motive, Stealth, Melee
Icabhod: Bluff, Disable Device, Perception, Linguistics, Sense Motive
Trevor: Diplomacy, K. Local, Sense Motive, Stealth, Melee
Tychus: K. Religion, P. Oratory,Sense Motive, Stealth, Ranged
Xallis: Diplomacy, Disable Device, K. Nobility, K. Planes, Stealth

Suspicion Points: 2


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Human Investigator 12|HP 89/89|AC25T17FF20|F10R14W12|Per15 Insp8/12 Hero pt 3/3 Init +9

Ok with Henrika's plan.


If Xallis wants to use a teleport spell, that'd eliminate the travel time one way. Or both ways if you use two teleport spells.

Roleplaying-wise, I can see you'd want to make sure Maxillar is guarded. But out-of-game, I'm not going to be a douche and have something happen to him as long as he is in a safe place.

Or if you want Kathann to guard Maxillar right away and you are okay using your two teleports, you could teleport to Kathann; teleport to the safehouse, and then a 15-minute walk and dimension door back into the fortress. I'll use a bunch of resources but that might be the most time efficient way.


Female
Skills:
Diplo +7|Intim. +25|Kn. History +11|Kn. Nobility +13|Kn. Local +11|Kn. Geo +10
Human Fighter (lore warden)/10th|HP 81/81|AC 16|Fort +10, Ref +2, Will +3| Perception +3|

Malphene knows Maxillary is a highly-prized prisoner, so she will make sure he's guarded; By a woman.


AC 21, T 15, FF 18 | CMB 8, CMD 21 | HP 99/99| Fort +7, Ref +6, Will +9 | Init +6 | Perception +0 | Conditions: overland flight, barkskin, heroism, haste
Eidolon stats:
AC 29+8, T 15, FF 26+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5 | Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin, heroism, haste

Let's not forget that every use of teleport involves rolling on the Funny Table (tm) and has a small chance of things becoming very, very interesting. Imagine rolling an extra funny number and enjoying the experience of your individual cells though through a messy divorce.


F NG human mesmerist 12 | HP 123+15/123 | AC26* T15* FF24* | CMB+16 CMD31* | F+12* R+14** W+16*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+19* SM+19 | hero 1 tricks 6/10 YR 1/1 | spells 1st-3/6 2nd-3/6 3rd-2/5 4th-2/4 | effects/conditions battlemind link 2m, false life +15 12h, freedom of movement 68m, glibness 68m, heroism 68m, message 12m, see invisibility 68m

Henrika bought and cast a level 3 scroll of disguise self and a scroll of disguise other for Jack. Both of these would have lasted 30 minutes. I believe Icabhod drank an extract of disguise self which would have lasted 120 minutes, so his is probably still active. But if Icabhod is the only one of us in a credible disguise, it might be better not to try subterfuge.

I had originally suggested buying a wand of disguise other, but I decided it wasn't worth the cost if only Henrika was using it.


Ok. Sounds good, so Henrika and Jack have 15 more minutes of disguise and Icabhod is good for a long time. You can factor that in to how you want to approach the next room.


Human Investigator 12|HP 89/89|AC25T17FF20|F10R14W12|Per15 Insp8/12 Hero pt 3/3 Init +9

Chugging down all those healing potions from the stash was a nice idea.. I am seeing beer hats with potions in them that we can drink from.

All those smoke pellets could be useful if we teleport in somewhere. Use them as cover.


Human Investigator 12|HP 89/89|AC25T17FF20|F10R14W12|Per15 Insp8/12 Hero pt 3/3 Init +9

Henrika: Would you be interested a a genuine piece of the Starstone? Iomdae herself touched it when she ascended.


F NG human mesmerist 12 | HP 123+15/123 | AC26* T15* FF24* | CMB+16 CMD31* | F+12* R+14** W+16*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+19* SM+19 | hero 1 tricks 6/10 YR 1/1 | spells 1st-3/6 2nd-3/6 3rd-2/5 4th-2/4 | effects/conditions battlemind link 2m, false life +15 12h, freedom of movement 68m, glibness 68m, heroism 68m, message 12m, see invisibility 68m
Icabhod Tilneros wrote:
Henrika: Would you be interested a a genuine piece of the Starstone? Iomdae herself touched it when she ascended.

Sorry, I don't get the joke. :) I know things are less funny if you have to explain them, though.


Human Investigator 12|HP 89/89|AC25T17FF20|F10R14W12|Per15 Insp8/12 Hero pt 3/3 Init +9

The Starstone is an artifact that a very very few people have used to become gods. Offering a piece is like having a bridge to sell.


LN Human Bolt Ace 5/Sanctified Slayer 7| HP 85/93 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +24 | Grit: 4/5

I'll be leaving tomorrow for a cruise vacation (I'll be back on Feb 2nd). I'll have my phone on me, but I'm not sure what the reception will be like.


Thanks for letting me know. Have a great trip.


M CG half-orc fighter 10 | HP 61/94 | AC23* T12 FF23 DR 3/– | CMB+15*** CMD27* | F+11 R+5 W+10 | Init+0 Per+15 SM+6 | effects: battlemind link 7r, haste 9r, Kitsune Style
GM Peachbottom wrote:
Jack wrote:
Maneuver (dirty trick: blinded/entangled) vs red assassin, charge, dirty trick bonus, dueling bonus: 1d20 + 15 + 2 + 8 + 11 ⇒ (16) + 15 + 2 + 8 + 11 = 52
What is this +11 dueling bonus? I can’t find where you are getting that from.

Breadknife is a +3 dueling falchion. When Jack uses it to attempt a combat maneuver, he gets a +1 bonus to his CMB from Weapon Focus (falchion), +1 from Greater Weapon Focus (falchion), and +3 from the enhancement bonus. The dueling property says he also gets a luck bonus equal to twice the enhancement bonus, so that's another +6. All those together equals +11. I probably should label that something else, like "falchion" or "Breadknife", since I'm just adding all the bonuses he gets for using the weapon as one value.

GM Peachbottom wrote:
Using a ranged attack next to Jack provokes an attack of opportunity from him. Jack hits and deals 5 damage after DR.

Since Jack can replace any attack with a dirty trick, can I have him instead blind/entangle the assassin? Sorry, that probably complicates things since it could affect the subsequent attacks!


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I see what you did. That's fine.

Yes, I guess you can do a dirty trick in place of the normal attack for the attack of opportunity.

Normally, you wouldn't be able to make a ranged attack while blinded but since the target was picked before being blinded, I'm going to have the attack still go off, but I will roll the 50% miss chance for each one and see if that changes anything.


GUARDIAN OF COIN CR 14
Unique brass golem
N Large construct
Init +0; Senses darkvision 60 ft., low‑light vision; Perception +2

DEFENSE
AC 32, touch 9, flat‑footed 30 (+1 Dex, +22 natural, –1 size)
hp 140 (20d10+30)
Fort +6, Ref +6, Will +8
DR 15/adamantine; Immune construct traits, fire, immunity to magic

OFFENSE
Speed 50 ft.

Melee 2 claws +30 (2d6+11 plus 2d6 fire)
Ranged coin shot +20/+15/+10 (4d6/19–20)

Space 10 ft.; Reach 10 ft.

Special Attacks breath weapon

Spell‑Like Abilities (CL 20th; concentration +15)
Constant—see invisibility

STATISTICS
Str 32, Dex 13, Con —, Int —, Wis 15, Cha 1
Base Atk +20; CMB +32; CMD 43

SQ coin shot, death throes

SPECIAL ABILITIES
Breath Weapon (Su) As a free action once every 1d4 rounds, the Guardian of Coin can expel a cloud of smoke and cinders that fills a 20‑foot cube. This functions as an incendiary cloud that persists for 1d6 rounds, dealing 6d6 points of fire damage (Reflex DC 20 half). The save DC is Constitution‑based.

Coin Shot (Ex) A spinning wheel in the Guardian’s chest can shred silver and gold coins from an internal hopper and project them at high speed. Once each round as a swift action, the guardian can either fire a single ranged attack at a creature within 60 feet or fire a spray of projectiles that strikes all creatures in a 15‑foot cone. Resolve the ranged attack normally. All creatures in the cone take 2d6 points of damage and are blinded for 1d6 rounds; a successful DC 21 Reflex saving throw halves the damage and eliminates the blinded condition.

Death Throes (Ex) The Guardian melts into a pool of molten slag when destroyed, dealing 15d6 points of fire damage to all creatures within 30 feet of the golem (Reflex DC 20 half). The save DC is Constitution‑based.

Immunity to Magic (Ex) A brass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.
A magical attack that deals cold damage slows a brass golem (as per the slow spell) for 1d6 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A brass golem gets no save against fire effects.


When you are ready, let me know what you want to do next.


F NG human mesmerist 12 | HP 123+15/123 | AC26* T15* FF24* | CMB+16 CMD31* | F+12* R+14** W+16*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+19* SM+19 | hero 1 tricks 6/10 YR 1/1 | spells 1st-3/6 2nd-3/6 3rd-2/5 4th-2/4 | effects/conditions battlemind link 2m, false life +15 12h, freedom of movement 68m, glibness 68m, heroism 68m, message 12m, see invisibility 68m

Have we explored everywhere in the upstairs keep? If no, we should proceed searching the rooms. If yes, I think we should head to the prison.


There are two prisons. The general prison (room 5) or the secret prisoner (room 32). Room 32 is right about Room 19, which is the stable where you teleported in from. Neither one is difficult to get to but to get to either one, you'll need to exit back out to the main courtyard. The only obstacle there is that the Abadaran Chapel overlooks the courtyard. You know the Vault and Chain Templars have not surrendered and a few of your disguises have worn off now.

Also, are you bringing the golem with you?

The spiral stairway does go up to the roof. But besides the soldiers, there is nothing up there for you. Also, that's where Henrika's second group of infiltrated agents ended up. So no need to go up there.


Male
Skills:
Diplo +28 (Charming +29)|Heal +17|Kn. Nob +19|Kn. Rel +16|SM +18|Kn. His +8|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 94/94|AC 20, T 11, FF 20|Fort +11, Ref +5, Will +13|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/12th|Perception +5|Channel Energy 6d6, 6/7x/day (Will DC 18)

How much treasure do you think the party can take without being over-encumbered?


I don't make you keep track of encumbrance. In general, if I list the treasure, I expect that you'll want to take it.

Only if it is something obviously oversized then you'll either have to leave it of figure out a way to take it, but I'll let you know when you encounter something like that.


F NG human mesmerist 12 | HP 123+15/123 | AC26* T15* FF24* | CMB+16 CMD31* | F+12* R+14** W+16*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+19* SM+19 | hero 1 tricks 6/10 YR 1/1 | spells 1st-3/6 2nd-3/6 3rd-2/5 4th-2/4 | effects/conditions battlemind link 2m, false life +15 12h, freedom of movement 68m, glibness 68m, heroism 68m, message 12m, see invisibility 68m

How about we go to the general prison first, since the captain advised us to go there? I suppose we'll bring the golem with us, although Henrika doesn't feel worthy to give it commands. (I'd imagine Xallis or Bartleby would gladly order it around, though! Possibly Tychus would claim authority as a devotee of Abadar.)


LN Human Bolt Ace 5/Sanctified Slayer 7| HP 85/93 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +24 | Grit: 4/5

Tychus would graciously accept using this gift. I'm still limited to mobile, so bear with me over the course of the next few posts.


No worries. If you need any help, I will.


LN Human Bolt Ace 5/Sanctified Slayer 7| HP 85/93 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +24 | Grit: 4/5

I'll have a post up around roughly 3pm EST. Manipulating the map from mobile has certainly been an experience. Haha.


M CG half-orc fighter 10 | HP 61/94 | AC23* T12 FF23 DR 3/– | CMB+15*** CMD27* | F+11 R+5 W+10 | Init+0 Per+15 SM+6 | effects: battlemind link 7r, haste 9r, Kitsune Style
GM Peachbottom wrote:
You all really have a thing for blinding enemies.

Blinded is a really good condition for most enemies, even though it overlaps a lot with feinted. The reason Jack is going for entangled rather than sickened is that he thinks it looks like a machine, like the golems we fought, and he probably knows that such things don't have guts. :)


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LN Human Bolt Ace 5/Sanctified Slayer 7| HP 85/93 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +24 | Grit: 4/5
GM Peachbottom wrote:
What did you want to do next?

Should we continue exploring counter-clockwise? So maybe 6A/7A next?


Male
Skills:
Diplo +28 (Charming +29)|Heal +17|Kn. Nob +19|Kn. Rel +16|SM +18|Kn. His +8|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 94/94|AC 20, T 11, FF 20|Fort +11, Ref +5, Will +13|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/12th|Perception +5|Channel Energy 6d6, 6/7x/day (Will DC 18)

Sounds good to me.


LN Human Bolt Ace 5/Sanctified Slayer 7| HP 85/93 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +24 | Grit: 4/5
GM Peachbottom wrote:
Unknown to almost everyone, Grand Prince Stavian III, survived the Exaltation Massacre despite his grievous injuries.

I certainly did not see that coming! Wow...

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