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The Penumbral Accords Map

Okay, here we go, now without prestige filled in:

Gert
Ic
Liam
Veviane
Wulfren

My initial thought was that I was trying to be helpful, but hadn't considered that people would actually *spend* it...ah, well.


The Penumbral Accords Map

Ah, not surprised I got something wrong...I'll get updated copies uploaded ASAP.


The Penumbral Accords Map

Okay, the chronicle sheets are ready!

Gert
Ic
Liam
Veviane
Wulfren

Let me know if there's anything wrong with 'em!


The Penumbral Accords Map

Oh, right - Day Job rolls. I'll get the PFS #'s from an earlier thread


The Penumbral Accords Map

...and there you have it.

I'll try to get chronicles out this afternoon, but no guarantees. Thanks for putting up with my first attempt at GMing a PbP, hope it went okay on your end!

Question: how do I get an "Event" and "Event Code" for the bottom of the chronicle sheets?

Oh, also, here are the basics for the sheet:

+1 XP, +2 PP, +507 gp

Items available from this chronicle sheet:

Bracers of armor +1 (1,000 gp)
Cloak of resistance +1 (1,000 gp)
Potion of cure moderate wounds (300 gp)
Wand of endure elements (CL 1, 28 charges; 420 gp)


The Penumbral Accords Map

Liam begins removing gems faster than the others can destroy even one. As the last stone is removed from the pyramid, the pervasive black essence and the fetchling, as well as the pyramid itself, flicker briefly then disappear altogether!

The Blakros twins awaken from their trance, dazed and disoriented. As they realize that they have been saved, however, they heap thanks and praise onto the orphans, with cries of, "Thank you!", "I was so scared!", "Our family will hear of your bravery!", and the like. After several minutes of this, the group makes their way out of the museum. The light in the museum has returned to normal, and all of the bodies, artifacts, and other items from the Shadow Plane are gone.

The other slaves - those without branded foreheads - meet the group of adventurers outside the front door. "As soon as the lights came back on, we could leave! The other door disappeared!"

The group makes their way back to Hamaria Blakros, who cries and hugs her girls tightly, then addresses the party. "Thank you! With the device deactivated, we never have to worry about this happening ever again!" She closes her eyes and hugs the girls tightly once more, then says, "There isn't any way that we can repay you for your bravery and assistance, but please - feel free to keep any items that you found within the museum...regardless of their source."

She turns her head to Venture-Captain Drang and says, "Because of your assistance in this matter, rest assured that the Blakros family will welcome even closer collaboration between our museum and the Pathfinder Society in future endeavors." She smiles once more, then returns home, holding her daughters as if she might never let them go.

...and thus ends the scenario, The Penumbral Accords!


The Penumbral Accords Map

No actual climb roll needed - if you look at the map, you'll see that it's got more of a stair-step look to it, and it's only 10' tall.

Disable Device (DC 15) to remove the stones, or you can break them (AC 12, hardness 5, 20hp). There are a dozen of them, but if it's your goal to break them, then let's just handwave that part - I'm sure that, within the next couple of hours (at 10 attempts per person per minute), you would be able to make the rolls. I'll need confirmation from at least two members of the party that that's your goal at this point.


The Penumbral Accords Map

Liam is able to determine that the power of the pyramid stems from a dozen bloodstones set into the rock face around the apex of the pyramid. Removing or destroying those should end the effect and sufficiently sabotage the device to prevent future use.


The Penumbral Accords Map

Sorry to hear that - I know first-hand how that sort of thing feels. Best wishes, and hope everything works out okay!


The Penumbral Accords Map

Unfortunately, Veviane can't quite determine how the pyramid might be deactivated.

While the fetchling does have several items on his body (two potions, a cloak, and a set of bracers, as well as the ceremonial dagger that was kicked away), there doesn't appear to be any sort of "key".


The Penumbral Accords Map

Gert determines that the pyramid itself, rather than any particular device, appears to be exuding the eerie black essence.


The Penumbral Accords Map

Gert's spell staunches the flow of blood from the fetchling's wounds. The girls, however, continue to sway back and forth in front of the pyramid, oblivious to the events surrounding them.


The Penumbral Accords Map

Round 3

Veviane's first ray is off the mark, but Wulfren's attack easily hits the fetchling. Ic's spellstrike and additional rapier attack both connect, sending convulsions through the fetchling. Gert exerts more pressure on the fetchling, effectively pinning him, while Old Lace watches Gert for any additional commands. Liam's attack misses, but Veviane's second ray causes him to go limp, blood leaking slowly from his wounds.

Combat over!


The Penumbral Accords Map

Round 2 (cont.'d)

Gert lets Old Lace rip into the fetchling for a moment, then orders her down and attempts to grapple the fetchling, doing so successfully. Liam, meanwhile, attempts to trip the fetchling, to no avail.

Round 3
Veviane
Wulfren (attacked the fetchling, will resolve in order)
Ic
Uthil Mak (Stunned, -1 HP)
Gert
Old Lace
Liam
---
Round 4
Veviane
Wulfren
Ic

Bold is up!


The Penumbral Accords Map

Round 2

Will Save (Color Spray): 1d20 + 7 ⇒ (5) + 7 = 12

An arc of scintillating colors springs forth from Ic's hands, hitting the fetchling full in the face, overpowering him. He drops the blade and stands there, stunned.

GM rolls:
1d4 ⇒ 2

Okay, same deal as with the hound - can't coup de grace, but you can attack/hit, since he's a much easier target. Ic, you still have your Round 3 action, since he dropped the blade when he became stunned. Wulfren, I'm assuming you're keeping your Round 3 action of tying up the fetchling.

Round 2
Gert
Old Lace
Liam
---
Round 3
Veviane
Wulfren
Ic
Uthil Mak (Stunned, -1 HP)

Bold is up!


The Penumbral Accords Map

Ah, sorry, no. Wulfren still has his Round 2 action as well, I just got confused.


The Penumbral Accords Map

Ic loses his Round 1 readied action - the fetchling never approached, being more intent on finishing the rite.

Gert and Liam moves toward the fetchling, ordering Old Lace to attack. Old Lace approaches and rakes her teeth across the fetchling's arm, but doesn't do any serious damage.

Will Save (Daze): 1d20 + 7 ⇒ (2) + 7 = 9

The fetchling's eyes lose their focus, but as Wulfren's shot rings through the chamber, it's evident that he is far from helpless as he bats the shot out of the air. (Deflect Arrows was made precisely for times like this, sorry)

Round 2
Veviane
Wulfren
Ic
Uthil Mak (-1 HP, dazed)
Gert
Old Lace
Liam
---
Round 3
Veviane
Wulfren
Ic
Uthil Mak (-1 HP)

Bold is up! Ic is up twice!


The Penumbral Accords Map

Will Save (Daze): 1d20 + 7 ⇒ (8) + 7 = 15

The fetchling shrugs off Veviane's spell and merely smiles at Wulfren's warning. "These two women are not my captives. They are wholly mine, by right of an accord reached long ago. Leave now, and do not interfere." He then approaches one of the daughters from behind, pulls her head back gently, and brings the blade to her forehead.

Round 1
Gert
Old Lace
Liam
---
Round 2
Veviane
Wulfren
Ic
Uthil Mak

Bold is up!


The Penumbral Accords Map

Assuming that Wulfren is good to go, for now.

Harsh, cold light floods this room from the ceiling, gleaming off the marble walls and shining across the polished granite floor. Myriad pedestals display stuffed creatures suffering from unspeakable deformities, and liquid-filled glass tanks hold the shriveled bodies of even stranger anomalies. In the room’s center, a wide ebony pyramid rises ten feet off the ground; darkness seems to flow out from its top into the air like ink in clear water. Indistinct rune circles, candelabras, and idols cover what can only be the site of barbaric sanguinary rites, occupying the same space in the Shadow Plane.

Standing before the dais is the thin gray form of a fetchling. Kneeling before him, two women - the Blakros daughters, presumably - sway in a sort of trance as he coats a thin knife in a strange black liquid.

GM rolls:

Initiative (Gert): 1d20 + 3 ⇒ (6) + 3 = 9
Initiative (Old Lace): 1d20 + 3 ⇒ (11) + 3 = 14
Initiative (Ic): 1d20 + 4 ⇒ (16) + 4 = 20
Initiative (Liam): 1d20 + 2 ⇒ (7) + 2 = 9
Initiative (Veviane, Heightened Awareness): 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
Initiative (Wulfren): 1d20 + 3 ⇒ (19) + 3 = 22

Initiative (Uthil Mak): 1d20 + 2 ⇒ (8) + 2 = 10

Round 1
Veviane
Wulfren
Ic
Uthil Mak
Gert
Old Lace (delays to this point)
Liam

Bold is up!


The Penumbral Accords Map

Take a moment, confirm the marching order looks okay, let me know what preparations and/or healing you'll be doing before entering, etc.


The Penumbral Accords Map

Again, Gert flees (for 1d4 ⇒ 2 rounds) at the sound of the shadow hound's bay. However, nobody else is affected, and between Ic's splash of acid and Wulfren's deafening shot, the beast is brought down.

Combat over!


The Penumbral Accords Map

Gert orders Old Lace to attack the hound after retrieving her club, while Ic, Wulfren, Liam and Veviane all attack in their respective ways and miss the beast. Old Lace, however, is able to leave a few small gashes on the hound's neck.

Seeing that it has become severely outnumbered once more, the thing howls again, shaking the others to their very core.

Standard action: Bay
Not an action: 5' step, as indicated

Need a Will Save from Gert, Ic and Wulfren, DC 13 or panicked for 1d4 rounds

Round 9
Shadow Hound (-15 HP)
Gert
Ic
Wulfren
Liam
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

I'm assuming, for the moment, that Wulfren is waiting outside with the others, just to move things forward. If that's not the case, we can retcon.

Gert orders Old Lace to find Liam, and begins making her way back to the storage room. Ic makes his way back into the room, while Wulfren waits outside. Liam advances on the shadow hound once more, and attacks, but again, has trouble making contact. Veviane withdraws out of the room, while Old Lace makes her way in with Ic.

Denied its easier prey, the shadow hound attacks Liam with a vengeance, rending armor and flesh alike with its sharp teeth.

Standard action: Attack Liam
Attack (Bite): 1d20 + 6 ⇒ (20) + 6 = 26
Damage (Bite): 1d4 + 3 ⇒ (1) + 3 = 4

Critical Confirm (Bite): 1d20 + 6 ⇒ (14) + 6 = 20
Critical Damage (Bite): 1d4 + 3 ⇒ (1) + 3 = 4

Round 8
Shadow Hound (-14 HP)
Gert
Ic
Wulfren
Liam
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

We'll go ahead and continue. Gert, if you want to change your actions, let me know.

Gert sits by the door while Old Lace watches, chuckling (or whatever it is that velociraptors do). Wulfren and Ic both make their way back toward the storage room, Wulfren drawing his sword, while Liam thrusts again with his rapier - missing, unfortunately. Veviane casts a spell and directs it at the beast.

Will Save: 1d20 + 2 ⇒ (14) + 2 = 16

Despite a glazed look momentarily crossing its features, the shadow hound seems largely unaffected by the spell. However, since its chain prevents him from being able to reach Liam, it runs around and attacks Veviane.
Move action: As indicated on map
Standard action: Attack Veviane
Attack (Bite): 1d20 + 6 ⇒ (14) + 6 = 20
Damage (Bite): 1d4 + 3 ⇒ (1) + 3 = 4

Round 7
Shadow Hound (-14 HP)
Gert
Ic
Wulfren
Liam
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

Just confirming - Gert, you're staying by the door? Also, Wulfren, Veviane mentioned the thing is on a chain, and it's pretty taut right now. Waiting on Liam and (potentially) Gert for now.


The Penumbral Accords Map

Gert and Ic continue their efforts to leave the museum. However, Wulfren comes to his sense and begins making his way back to the storage room. Liam steps back and drinks an extract to heal himself, while Veviane shoots another ray of frost.

The shadow hound steps toward Liam again, but try as it might, the tiefling proves too hard to hit.
Not an action: 5' step, as indicated
Standard action: Attack Liam
Attack (Bite): 1d20 + 6 ⇒ (5) + 6 = 11
Damage (Bite): 1d4 + 3 ⇒ (1) + 3 = 4

Round 6
Shadow Hound (-14 HP)
Gert
Ic
Wulfren
Liam
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

Gert, with Ic and Wulfren's assistance, continues to attempt a daring escape. Meanwhile, Liam tries to pierce the thing with his blade, but can't seem to make contact. Veviane shoots a ray of frost, with similar results.

The shadow hound advances on Liam, tearing into him with its sharp teeth.
Not an action: 5' step, as indicated
Standard action: Attack Liam
Attack (Bite): 1d20 + 6 ⇒ (18) + 6 = 24
Damage (Bite): 1d4 + 3 ⇒ (3) + 3 = 6

Round 6
Shadow Hound (-14 HP)
Gert (Panicked, 1 round remaining)
Ic (Panicked, 1 round remaining)
Wulfren
Liam
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

Waiting for Liam :-)


The Penumbral Accords Map

Gert panicked duration: 1d4 ⇒ 3
Ic panicked duration: 1d4 ⇒ 3

Gert renews her efforts to leave the museum, while Ic and Wulfren move to assist. Liam, unaffected by the howls of the shadow hound, swings at it, but misses. Veviane, meanwhile, moves away from the beast. Old Lace, ever the faithful companion, stands and watches Gert's futile efforts, bemused.

The shadow hound bares its fangs and attacks Liam.
Standard action: Attack Liam
Attack (Bite): 1d20 + 6 ⇒ (6) + 6 = 12
Damage (Bite): 1d4 + 3 ⇒ (4) + 3 = 7

Round 5
Shadow Hound (-14 HP)
Gert (Panicked, 2 rounds remaining)
Ic (Panicked, 2 rounds remaining)
Wulfren (Panicked, 1 round remaining)
Liam
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

Assuming, for the moment, that Gert continues to try to get through the front door...

Gert's assault on the front doors of the museum continues while Old Lace looks on, while Ic pokes the shadow hound again. Wulfren isn't able to get a clear shot, and waits for an opening. Meanwhile, Liam retrieves his dagger and moves into position. Veviane attempts to help someone - anyone - hit the beast, but her efforts prove fruitless.

The shadow hound, however, recovers from Veviane's spell, shakes its head, then bays again. Again, fear grips the hearts of those around it!

Round 5
Shadow Hound (-14 HP)
Gert
Ic
Wulfren
Liam
Veviane
Old Lace

Need a DC 13 Will save from everyone previously affected by the fear effect (i.e., everyone but Veviane), or you're panicked for another 1d4 rounds.
Bold is up!


The Penumbral Accords Map

Gert continues running, throwing herself against the museum doors. Ic thrusts at the shadow hound with his rapier while Wulfren blasts the beast with a shot from his musket. Liam, realizing the error of his ways, rushes back to aid his friends. Meanwhile, Veviane steps around the creature, ready to assist someone in fighting it, and Old Lace continues trotting behind her master.

Round 4
Shadow Hound (Stunned, -10HP)
Gert (Panicked, 1 round remaining)
Ic
Wulfren
Liam
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

...and yet again, I lose track of where we are. Here ya go...

Gert and Liam continue to flee from the fell hound, while Ic and Wulfren return and retrieve their weapons. Veviane attempts to freeze the beast with a freezing ray, but it flies wide. Old Lace, in the meantime, trots behind Gert, curious as to why they are fleeing...

Round 3
Shadow Hound (Stunned)
Gert (Panicked, 2 rounds remaining)
Ic
Wulfren
Liam
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

Stunned:
PRD wrote:
A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

So, a lesser condition than helpless, which is what would be needed for a coup de grace. You will need to roll to hit and damage, though it should be significantly easier than it was before.


The Penumbral Accords Map

Sorry, Ic - we assumed that you were holding your rapier in the last room when it mattered for flanking bonuses, we're going to assume you were holding your rapier (and thus dropped it) when you were panicked. Thus, move action to move back to your prior location, and another move action to retrieve your weapon. This goes for everyone, unless you have a backup/secondary weapon that you want to use.


The Penumbral Accords Map

Sorry, forgot this at the end of my post...

Round 2
Shadow Hound (Stunned)
Gert (Panicked, 3 rounds remaining)
Ic
Wulfren
Liam (Panicked, 1 round remaining)
Veviane
Old Lace

Bold is up!


The Penumbral Accords Map

Assuming, for the moment, that panicked would prevent Old Lace from using the withdraw action...

AoO vs. Old Lace (Bite): 1d20 + 6 ⇒ (5) + 6 = 11
Damage (Bite): 1d4 + 3 ⇒ (2) + 3 = 5

The hound's teeth snap at Old Lace's heels, but meet only air.

Will Save: 1d20 + 2 ⇒ (13) + 2 = 15

As the lights are conjured forth from Veviane's fingers, the hound stops, transfixed, stunned.

GM rolls:

1d4 ⇒ 4

Veviane:
You notice that the hound is wearing a collar, and there is a chain rattling along behind it, presumably affixed to the far wall of the storeroom.


The Penumbral Accords Map

GM rolls:

Disable 1: 1d20 + 10 ⇒ (12) + 10 = 22
Disable 2: 1d20 + 10 ⇒ (20) + 10 = 30
Disable 3: 1d20 + 10 ⇒ (12) + 10 = 22
Disable 4: 1d20 + 10 ⇒ (11) + 10 = 21
Disable 5: 1d20 + 10 ⇒ (18) + 10 = 28
Disable 6: 1d20 + 10 ⇒ (20) + 10 = 30

It takes several minutes, but Liam is finally able to free the slaves. Of course, removing them from the museum is another story altogether.

Moving on...

At Gert's suggestion, the party checks out the room to the west, a simple room of unadorned stone. It is piled from floor to ceiling with boxes and crates, with barely enough room left to allow the staff to squeeze between the towers of dusty, mothballed exhibits.

GM rolls, pt. 2:

Perception (Gert): 1d20 + 5 ⇒ (1) + 5 = 6
Perception (Old Lace): 1d20 + 5 ⇒ (2) + 5 = 7 (Low-Light Vision, Scent)
Perception (Ic): 1d20 - 1 ⇒ (20) - 1 = 19
Perception (Liam): 1d20 + 9 ⇒ (4) + 9 = 13 (Darkvision 60')
Perception (Veviane, Heightened Awareness): 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 (Darkvision 60')
Perception (Wulfren): 1d20 + 7 ⇒ (5) + 7 = 12

Stealth (Shadow Hound): 1d20 + 13 ⇒ (10) + 13 = 23

Initiative (Gert): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Old Lace): 1d20 + 3 ⇒ (11) + 3 = 14
Initiative (Ic): 1d20 + 4 ⇒ (12) + 4 = 16
Initiative (Liam): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Veviane, Heightened Awareness): 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Initiative (Wulfren): 1d20 + 3 ⇒ (13) + 3 = 16

Initiative (Shadow Hound): 1d20 + 13 ⇒ (20) + 13 = 33

As soon as the orphans enter the room, however, a mournful baying sound resounds through the room and echoes through the entire museum. The freed slaves quite literally fall over each other to flee from the source of the sound.

Standard action: Bay (DC 13 Will save or become panicked for 1d4 rounds)

Then, from the shadows, comes an otherworldly hound, its massive teeth seeking to bring an end to the intruders.

Move action: Move, as indicated
Standard action: Attack Old Lace
Attack (Bite): 1d20 + 6 ⇒ (4) + 6 = 10
Damage (Bite): 1d4 + 3 ⇒ (1) + 3 = 4

Surprise Round
Shadow Hound (DC 12 Knowledge (Planes) for more information)
---
Round 1
Shadow Hound
Gert
Ic
Wulfren
Liam
Veviane
Old Lace

Need Will saves from everyone. Bold is up!


The Penumbral Accords Map

@Liam - the locks do not open. Do you want to roll, take 20, or leave the slaves here for now? Keep in mind, Veviane has cast a spell that will only last 10 minutes, and if you take 20, each lock will take you 2 minutes.


The Penumbral Accords Map

At the mention of the party's intent to free them, the slaves begin begging and pleading for liberation; it takes a few minutes to get them calmed down enough to answer any questions.

The two slaves with tattoos on their foreheads explain that they have been there for weeks...maybe months? The three without were brought to the bathrooms in the Blakros museum this very night by a courier, along with two finely dressed women they have not seen since entering the museum. At some point tonight, they experienced a strange "rippling" of the world around them, and everything got darker. It was at that point that the two other prisoners - the ones with tattoos on their forehead - appeared with them.

With that, the five prisoners renew their pleas for freedom.


The Penumbral Accords Map

The door is locked.

However, trying the key you retrieved from the dead guard, you hear a satisfying *click* as it unlocks. As you enter the room, you notice that several stalls stand against the east wall of a dank, stone room. A large grate in the floor collects a steady stream of water coming from one of the stalls. The rattle of chains echoes through the chamber and the stench of frightened, unwashed bodies fills the air.

There are five slaves in the room, two of whom have the same light-absorbing tattoo upon their forehead as did the eviscerated specimen from the other room. Unlike that one, however, all five slaves are conscious.


The Penumbral Accords Map

Veviane's spell hits the remaining guard just as Ic's rapier pierces his torso. The fetchling's eyes roll to the back of his head, and he falls to the ground.

Combat over!

On the first guard, Gert finds two vials of alchemist's fire, a longsword, a sling with 10 bullets, a set of manacles, and 15 gp. In addition, the fetchling is wearing masterwork studded leather armor, dyed black. The second guard is similarly equipped, but with a key hanging from a leather cord tied to his belt.


The Penumbral Accords Map

Sorry, Ic - flank will have to wait until next round, since you didn't specifically delay your action.

Will Save: 1d20 ⇒ 14

Veviane incants a quick phrase, and the northernmost guard's gaze becomes unfocused; unfortunately, Ic's blade still can't find its way past the man's defenses. Wulfren circles around the guard, hoping to aid the magus as the fight continues.

Gert swings her club and misses spectacularly, but Old Lace jumps on the guard, latching her jaws onto the man's shoulder and raking her long claws along the man's torso, bringing him to the ground, unmoving.

The remaining guard, affected by Veviane's spell, can't focus enough to mount an offense.

Round 2
Liam
Guard 1 (-15 HP, down/bleeding)
Guard 2 (-3 HP)
Veviane
Ic
Wulfren
Gert
Old Lace
---
Round 3
Liam

Bold is up!


The Penumbral Accords Map

Done, and thanks. While my request may have come across as fishing for complements, that was not my intent - I'm interested in whether the pace is okay, if I should be more elaborate in my descriptions, etc. While I feel I've got a pretty good handle on things mechanically, and I've had a lot of good GMs to pattern myself after (you know who you are...:-P), it's weird enough being on this side of the GM Screen that I don't feel like I'm able to judge the more esoteric bits very well.


The Penumbral Accords Map

Well, we've still got a little bit more to go, but if anyone has any criticisms of my GM'ing (and all that it entails), constructive or otherwise, I'd be interested in hearing them (either here or in a PM).


The Penumbral Accords Map

In case it wasn't evident, waiting on Veviane's action to carry things forward. While I don't mind people posting in whatever order, I will be resolving in initiative order.


@Edward Sobel - While 1) is an issue you'll have with PFS and non-PFS play both, 2) is one reason that the threads that GM Lithrac mentioned, above, exist. In case you missed it:

GM Lithrac wrote:
However, people have become more organized. Many have their ongoing recruitment thread, or recruit on someone else's thread (with their permission, of course). I believe those threads have become the main way of recruiting for PFS games nowadays, like EndlessForms's thread and DM Kludde's thread.

Not saying your point isn't valid, but there are a couple of people, at least, that are attempting to overcome it.


The Penumbral Accords Map

FWIW, that's only 1 AoO - single action (movement) => single AoO. Also, I'll grant that Ic was probably holding his rapier and just choosing not to use it - if he wasn't, he should've played a wizard. :-P

Gert swings her club at the guard, knocking the wind out of him. Meanwhile, Liam moves around the guard nearest him, provoking an attack, but avoiding any consequences.

Guard 2 AoO vs. Liam(Longsword): 1d20 + 2 ⇒ (1) + 2 = 3
Damage (Longsword): 1d8 + 1 ⇒ (6) + 1 = 7

Liam follows up with an attack of his own, and his blade strikes true. The guards continue their assault on the party, with one guard retaliating against Gert and the other sidestepping and attacking Liam. Neither guard, however, is able to penetrate their target's defenses.

Guard 1
Standard action: Attack Gert
Attack (Longsword): 1d20 + 2 ⇒ (11) + 2 = 13
Damage (Longsword): 1d8 + 1 ⇒ (3) + 1 = 4

Guard 2
Not an action: 5' step, as indicated on map
Standard action: Attack Liam
Attack (Longsword): 1d20 + 2 ⇒ (17) + 2 = 19
Damage (Longsword): 1d8 + 1 ⇒ (6) + 1 = 7

---
Round 1
Liam
Guard 1 (-4 HP)
Guard 2 (-3 HP)
Veviane
Ic
Wulfren
Gert
Old Lace
---
Round 2
Liam

Bold is up!


The Penumbral Accords Map

Yes to moving around the boxes. I might be willing to treat them as difficult terrain, though there's nothing in the scenario one way or the other.

The guards move toward their targets, trying to push them out the door.

Guard 1
Standard action: Charge Old Lace
Attack (Longsword, Charge): 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Damage (Longsword): 1d8 + 1 ⇒ (1) + 1 = 2

Guard 2
Move action: As indicated on map

Surprise Round
Liam
Guards
Gert
---
Round 1
Liam
Guards
Veviane
Ic
Wulfren
Gert
Old Lace

Bold is up!


The Penumbral Accords Map

Liam isn't able to turn up anything of interest (mostly because nothing was mentioned...).

The orphans make their way back to the hallway, and notice a large placard above the entryway to the eastern exhibit hall that reads “The Evolution of Dragonkind” in bright, elaborate script. In addition, a shadowy sign next to the door describes the room as “Pain Laboratory—Tests in Progress.”

As you enter the room, you first notice ancient tapestries of chromatic dragons besieging castles and battles between Dahak and Apsu at the dawn of time. An alabaster obelisk covered in Draconic runes occupies the far corner, surrounded by a spread of various dragonhides of all colors and thickness, and a taxidermied wyvern hangs from the ceiling above, its stinger flexed above its head. Umbral chains drop from the same ceiling on the Shadow Plane; gruesome hooks at the chains’ ends hold long-dead skeletons. The southern wall sports a massive wheel with shackles along its edge, apparently for holding writhing subjects in place during tests.

Unfortunately, your reverie is interrupted as two fetchling guards show themselves and prepare to charge your positions!

GM rolls:

Stealth (Guard 1): 1d20 + 3 ⇒ (13) + 3 = 16
Stealth (Guard 2): 1d20 + 3 ⇒ (11) + 3 = 14

Perception (Gert): 1d20 + 5 ⇒ (10) + 5 = 15
Perception (Old Lace): 1d20 + 5 ⇒ (1) + 5 = 6 (Low-Light Vision, Scent)
Perception (Ic): 1d20 - 1 ⇒ (11) - 1 = 10
Perception (Liam): 1d20 + 9 ⇒ (8) + 9 = 17 (Darkvision 60')
Perception (Veviane): 1d20 + 4 ⇒ (2) + 4 = 6 (Darkvision 60')
Perception (Wulfren): 1d20 + 7 ⇒ (2) + 7 = 9

Initiative (Guards): 1d20 + 1 ⇒ (18) + 1 = 19

Initiative (Gert): 1d20 + 3 ⇒ (3) + 3 = 6
Initiative (Old Lace): 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Ic): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Liam): 1d20 + 2 ⇒ (17) + 2 = 19
Initiative (Veviane): 1d20 + 7 ⇒ (8) + 7 = 15
Initiative (Wulfren): 1d20 + 3 ⇒ (11) + 3 = 14

Surprise Round
Liam
Guards
Gert
---
Round 1
Liam
Guards
Veviane
Ic
Wulfren
Gert
Old Lace

Bold is up!


The Penumbral Accords Map

As Veviane looks around the room, she notices magical auras emanating from the alchemist's corpse. Upon further examination, she finds that they are coming from two potions and her cloak. Other items on the corpse include:

- two uses of alchemical grease,
- an adamantine weapon blanch,
- a set of masterwork studded leather armor,
- an ordinary dagger, and
- an alchemist's lab.

In addition, she finds various records of recent acquisitions by the Blakros museum (including the Tian exhibit, which was apparently gifted by Amara Li) and a finely bound copy of a book called Umbral Leaves, which might fetch a good price if sold to the right person.

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