[GD13] GM Nomadical's Escape from Oppara

Game Master Nomadical

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Horizon Hunters

Fem Halfling - Investigator 4 | HP=42 | AC=19| Fort=7, Ref=10, Will=10| Perception +10 Char sheet

Klara thinks how she can aid mates who are frighting with more tough soldiers...
Device Stratagem: 1d20 ⇒ 4

Bah! But the chaos around si so high and vision is so poor that she actually not willing to hit some ally accidentelly.

But as far as situation stabilising - Klara just thinking wether they should hide bodies or take some / all of them.

So she just approach both operatives who a down.

Envoy's Alliance

Human (he/his) Fighter 6 HP 80/80 +5 temp| AC 25 or 27| F +12 R +11 W +11 | Perc +11 | Stealth +9 Speed:25 ft | Active Conditions: Dueling Parry +2 AC| Hero Pts: 2

Surprised to see the attacker crumple to the ground, Laeron trots back across the bridge to be available to assist against the remaining foe.

Retcon remaining two actions for strides

Horizon Hunters

Level 4 summoner | AC 19/20 | HP: 52 | Fort 9, Ref 9, Will 8 | Spell DC 20 | Per 8 | Speed 25’

Oh yeah, Reactive Dismissing that

Sensing the deadliness of the wound, Molly has Silverbeard dissipate with a wave of her hand. Then, with her hands suffused with a sickly green glow, she calls out, ”Are you with us, Jack!?”

A rather short skeleton, with an improbably long sword, claws his way out of the ground next to the last thug. He attacks her with the flat of his blade.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 2 ⇒ (2) + 2 = 4S

Radiant Oath

CG Female Human | Merchant | Bard Lvl 5 | Pathfinder Agent Dedication | Hero Points: 1/3 | Focus Points: 3/3 | HP 58/58 | AC 21 | F/R/W 11/13/11 | Perc +11 | Spell Attack: +11 | 25 feet | Class DC 21 | ◆◇↺ | Spells: -/3/3/2 | Exploration Activity: Avoid Notice | Performance(E)/Diplomacy(E): +13, Acrobatics/Stealth/Thievery: +11, Deception/Medicine: +10, Intimidation(U)/Nature/PFS Lore(E): +9, Athletics: +8, Lore (Mercantile)/Occultism: +7, Religion/Survival: +7, Arcana/Crafting/Society: +5 |

Shayna retreats. Upon seeing that Molly is down, sends some healing at her.

Soothe at Molly, Rank 3: 3d10 + 12 ⇒ (4, 7, 3) + 12 = 26

◆ Stride
◆◆ Soothe (R3)

Grand Lodge

Escape from Oppara slides  

Klara joins Corelion and opts to keep an eye on the unconscious Ninth Army men.
@Klara You could use that 4 for a skill check if you’re a Remastered Investigator by using Skill Stratagem, like to search a body or do something else. Likely there’s no consequences to failing something like that.

Laeron hustles the other way passing Klara on the bridge and sees the Cap’n dissipate in a wave of ectoplasmic energy. Then he sees a skeleton crawl from the ground and swing ineffectively at the last enemy.

Shayna retreats to heal Black Molly, and her circle of light pulls back just enough to frustrate the Purple-clad thug even more.

Ambush!
Round 4
Ambush!
Conditions: Dim Light; Courageous Anthem
BOLD May Act

Laeron
Sunshine (-25, Hunted by Purple)
Corelion -6

Red Soldier (Unconscious)
Purple Soldier (-20)

Black Molly and the Cap’n (-22)
Klara
Shayna

Blue Operative (Unconscious)
Green Operative (Unconscious)

Grand Archive

(KOOR-el-ee-un) M Elf Spellsinger 5 | HP (66/66) | AC 23 | F +10 R +11 W +10 | Perception +10 (Lowlight) | Speed 30

Corelion hunts Purple and fires a ray of frost from downtown.

courageous Ray of Frost: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
cold damage + precision: 4d4 + 1d8 ⇒ (3, 1, 4, 2) + (6) = 16

Envoy's Alliance

Human (he/his) Fighter 6 HP 80/80 +5 temp| AC 25 or 27| F +12 R +11 W +11 | Perc +11 | Stealth +9 Speed:25 ft | Active Conditions: Dueling Parry +2 AC| Hero Pts: 2

Laeron trots forward to face the remaining ambusher. He glances over to her unconscious comrade, then back over to his foe. "You feel like your bosses didn't do you right here?" Then he attacks to subdue.

Snagging Strike!: 1d20 + 17 + 1 - 2 ⇒ (7) + 17 + 1 - 2 = 23
Dim Light: 1d20 ⇒ 10
Nonlethal Slashing Damage: 2d8 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15

Laeron then raises his sword in a defensive posture.

Stride, Snagging Strike, Dueling Parry

Horizon Hunters

3-16 | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 5 | ◆◇↺ | AC 23 (24) | HP 49/77 | P+9, F+11, R+13, W+9 | Explore: Avoid Notice | DV, 25' | Focus: 0/2 | Hero: 2/3 | Active Conditions: self-flagellating

Sunshine steps up and flanks, trying to just deal enough pain to Purple to knock them out.

Spiked Chain, nonlethal: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26
Nonlethal: 2d8 + 4 ⇒ (6, 3) + 4 = 13

Spiked Chain, nonlethal, MAP: 1d20 + 14 - 2 - 5 ⇒ (8) + 14 - 2 - 5 = 15
Nonlethal: 2d8 + 4 ⇒ (6, 8) + 4 = 18

Precision: 1d8 ⇒ 1 to first hit

Grand Lodge

Escape from Oppara slides  

Corelion makes a long hail-Desna shot but misses.

Laeron snags Purple’s elbow in a wrestler’s grip as he cuts her with his blade.

Sunshine’s first attack finds its target, but the second does not.

The lady soldier keeps her focus on Sunshine - for now - and swings at him first then targets the handsy fighter.

Attack vs Sunshine: 1d20 + 14 ⇒ (14) + 14 = 28
Dim Light: 1d20 ⇒ 6
Damage, S, Hunted: 1d10 + 7 + 1d8 ⇒ (9) + 7 + (8) = 24

Attack, MAP, Sweep vs Laeron: 1d20 + 14 - 5 + 1 ⇒ (9) + 14 - 5 + 1 = 19
Dim Light: 1d20 ⇒ 2
Damage, S, Forceful: 1d10 + 7 + 1 ⇒ (5) + 7 + 1 = 13

The lighting spoils her second attack, so she just pulls her elbow from Laeron’s snagging grasp and steps away from him and Jack.

Ambush!
Round 4
Ambush!
Conditions: Dim Light; Courageous Anthem
BOLD May Act
Yes, technically everyone could go as there’s only 1 opponent remaining, but I’d like to give the ladies a chance to go at the bottom of their round. (Kind of odd that the characters ended up split by gender in the initiative order.)

Laeron
Sunshine (-49, Hunted by Purple)
Corelion -6

Red Soldier (Unconscious)
Purple Soldier (-49)

Black Molly and the Cap’n Jack (-22)
Klara
Shayna

Blue Operative (Unconscious)
Green Operative (Unconscious)

Horizon Hunters

Level 4 summoner | AC 19/20 | HP: 52 | Fort 9, Ref 9, Will 8 | Spell DC 20 | Per 8 | Speed 25’

Molly casts a spell at Sunshine, and a glowing green skull & crossbones appears on his chest.
Meanwhile, Jack takes another swing at the remaining soldier, then points his sword at her menacingly.

BM: Cast forbidding ward between Sunshine and Purple.
J: Strike, Set Defense (gains Reactive Strike)

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 2 ⇒ (5) + 2 = 7non-lethal

Radiant Oath

CG Female Human | Merchant | Bard Lvl 5 | Pathfinder Agent Dedication | Hero Points: 1/3 | Focus Points: 3/3 | HP 58/58 | AC 21 | F/R/W 11/13/11 | Perc +11 | Spell Attack: +11 | 25 feet | Class DC 21 | ◆◇↺ | Spells: -/3/3/2 | Exploration Activity: Avoid Notice | Performance(E)/Diplomacy(E): +13, Acrobatics/Stealth/Thievery: +11, Deception/Medicine: +10, Intimidation(U)/Nature/PFS Lore(E): +9, Athletics: +8, Lore (Mercantile)/Occultism: +7, Religion/Survival: +7, Arcana/Crafting/Society: +5 |

Shayna moves up with her light source and flings a rock at Purple's head, hoping to put his lights out...

Telekinetic Projectile, CA: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Telekinetic Projectile Damage: 3d6 + 4 + 1 ⇒ (2, 4, 6) + 4 + 1 = 17

◆ Stride
◆◆ TKP

Horizon Hunters

Fem Halfling - Investigator 4 | HP=42 | AC=19| Fort=7, Ref=10, Will=10| Perception +10 Char sheet

Klara barely see what is happening far there, but she has a slingstaff after all, so maybe the angle is good enough for proper trajectory attack
Device Stratagem: 1d20 ⇒ 4

So she decides to start Disarming unconscious foes and probably prepare a rope to tie them

Grand Lodge

Escape from Oppara slides  

Black Molly gives Sunshine some defensive magic as Jack lashes out with his glaive-from-the-grave. Shanya brings back the light but just barely misses with the rock she threw. Klara continues watching over the operatives and begins disarming and restraining them.
Dang, Klara, that’s 3 really bad Stratagem rolls in a row. Sorry.

Ambush!
Round 5
Ambush!
Conditions: Dim Light in some areas (see map)
BOLD May Act

Laeron
Sunshine (-49, Hunted by Purple, forbidding ward)
Corelion -6

Red Soldier (Unconscious)
Purple Soldier (-49)

Black Molly and the Cap’n Jack (-22)
Klara
Shayna

Blue Operative (Unconscious)
Green Operative (Unconscious)

@Shayna: I’m pretty sure that Courageous Anthem expired at the start of your turn. You cast it in Round 1, got a normal success on the Lingering Composition for 3 rounds of duration, so it would expire at the start of your Round 4 turn, right? Your TKP would not have hit anyway (missed by 1 even with the anthem bonus), but I’m going to remove it from the tracker for now unless you tell me I’m mathing this wrong.

Horizon Hunters

3-16 | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 5 | ◆◇↺ | AC 23 (24) | HP 49/77 | P+9, F+11, R+13, W+9 | Explore: Avoid Notice | DV, 25' | Focus: 0/2 | Hero: 2/3 | Active Conditions: self-flagellating

Sunshine swipes at Purple.

Spiked Chain, Nonlethal: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Nonlethal: 2d8 + 4 ⇒ (2, 6) + 4 = 12 plus Precision: 1d8 ⇒ 3

He then calls forth a soothing mist and swirls about himself.

◆◆ Healing: 3d8 ⇒ (1, 5, 1) = 7

Sorry, I don't have the actions to open up the flank.

Grand Archive

(KOOR-el-ee-un) M Elf Spellsinger 5 | HP (66/66) | AC 23 | F +10 R +11 W +10 | Perception +10 (Lowlight) | Speed 30

Corelion provides himself and RRho guidance, just in case, and looks out for further trouble.

Seeking near us down here (+10)

Envoy's Alliance

Human (he/his) Fighter 6 HP 80/80 +5 temp| AC 25 or 27| F +12 R +11 W +11 | Perc +11 | Stealth +9 Speed:25 ft | Active Conditions: Dueling Parry +2 AC| Hero Pts: 2

Laeron steps after the remaining enemy. "Just gonna keep at it? You gotta know this is defeat for you." He then tries to subdue the enemy.

Snagging Strike!: 1d20 + 17 + 1 - 2 ⇒ (5) + 17 + 1 - 2 = 21
Nonlethal Slashing Damage: 2d8 + 4 + 1 ⇒ (8, 5) + 4 + 1 = 18

He then raises his blade in a defensive posture.

Step, Snagging Strike, Dueling Parry

Grand Lodge

Escape from Oppara slides  

Sunshine and Laeron knock out the last of the soldiers. As the soldier falls to the cobblestones, so too does the square fall eerily quiet.

Combat Over!

Sunshine -49
Corelion -6
Black Molly -22

It seems that you may have a few minutes to search for clues and items and/or deal with the unconscious hoodlums before the distant shouts of hostility begin to grow too close for comfort.

In addition to their combat gear (see below) you find a few pouches of various gemstones on the operatives, worth a total of 60 gp.

DC 20 Perception Check**:
You find an encrypted letter tucked into a secret pocket in one of the operatives’ jackets. It’s clear that you don’t have time out here in the open square to crack this code, but perhaps later at a safe-house you will.

**@Klara: Your Pursue a Lead bonus applies.

Combat Gear:

The crossbows, falchions and warhammers they were using in the fight, plus breastplate and studded leather armors, 55 crossbow bolts, 2 daggers, 2 steel shields, 2 signal whistles, and 2 sets of simple manacles.

Horizon Hunters

3-16 | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 5 | ◆◇↺ | AC 23 (24) | HP 49/77 | P+9, F+11, R+13, W+9 | Explore: Avoid Notice | DV, 25' | Focus: 0/2 | Hero: 2/3 | Active Conditions: self-flagellating

Perception: 1d29 + 9 ⇒ (10) + 9 = 19 vs DC 20

Assuming there's not enough time to Treat Wounds or for Sunshine to Refocus, Sunshine will use Battle Medicine on himself (Assurance 19,Healing: 2d8 ⇒ (7, 8) = 15) and prepare to continue the pursuit wounded.

Edit: Also Sunshine has a second Focus Point, so he can Soothing Mist himself again. Healing: 3d8 ⇒ (1, 2, 3) = 6

Edit 2: LOL, his 2d8 Battle Medicine has healed him more than 6d8 worth of Soothing Mist!

Radiant Oath

CG Female Human | Merchant | Bard Lvl 5 | Pathfinder Agent Dedication | Hero Points: 1/3 | Focus Points: 3/3 | HP 58/58 | AC 21 | F/R/W 11/13/11 | Perc +11 | Spell Attack: +11 | 25 feet | Class DC 21 | ◆◇↺ | Spells: -/3/3/2 | Exploration Activity: Avoid Notice | Performance(E)/Diplomacy(E): +13, Acrobatics/Stealth/Thievery: +11, Deception/Medicine: +10, Intimidation(U)/Nature/PFS Lore(E): +9, Athletics: +8, Lore (Mercantile)/Occultism: +7, Religion/Survival: +7, Arcana/Crafting/Society: +5 |

Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Sunshine, where'd you get a d29?? :)

Horizon Hunters

Level 4 summoner | AC 19/20 | HP: 52 | Fort 9, Ref 9, Will 8 | Spell DC 20 | Per 8 | Speed 25’

Molly tries to quickly patch herself up.

Battle Medicine: 1d20 + 6 ⇒ (4) + 6 = 10

Horizon Hunters

Fem Halfling - Investigator 4 | HP=42 | AC=19| Fort=7, Ref=10, Will=10| Perception +10 Char sheet

Klara continues to tie and search operatives for further weaponary and possibly good clues, keys etc...

Perception: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
SHe does not like option to stay here longer though suggest with couple guesters to search soldiers as well.

- SHould we take one of them with us? I've got a good crypted message. Lets try not to leave obvious tracks.
Klara is capable of Glean Content unsertanding so maybe she is able to understand at least something???

She checks s magical messager from Muesello to ber sure nothing coming (or is it?)

Horizon Hunters

3-16 | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 5 | ◆◇↺ | AC 23 (24) | HP 49/77 | P+9, F+11, R+13, W+9 | Explore: Avoid Notice | DV, 25' | Focus: 0/2 | Hero: 2/3 | Active Conditions: self-flagellating

I rolled d29 with a +9 modifier and still couldn't hit DC 20. LOL, sorry.

Envoy's Alliance

Human (he/his) Fighter 6 HP 80/80 +5 temp| AC 25 or 27| F +12 R +11 W +11 | Perc +11 | Stealth +9 Speed:25 ft | Active Conditions: Dueling Parry +2 AC| Hero Pts: 2

Laeron scratches his head. “They were careful to mention we shouldn’t leave a trail of bodies, but I don’t recall what we are supposed to do with prisoners.” He shrugs “Maybe they can be…you know…convinced to abandon their cause?”

Horizon Hunters

Level 4 summoner | AC 19/20 | HP: 52 | Fort 9, Ref 9, Will 8 | Spell DC 20 | Per 8 | Speed 25’

”We were supposed to be a distraction, and we’ve done that”, says Molly. ”We don’t want or need prisoners, or corpses for that matter. Leave ‘em in the gutter, and let’s fly”

Grand Lodge

Escape from Oppara slides  

Sunshine patches himself up, but Black Molly gets distracted and puts her bandages on a little too tightly.

Klara easily finds a letter but can’t make heads or tails of it without further study.

Klara: I don’t think Glean Contents really applies here. It talks about being able to quickly scan and get the gist of something even if the document is in an unusual orientation or partially obscured, but this document would specifically require breaking a code.

Black Molly’s pirate background shows in her no-nonsense attitude toward the unconscious foes. Klara checks the wayfinder needle and there are no updated instructions from Muesello, leaving the decision to the Pathfinders as to what to do with them.

I’ll move us along, but there does need to be a party vote on whether to bring one - or more - of them with you. I’d say as of now we have Laeron Yes-ish and Black Molly No.

============================
The team heads to the candle warehouse to meet up with Muesello. When you arrive, you see that the safehouse’s contents have been packed away into a large backpack, save for a small tray of modified and ritually linked wayfinders that Muesello has been using to communicate with Gloriana’s spies across the district. All of these wayfinders are missing their compass needles. Muesello says, ”The coast is clear for now; however, I believe that the movements of the Ninth Army agents suggest that they had somehow known to expect Pathfinders.” He sighs and glances at the tray of wayfinders. ”I hope we don’t have an actual mole in the Society, and that they’re just using divination magic or some other-worldy effect.” He shakes his head in resignation as he gathers up the message devices then asks you to follow him to the real safehouse.

The new safehouse entrance is in the cellar of an abandoned home. The locked front door features a large sign reading “Condemned—Pest Infestation.” Muesello leads you to a cellar entrance in the back hidden by overgrown bushes. At your questioning looks regarding the sign, Muesello informs you that this building was simply abandoned; he made that fake sign to discourage people from coming too close. The building’s interior is old but structurally sound and much cleaner than its exterior. It has enough beds for everyone to rest comfortably, and the cellar is stocked with food, water, and other basic provisions.

Muesello suggests that you see to whatever business you need to complete and then get a good night’s rest.

DC 22 Society check to Decipher Writing :
You determine the simple cipher shifts each letter to the right by nine, and you then easily unscramble the message. It reads:

“Muesello and the Pathfinders have a safehouse in an old candle warehouse in Eastport. The Pathfinders will lead you to it. Take them out, then apprehend Muesello. Bring him alive to the old jail southwest of the arena. Knock nine times and someone will let you in. Try not to mess this up like Cole did. My patience is finite—The Peddler.”

Laeron may open this next spoiler IF and ONLY IF someone succeeds on the Society check.

For Laeron’s eyes only:
You recognize the name Cole; it likely refers to Cole Farsen, the Ninth Army member who led the efforts of vandalism, kidnapping, and slander that your team counteracted before.

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