Team Hippogriff and "The Rebel's Ransom"


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The shifting sands of Osirion have been known to swallow entire communities, wiping them from the face of Golarion. Those same dunes sometimes uncover that which has been lost, revealing secrets from the past. In a nation with a rich and mysterious history, such discoveries set off a rush of exploration, but the deserts are not a safe place, and more than one group of treasure-hunters has donated their bones to the sands. When Venture-Captain Norden Balentiir contacted you this morning in Sothis, the story was a familiar one. A group of Pathfinders has gone missing in the desert and he would like to send you to find them. You have been asked to meet at his office to discuss the rescue.

In the lounge outside his office sit five individuals from all walks of life. Joined by an oath to the Pathfinders they await the details of their next mission. Shortly after the last has arrived the Venture Captain's door opens and the stern man enters the room.

"I am Venture-Captain Norden Balentiir, some of you I have worked with before. Others I have called because you were nearby and unassigned. We can save the small talk for later, there are three Pathfinders lost in the desert and I want you to find them. If possible, finish their mission of searching that tomb.

Augrim Whyrwharf, I've brought you on to handle divine interactions of both the spiritual and extremely physical kind. Calumny Tas'Vere, you're here for arcane support and logistics. Ridley Blix, if they're trapped behind some wall, I expect you to remove it. Charles Beecroft, you're the steadiest sword available, keep the rest from cutting their own toes off. Jeroph you're a keen lad, I'm sure you'll find your place.

Your target set out eight days ago and until yesterday had kept in touch via magic. The last message I received they reported entering the tomb. Now maybe the tomb has some sort of protections on it to prevent communication, but I wouldn't be a Venture-Captain if I bet on maybes," He pulls out several pieces of paper from a pouch. "These are requisition slips, take them down to the stable where five horses and three mules are waiting with two-weeks worth supplies. Each horse will have a scroll tube in the saddle-bags showing the route to the tomb, located southwest in the Parched Dunes. Any questions?"


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

During Norden's introduction, Calla's glance cuts quickly over to Charles. It looks like she's on the verge of interrupting, but she holds her tongue. Returning her gaze to the Pathfinder in charge, she speaks:

"Ah've got a couple, Venture-Captain. Who are we searching for? Ah'd hate to pass them in the desert returning back from this tomb and not realizing that was our quarry. Also, what tomb is this? Ah'm new to Osirion and Ah guess Ah haven't heard anything about it."


The Venture-Captain nods at the questions, “It was a small group of just three experienced explorers. Led by Jilarni Golgarna, a veteran from Galt, the group also included Jojack Harnast, a dwarven trap expert, and Gilleon Samsil, a human sorcerer of some skill.” He seems pleased by these direct questions about the mission. "The tomb is called the Hall of Seven Scepters and it is supposedly the final resting place of a powerful merchant prince. We've been contacted by the Ruby Prince himself to investigate it. I don't know much more about the tomb myself, you'd have to ask a historian or story teller."

K. History or bardic knowledge check to see what your characters might know or have heard.

Liberty's Edge

Male Human Arcane Duelist 9

The Prince himself...interesting, thought Jeroph after getting his first assignment from this Captain.

"I do have a few concerns as well Captain, have other groups shown interest in these ruins? Or are we speculating too much", he inquired. Working with the pathfinders always lead to some sort of trouble, though that was half the excitement. A keen mind and blade, always liked having an edge on that surprise though.

The Tomb of Scepters, though, what did the Arcane Duelist remember about such a place?

1d20 + 1 ⇒ (16) + 1 = 17

OOC: Note no ranks in knowledge skill or bardic knowledge...sort of the trouble with this build.


Know. History 1d20 + 6 ⇒ (14) + 6 = 20
Ridley casually rolls a clear glass sphere back and forth from the back of one long fingered hand to the palm of the other while listening to the venture captain. She keeps her eyes unfocused but open, noticing motion in the room and little else. When there is a pause in the questioning, she asks...
"How friendly are the locals expected to be with a band of tomb robbin' foreigners come to this tomb?"


psst, BBCodes can be shown at the bottom ;)

Jeroph's Knowledge:
You remember reading that the Hall of Seven Scepters is the resting place of Alkhet Utmari, a powerful merchant prince from the early 1200s AR. Alkhet was said to have six wives, but no heirs. He was well known for gifting each wife a precious scepter as a wedding gift, similar to the one he always carried.
Ridley's Knowledge:
You recal a story from one of the local taverns. The Hall of Seven Scepters belongs to a powerful merchan tprince from the early 1200s AR, named Alkhet Utmari. He had six wives, but no children. He presented each wife with a previous scepter on their wedding day, similar to the one he always carried. Alkhet outlived all of his wives, and when he died, they were all buried in the same tomb, the Hall of Seven Scepters. Shortly afterward, a great sandstorm blew across the Parched Dunes and the location of the tomb was lost.
"The tomb was originally found by a merchant traveling through the Parched Dunes. He sold the directions to the market and from there the prince acquired them. It is possible others have the information," the Captain responds to Ridley as well, "If it's in the desert, it's fair game. The sands of Osirion are filled with thousands of years of history. Most people respect the Pathfinders because they know we actually value what we find for more than it's weight in gold."


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles looks over his selected traveling companions, before winking at Venture-Captain Balentiir.

"I will do my best to make sure that all of them return with all of their digits intact..."

He then adopts a much more serious expression.

"It is always concerning when a team goes 'silent'. If the worst has happened, did any of them have any identifying features (beyond their races)? I sincerely hope, however, that we find all of them alive..."

Regarding the tomb, I will elect to 'take 10' = Knowledge(History) 28.

Mastermind wrote:
"Most people respect the Pathfinders because they know we actually value what we find for more than it's weight in gold."

Charles nods.

"As they should; keeping an accurate record of what has gone before is always useful..."

He then thoughtfully scratches behind the ear of the cat which is curled-up around his shoulders.

Hmmm... It sounds like we have another treasure hunt on our hands; and it is also a rescue mission to boot! This could be fun...


"Bah! Digits can be regenerated!"

Augrim takes his scroll and carelessly shoves it into a pocket of his grimy cloak.


Quote:
"I will do my best to make sure that all of them return with all of their digits intact..."

Ridley balances the crystal in the crook of one elbow long enough to examine the burn and shrapnel scars across both hands..."May be a taller order than you think my fancy threaded friend."

She takes her scroll and places it in her belt before returning the sphere to it's path.


"Charles, they were regulars. Each was more than proud to wear full Pathfinder regalia. I k now Jilarni and Gilleon had signet rings on their person. Jilarni herself had several tattoos from her time as a Galt revolutionary. She should be easy enough to identify," the Captain seems deeply worried at the thought of identifying their bodies, "Gods help it doesn't come to that."

Charles' Knowledge:
Having recently read a tome titled Histories of Osirion Nobility you find yourself familiar with these names. The Hall of Seven Scepters is the resting place of Alkhet Utmari, a powerful merchant prince from the early 1200s AR. Alkhet was said to have six wives, but no heirs. It is said that he gave each wife a precious scepter as a wedding gift, similar to the one he always carried. Alkhet outlived all of his wives, and when he died, they were all buried in the same tomb, the Hall of Seven Scepters. Shortly afterward, a great sandstorm blew across the Parched Dunes and the location of the tomb was lost. The prince loved puzzles and traps, and records showed that he paid a great deal to a number of famous architects just before his death. His tomb was said to be a glory to behold, seen only by the seven who dwell there.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles throws a grin in Ridley's direction.

"If I did not enjoy a challenge, I would not be a Pathfinder! Just don't go out of your way to try to lose them, and we should get on fine..."

He then nods to the Venture-Captain, his face once again adopting a somber appearance.

"I, too, certainly hope that it does not come to that; however, I find that if I prepare for the worst, I am rarely caught off-guard, and I tend to be pleasantly surprised with what actually happens..."

"The Hall of Seven Scepters? That sounds familiar... Let me think for a moment; where did I come across that reference...?"

Charles thinks about the destination that the 'retrieval team' is going to for a while, before leaning backwards, with his hands clasped behind his back, and pontificating:

"Ah, now I remember! It was in that book on Histories of Osirion Nobility. The Hall of Seven Scepters is the resting place of Alkhet Utmari, a powerful merchant prince from the early 1200s AR.

Alkhet was said to have six wives, but no heirs. It is said that he gave each wife a precious scepter as a wedding gift, similar to the one he always carried. Alkhet outlived all of his wives, and when he died, they were all buried in the same tomb, the Hall of Seven Scepters.

Shortly afterward, a great sandstorm blew across the Parched Dunes and the location of the tomb was lost. The prince loved puzzles and traps, and records showed that he paid a great deal to a number of famous architects just before his death. His tomb was said to be a glory to behold, seen only by the seven who dwell there.

I dare say that there will be some interesting things in the tomb, but I am equally sure that we will need to keep our wits about us!"


Your bold tags didn't agree with you, lol.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Calla scowls, one hand falling to the hilt of the sword on her hip. "Ah'm pretty sure Ah can take care of mahself, thank you."

"Your knowledge, however, is both useful and appreciated. Ah s'pose we'd best be ready to deal with any surprises he may have left. If it was possibly enough to prevent three full Pathfinders from returning, Ah 'spect we'll need all of us working together to get through it ourselves."

Liberty's Edge

Male Human Arcane Duelist 9

"Six wives, and seven treasures. The man was a merchant prince. a shame he left no heirs. Though it's also a blessing giving us the chance to save our compatriots and rediscover lost treasures of a long dead prince", Jeroph did not speak with excitement persay, but more of the romance of the tail. It seemed he was already practicing his spin on the tale as he lived it.

Lost pathifinders, a new ruin to delve into, danger, and the unmerciful desert...oh this was a challenge fitting for him. Though speaking of Pathfinders Jeroph turned to the others. "Jeroph Klein, of House Klein, formerly of Taldor, and currently world traveler. I am at your service, though my visage seems a bit on vexxing side. I assure you, that I have quite the bag of tricks and steel to be an assest to the Pathfinders. I'm ready to assist our lost brethren as soon as you are", Jeroph said with a noble, but earnest bow. Turning to the captain for a moment, "I shall record this assignment in proper form, and likely one emeblished tavern story."

After which the young noble waits by the door for his companions.


Augrim grunts his agreement with Calla. "Bah! I always do mean to read one of those things one of these days."

He levers himself to his feet with his oversized battle axe and swaggers to the door.

The dwarf looks up at Jeroph and shrugs. "Your visage looks fine to me. Could use a bit more hair, but to each his own."


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

"It is a poor man with no children. Be that as it may, we have more important matters to deal with."

"Mah name, by the by, is Calumny Tas'Vere," the large half-elven woman introduces herself, her name given as much clue to her Chelaxian heritage as her classic features, pale skin with black hair, which she wears cropped to her shoulders.

She wears unadorned, tight black leathers with a breastplate marked with a wasp, with a longsword and wand at her hip, a longbow and quiver on her back. Bags of pouches hang from her belt and bandolier, similar to those that would be carried by a wizard. A string of three pearls, two smaller and one larger, rests around her neck and a scarab is attached to her breast, the only seeming softening of a visage clearly intended to emphasize her danger over her beauty.

Taking her requisition slip, she turns to leave for the stables.


pretty much done, just need a few more languages and I think that's it

"You may call me Ridley. Of Kaer Maga, though I suppose I'm something of a traveler myself these days."

She dresses in reds and blacks, with a fair number of brass buckles, studs, and snaps. Her neatly kept clothing is a strong contrast to the scars and burns, some quite fresh, visible over her face and hands. Several daggers and a single fencing sword hang from her belt, though a mirade of pouches hide any number of dangerous items.

When Ridley speaks, her words come out almost choppy and forced. Not quite like someone speaking a second language, but as if speaking to other people in general might be a new concept.

Liberty's Edge

Male Human Arcane Duelist 9

"His requisition slip in hand, the young exile follows the dwarf and chelian half elf. The one covered in studs and the equipment of thuggery will be most interesting. Ridley was her name, he thought.

Jeroph himself was finely dressed...Mostly blue long coat and tanned slacks. Though under his jacket and shirt peaked out the softest white and silver sheen. Impecably dressed by adventuring standards. His long boots and gloves made of leather that matched his hair. Had he not been carring a backpack with a crossbow, one would easily see him as a Taldan Merchant. The dwarf's words rang true, given his exile, Jeroph could not grow a beard. Attached to his pack was an interesting spiked shield. An extremely well made Rapier slung at his hip. Oddly enough it's sheathe was more ornate than itself, wrapped in silvers and hawk motifs. Also hanging from his thick adventuring belt was bolt quiver, whip, and dagger; though the belt itself was riddled with pockets. A scarab clutching a black pearl hung from his neck. All in all neatly dressed, but still functional.

Before stepping out just ahead of Ridley, Jeroph sighs and strokes a beard that isn't there.


I'll assume everyone goes to the stables and departs. If you need to say something to the Captain before leaving or what just put it in a spoiler.

"God speed, all of you," Norden says quietly as the group begins to leave the room for the stables. The Pathfinder lodge is a somber place currently. Word of the missing group has spread and it is clear any who could have been called or spared have just met with the Venture-Captain. The grooms at the stable quickly ready the horses, making adjustments and final fittings for all the riders. One of the horses is actually a shaggy desert pony. Most of the gear has been packed on the mules.

The sun is beginning to reach the peak of its arc and the streets are near empty. Under normal circumstances now would not be the time to travel. With the roads mostly clear the group is able to ride to the outskirts of the sandy town unhindered. By nightfall the party has reached a camp of merchants who are eager to share their fire with a group of well-armed Pathfinders.

I'll post the following 'travel' days in a couple hours. No need to bog down each day with posts of, "We ride down the road."


"Bugger me, it's bloody hot!" Augrim exclaims during the day's ride. "Why would any sane folks choose to live in a hell-hole country like this?"

He casts a spell, and a pile of water materializes over his head, drenching him and his steed. "Anybody else want one?"


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

"Isn't it bad enough that we have to smell your horse now? Or is that you?" Calla asks, a hint of a smile crossing her lips to indicate the words are meant to be a simple gibe.

Calumny mutters a small word whose pronunciation seems to elude hearing and waves her fingers momentarily, and a small breeze begins to waft past her face.

Cast prestidigitation.


Breeze?


Augrim casts the spell again, and it begins to rain on Calla.

"A little rain for that hot wind?"


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

I didn't think it was too much, especially for merely a role-playing effect.

Calumny snarls. "Enough, dwarf. When Ah want help, Ah'll ask for it.


The next three days are uneventful. The following two nights the group spends resting at specially prepared oasis's established beside the trail. On this road, they encounter few others, just merchants or travelers making their way to or from the great city. On the fourth day the out from Sothis the directions require the party to leave the trail and venture south into the trackless desert. This sun-baked land has few markers and little in the way of respite from the relentless heat. The groups most rugged members are required to make any progress through the desert.

Augrim's Survival check 1d20 + 15 ⇒ (16) + 15 = 31
Charles' Survival check 1d20 + 2 ⇒ (10) + 2 = 12

After half a days march through the rolling sands the cool relief of the night is welcome. Camp is made, watches are set, and before long the sounds of the desert wildlife fill the night. The next day Augrim and Charles continue to assure the group that they are following the directions perfectly and the sand is all supposed to look the same.

Augrim's Survival check 1d20 + 15 ⇒ (10) + 15 = 25
Charles' Survival check 1d20 + 2 ⇒ (17) + 2 = 19

Around noon the sixth day out of town the group crosses a dune to abruptly find a small oasis. The bright blue water is surrounded by shrubs, trees, boulders, and eight-foot long scorpions. Sensing intruders near their nest the monsters turn towards the smell of hot flesh.

Initiative Rolls:
Augrim 1d20 + 3 ⇒ (7) + 3 = 10
Calumny 1d20 + 12 ⇒ (10) + 12 = 22
Charles 1d20 + 1 ⇒ (3) + 1 = 4
Jeroph 1d20 + 2 ⇒ (13) + 2 = 15
Ridley 1d20 + 5 ⇒ (6) + 5 = 11
giant scorpions 1d20 + 4 ⇒ (14) + 4 = 18

Initiative Order:
[22] Calumny
[18] giant scorpions
[15] Jeroph
[11] Ridley
[10] Augrim
[4] Charles
Scorpion Nest (map)

With combat, I don't care what order you post in, just that you post each round. At the end of the round (or when appropriate depending on the fight), I'll post a summary of everything that has happened (nearly word for word what you say). Some details might be changed based on location and available targets, but usually not much. After the round summary has posted I'll call for the next round (or rest of the round etc.) Once Calumny posts, I'll update with her action and the scorpions and everyone else can respond from there. Sometimes it gets a little wonky but overall works pretty well.

Sample Attack Format:
So an so moves forward drawing their thingy-ma-jig. With a quick slash they attempt to skewer the beast.

So-n-so rapier Power Attack 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1d20 + 6 ⇒ (15) + 6 = 21

You should be able to edit a post without affecting the rolls so if you see you do terrible or awesome feel free to go back and change your fluff to reflect your actions. (Just don't assume you hit, or what kind of damage you deal, that's my fun.)


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

In the days leading up to the fight:
"Maybe Ah misjudged you, friend," Calla says to the dwarf as he leads them through the forsaken desert. "Ah'm pretty sure Ah wouldn't be able to find mah way through this mahself. And that water is much appreciated with the sun continuing to bake us."

I'm assuming these are five-foot hexes?

Calla's pulse races as the giant creatures begin approaching. Her fingers weave and arcane words of power again quickly leave her lips, as she gestures with one hand, fingers splayed wide, toward her companions.

Casting haste

Sliding down from her horse, she pulls her sword in a single, smooth motion and gets ready to charge the beasts.


Round 1, giant scorpions

[22] Calla's pulse races as the giant creatures begin approaching. Her fingers weave and arcane words of power again quickly leave her lips, as she gestures with one hand, fingers splayed wide, toward her companions.

Sliding down from her horse, she pulls her sword in a single, smooth motion and gets ready to charge the beasts.

[18] The scorpions tear across the oasis faster than one might expect for creatures of their size. In their hurry some even charge through the water, being briefly slowed down.

Scorpions Nest (map)

Yup, 5-foot squares. Rocks, bushes, and water are difficult terrain.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)
Augrim Whyrwharf wrote:

"Bugger me, it's bloody hot!" Augrim exclaims during the day's ride. "Why would any sane folks choose to live in a hell-hole country like this?"

He casts a spell, and a pile of water materializes over his head, drenching him and his steed. "Anybody else want one?"

Charles smiles.

"The offer is appreciated, but I have made my own arrangements."

Careful observers will note that over the course of the journey, Charles barely seems to sweat, and gives every impression of thoroughly enjoying the trip. He also periodically sips from a clay goblet that never seems to empty...

Once the scorpions make an appearance, a look of infectious enthusiasm overtakes Charles' countenance, and he grins at his traveling companions.

"It looks like it is time to greet the locals!"

Attempt to Fast Dismount: 1d20 - 2 ⇒ (9) - 2 = 7 Vs DC 20... Fail (so it takes a move action to dismount).

Charles dismounts from his horse, drawing a wicked-looking adamantine greatsword as he does so.

Dismount into X6, and then 5' step into W5.

He then critically appraises the scorpions.

"Where is the weak-point in that shell...?", he mutters to himself, before squaring his shoulders for the inevitable charge.

'Know Your Enemy' (Martial Stance) check (Knowledge[Nature], move action): 1d20 + 15 ⇒ (13) + 15 = 28 Vs DC 10+HD; if successful, Charles gains a +1 insight bonus on hit and damage rolls versus the scorpions for one minute.


Ridley has a +5 Survival check, so she can help out a bit with navigation/hunting too.

Ridley carefully dismounts Potsticker the horse, and draws out an opaque greenish sphere from her sash of pouches. Kissing the sphere and quickly shaking it, she hurtles the crystal into the oncoming critters.

Move action to dismount into square z3

Standard action to throw stink bomb into square m5, 70' away by my count

Ranged touch attack -6 for 3 range increments 1d20 + 5 ⇒ (13) + 5 = 18

Direct hit damage=4d6 + 6 ⇒ (3, 1, 4, 6) + 6 = 20 fire

Splash damage=10 fire to those in a 5' radius of the direct hit; Reflex DC: 20 for half splash damage

All those within 10' of direct hit make a save DC: 20 or suffer the nauseated condition

Liberty's Edge

Male Human Arcane Duelist 9

Jeroph seeing the size of the vermin and there agressive natures realises that they must be dealt with. However he was not going to let the party go unprepared against them. They were huge, and little scorpions were venom filled pests, so these must be killers.

His hand on his sword dismounting. A Sylvan words of daring mixed with Draconic cries of valor and might burst from his lips as he draws his blade. with a flourish he points the blade out toward the approaching arachnids and releases the spell dancing with his will.

Those around him feel the overachieving confidence that the can rise to any occasion. The feel the bravado in there gut telling them that Luck favors them and that bravery bewill see them through. Their weapons feel better, their minds sharper, and their destiney for the taking.

He grabs his shield hastily noticing the device Ridley through at the bugs. He readies his blade and lends it some of his arcane might. It's sheen glowing a bit brighter with eldrict light. The Arcane duelist makes his way a little toward the others.

"If you have more of those, then I'll cover you", he says to Ridely ready for action.

actions:

Move Action: Draws rapier while he dismounts from horse to Y5.
Standard Action: Castes Good Hope. +2 bonus to everything but AC. Caste on all the Party, any animal companion or the equivalants, and lastly Jeroph's Horse.
Free Action: Pulls Shield from saddle.
Swift Action: Imbues Rapier with Arcane Strike (+2 damage)
5 Foot Adjust: To Y6
Speech: In text above.

Do Haste & Good Hope still stack? Cause' I'm either going to create some difficult terrain, meatshields, or start plan: epic distraction...provided they stack.


Augrim activates a judgement, choosing protection and healing. Then he dismounts and moves to W7, drawing his waraxe on the way.


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Haste was cast on the entire party.


Round 1, giant scorpions

[15] Jeroph seeing the size of the vermin and there agressive natures realises that they must be dealt with. However he was not going to let the party go unprepared against them. They were huge, and little scorpions were venom filled pests, so these must be killers.

His hand on his sword dismounting. A Sylvan words of daring mixed with Draconic cries of valor and might burst from his lips as he draws his blade. with a flourish he points the blade out toward the approaching arachnids and releases the spell dancing with his will.

Those around him feel the overachieving confidence that the can rise to any occasion. The feel the bravado in there gut telling them that Luck favors them and that bravery will see them through. Their weapons feel better, their minds sharper, and their destiney for the taking.

He grabs his shield hastily noticing the device Ridley through at the bugs. He readies his blade and lends it some of his arcane might. It's sheen glowing a bit brighter with eldrict light. The Arcane duelist makes his way a little toward the others.

"If you have more of those, then I'll cover you", he says to Ridely ready for action. Yes, they do stack.

[11] Ridley carefully dismounts Potsticker the horse, and draws out an opaque greenish sphere from her sash of pouches. Kissing the sphere and quickly shaking it, she hurtles the crystal into the oncoming critters. The scorpion erupts into a cloud of violently noxious gas.

giant scorpion 2 Fortitude 1d20 + 9 ⇒ (17) + 9 = 26 Save
giant scorpion 3 Fortitude 1d20 + 9 ⇒ (6) + 9 = 15 Fail
giant scorpion 4 Fortitude 1d20 + 9 ⇒ (11) + 9 = 20 Save

giant scorpion 2 Reflex 1d20 + 3 ⇒ (7) + 3 = 10 Fail
giant scorpion 3 Reflex 1d20 + 3 ⇒ (16) + 3 = 19 Fail

One of the three damaged scorpions begins to tremble and foaming bile appears around its mandibles.

[10] Augrim activates a judgement, choosing protection and healing. Then he dismounts, moving forward, drawing his waraxe as he does.

[4] "It looks like it is time to greet the locals!"

Charles dismounts from his horse, drawing a wicked-looking adamantine greatsword as he does so. He then critically appraises the scorpions.

"Where is the weak-point in that shell...?", he mutters to himself, before squaring his shoulders for the inevitable charge.

Status:
Jeroph good hope, haste (+2 to nearly all rolls, +3 to attack and damage, +1 to AC)
Ridley good hope, haste (+2 to nearly all rolls, +3 to attack and damage, +1 to AC)
Augrim good hope, haste, healing and protection judgements (+2 to nearly all rolls, +3 to attack and damage, +3 to AC, fast healing 3)
Charles good hope, haste, KYE (+2 to nearly all rolls, +4 to attack and damage, +1 to AC)
Calumny good hope, haste (+2 to nearly all rolls, +3 to attack and damage, +1 to AC)

giant scorpion 1 unharmed
giant scorpion 2 (13) singed
giant scorpion 3 (13) singed, nauseated
giant scorpion 4 (23) burnt, unharmed
giant scorpion 5 unharmed
giant scorpion 6 unharmed
giant scorpion 7 unharmed
giant scorpion 8 unharmed

Scorpion Nest, (map)

Next time, after I post the scorpions, Cal, feel free to add your post with the rest of the group. So it can just go scorpions - party - scorpions - etc :)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Will do.

Calla's eyes widen for a second and a swift grin splashes across her face as she sees the carnage from Ridley's sphere. "Very impressive. Maybe we will survive this tomb after all."

She moves forward, arcane words again falling from her lips, and raises her sword, which begins to shine with a faint blue light as she waits for the scorpions' attack.

8 rounds of haste remaining.

Calla moves to W11, where she should have some cover from the rock and bushes?

She also casts shield (+4 AC, which with haste puts her at 27) and as a swift action uses 1 point from her arcane pool to empower her longsword, making it a +4 frost blade.


Ridley glances over the horses to Jeroph.."A few more yes, but I wouldn't want to waste them all on nasty little bugs, now would I?"

Upon hearing Calla's words Ridley grins with satisfaction..."Just wait tell you see a full volley! Though they're closer than I'd like..." She holds up a trio of the spheres in one palm, a forth resting on top making a glittering pyramid. "Don't take it personal if you get a little singed here," She says to the group as a whole. "You all look like healthy lads and lasses, I'm sure you'll live."

Will post action after the scorpions so I can declare squares.

Liberty's Edge

Male Human Arcane Duelist 9

"let's keep them from getting too close then on this end", Jeroph says deftly whirling his rapier and then pointing the glistening pointbetween the rocks near him and Ridley. "You give them the boom, and I'll give them the slip", he explained as he a green-grey oil shot out from his blade spreading acrossed his target. after projecting the grease, his rapier still shown with impressive eldrict brilliance.

He steps closer to the alchemist, figuring his blade and spells would best serve keeping the bomber clear of immediate threats.

"If they get too close, I'll keep you out of trouble, not that you don't have tricks of your own", Jeroph didn't speak in condecending confidence, just practiced tactics. The man was used to using magic and steel consistantly in his charlatan inspired combat style.

actions:

Free: None
Swift: Arcane Strike
Move: Move to the square in front of Ridley Y3
Standard: Caste Grease over v4, v5, w4, w5
Active effects Haste (8 rounds left) & Good Hope (little under 9 minutes left), Arcane Strike (till the start of my next turn)

Good Hope pretty much is as good as a Bardic Performance, but longer lasting. If combat outlasts Cal's Haste, I'll toss up one of mine. Outside of that, I'll play body gaurd or provide some flanking support, let me know, I'm the bard.


Round 2

[22] Calla's eyes widen for a second and a swift grin splashes across her face as she sees the carnage from Ridley's sphere. "Very impressive. Maybe we will survive this tomb after all."
She moves forward, arcane words again falling from her lips, and raises her sword, which begins to shine with a faint blue light as she waits for the scorpions' attack. Shield AC 27

[18] S3 Nausea rounds 1d4 + 1 ⇒ (3) + 1 = 4 oh goody

After being stuck by the bombs the scorpions seem to be taking the fight seriously. They move at blistering speeds across the sand and rocks quickly surrounding the party. One of them appears to be vomiting various liquids as it moves at a slower pace out of the cloud. The leading monstrosity charges towards the group snapping a claw at the alchemist who just caught it on fire.

Giant scorpion charging claw 1d20 + 10 ⇒ (18) + 10 = 28 Hit
Damage 1d6 + 6 ⇒ (2) + 6 = 8 (Ridley hp 31) Grab?
Grapple attempt 1d20 + 14 ⇒ (9) + 14 = 23 Grabbed
Constrict damage 1d6 + 6 ⇒ (2) + 6 = 8 (Ridley hp 23)
It is only grappling Ridley with the one claw.

After crushing Ridley with its claw the scorpion holds her firmly in place. Its grip tightens as the creature brandishes the other claw towards the horses who are backing away quickly.

[15] Jeroph, I'm pretty sure you'll want to change your action. So, don't worry about jumping the gun a lil'.

Scorpions nest, (map)

Oops, was thinking haste added to damage. Just +2 to damage rolls. I'll fix that and the scorps hp in the next status. Since you have all dismounted the horses they withdraw from the fight. They are trained mounts and won't continue to run unless they are pursued though.


Male Human Ranger(Trapper) 1 / Wizard (Spirit Binder) 3 (HP 26/26) (AC 14/14/10) (CMD 18) (Fort +4, Ref +7, Will +3) (Init +10) (Perception +9)

Charles throws a wink at Jeroph.

"Right then, let's crack some carapaces!"

He then 5' steps to X6, and starts swinging (starting on S4, and then directing any remaining damage into S2)!

+1 Vicious Adamantine Greatsword: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32
for 2d6 + 19 + 2d6 ⇒ (6, 2) + 19 + (6, 4) = 37 Magical Slashing damage.

+1 Vicious Adamantine Greatsword: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29
for 2d6 + 19 + 2d6 ⇒ (4, 4) + 19 + (2, 5) = 34 Magical Slashing damage.

+1 Vicious Adamantine Greatsword: 1d20 + 13 + 4 ⇒ (17) + 13 + 4 = 34
for 2d6 + 19 + 2d6 ⇒ (3, 1) + 19 + (3, 3) = 29 Magical Slashing damage.

.

+1 Vicious Adamantine Greatsword (Crit Confirmation): 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26
for 2d6 + 19 ⇒ (4, 6) + 19 = 29 additional Magical Slashing damage.

+1 Vicious Adamantine Greatsword (Crit Confirmation): 1d20 + 13 + 4 ⇒ (10) + 13 + 4 = 27
for 2d6 + 19 ⇒ (6, 6) + 19 = 31 additional Magical Slashing damage.

.

Total: Hit (37 damage), Crit (63 damage), Crit (60 damage).

Charles takes 3d6 ⇒ (2, 2, 3) = 7 damage.

Reformated at GM request :-)


FYI, because of Furious Focus, your third attack does suffer from power attack penalties (+17 total). Though it's crit confirm should be the same as the original attack bonus for the attack (+17). Next time can you put your attack roll and damage on two separate lines? There's just so many green numbers O_O (also, don't worry about magical slashing damage, I can figure out if I need to apply DR or something.) Those are some fancy attack rolls though. Poor scorpions...they almost dealt Ridley 4d6+24 damage...


If S4 is still up, Augrim starts there, then redirects at S5, otherwise full out on S5.

He switches his healing judgement for justice (attack). He also enters rage and power attacks. +27hp, +3 fort, +2 will, -2 AC; 16 rounds remaining

Attack 1: 1d20 + 15 + 5 ⇒ (2) + 15 + 5 = 22
Damage 1: 1d10 + 18 + 2 + 1 ⇒ (2) + 18 + 2 + 1 = 23

Attack 2: 1d20 + 10 + 5 ⇒ (16) + 10 + 5 = 31
Damage 2: 1d10 + 18 + 2 + 1 ⇒ (10) + 18 + 2 + 1 = 31

Hasted Attack: 1d20 + 15 + 5 ⇒ (20) + 15 + 5 = 40
Hasted Damage: 1d10 + 18 + 2 + 1 ⇒ (1) + 18 + 2 + 1 = 22
Hasted Confirm: 1d20 + 15 + 5 ⇒ (5) + 15 + 5 = 25
Hasted Damage: 2d10 + 18 + 18 + 2 + 2 + 1 + 1 + 22 ⇒ (1, 6) + 18 + 18 + 2 + 2 + 1 + 1 + 22 = 71 total

He finishes with a 5-foot step to V8.

He laughs with delight as his axe finds vermin flesh.


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Calla grins ferally as she realizes her companions stayed where they are and she has four scorpions to take on by herself. Lashing out at the closest one s8, she slashes with her enchanted blade, even as her free hand again begins making arcane gestures and the words of a spell fall from her lips.

+4 frostblade with haste and good hope: 1d20 + 19 ⇒ (4) + 19 = 23
1d6 + 7 + 1d6 ⇒ (6) + 7 + (6) = 19

Attack 2: 1d20 + 14 ⇒ (10) + 14 = 24
1d6 + 7 + 1d6 ⇒ (2) + 7 + (3) = 12

Hasted attack: 1d20 + 19 ⇒ (13) + 19 = 32
1d6 + 7 + 1d6 ⇒ (3) + 7 + (1) = 11

Casting mirror image
Number of images: 1d4 + 3 ⇒ (2) + 3 = 5

7 rounds of haste remaining.


Calla, I think your attacks are off a bit unless I'm derping here. (Sorry if it seems like I'm nit picky, I just like checking math. Especially when I'm at work and can't make a new map 'n such) +6/+1 BAB, +3 Str, +4 magic weapon, +1 weapon focus, +2 good hope, +1 haste = +17/+12


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Huh, that's strange. Your math seems right. Not sure where I was getting that extra +2 from. (I'm guessing I probably did the +2 from her basic magic sword as listed on my character sheet along with the +4 from the sword after using the arcane point; next time I'll leave my breakdown in.) Sorry about that. It's too late to edit that post, so please just subtract 2 from all the attacks.


Once Ridley and Jeroph finalize, I'll continue the scoprions' thrilling saga against the random invaders. I'm off work in about three hours so if you're bored check in around that time! No pressure though, I'm just enjoying the battle.


If he's left with no opponents in reach after that first attack, he'll move towards Calla to give her a hand. Not sure how many hp these beasties have.


"Graaahhhgh!" Ridley screams out as she is violently picked up and starts squeezing her.

As an aside, the way I understand it, stink bomb only causes nausea for one round. I should have put that in my action.

Spoiler:
If possible, Ripley is going to take out a bomb and detonate it on square y2. Retrieving a bomb, charging it, and throwing it is normally a standard action, though I don't know if I can smash the scorpion with a "ranged" weapon while being grappled. If it's cool...
If this is a ranged touch...1d20 + 9 ⇒ (6) + 9 = 15 Breakdown: +6BAB+4Dex(after-2 for being grappled)+1haste-2grappled
If this is a melee touch attack...1d20 + 5 ⇒ (10) + 5 = 15 Breakdown: +6BAB+0Str+1haste-2grappled
Direct Hit=4d6 + 6 ⇒ (1, 2, 5, 4) + 6 = 18
Splash=10 though no one should be within splash radius
Going to use precise bomb to save myself (one square) and up to 5 squares worth of anyone who gets in the blast radius before my action.

Spoiler:
If hitting the scorpion with a bomb is nixed, here is an Escape Artist check to get out of the grapple...1d20 + 3 ⇒ (19) + 3 = 22 Breakdown=Dex bonus (after penalty for being grappled)=+3, no skill ranks


Rest of Round 2

[15] With his free hand Jeroph performs the hand signals for a spell while he mumbles incomprehensible syllables. He quickly jerks his sword from pointing at Ridley to the ground immediately behind him. As fast as the rapier swings she vanishes from the scorpion's claws and appears behind him. Cast jester's jaunt for you so we can continue.

[11] You're correct about the 1 round duration on the bomb. "Graaahhhgh!" Ridley screams out as she is violently picked up and squeezed. Suddenly she finds herself standing behind Jeroph. Grabbing one of her spheres she blasts the offending scorpion. Its companions are caught in the resulting explosion.
Giant scorpion reflex save 1d20 + 3 ⇒ (17) + 3 = 20
Giant scorpion reflex save 1d20 + 3 ⇒ (16) + 3 = 19

[10] Augrim's waraxe ripples with flaring colors as he strikes the nearest vermin. A pair of legs fall as he cuts cleanly through the carapace, the scorpion still stands, though shuddering. His second strike splits its body with a resounding crunch as ichor flies around the dwarf. Spinning around he laughs in delight as his final strike obliterates the gaping maw of the creature at his back. The bodies of two giant scorpions collapse around him.

[14] Charles throws a wink at Jeroph, "Right then, let's crack some carapaces!" A quick pair of blows and the scorpion before him lays in a severed heap.

Round 3

[22] Calla grins ferally as she realizes her companions stayed where they are and she has four scorpions to take on by herself. Lashing out at the closest one, she slashes with her enchanted blade, even as her free hand again begins making arcane gestures and the words of a spell fall from her lips. Concentration check1d20 + 15 ⇒ (16) + 15 = 31 Images appear around the woman making it seem as though half a dozen of her stand in one place. We also forgot to take into account your penalty for using spell combat, also forgot your concentration check for casting defensive you. Unless you wanted four scorpions to have AoOs....

[18] The lone scorpion to the side charges in towards Jeroph.
Giant scorpion 1 claw 1d20 + 10 ⇒ (14) + 10 = 24 Miss
Its claw scrapes across his armor, tearing through cloth but no flesh.

Having recovered from its nausea the next disheveled scorpion attacks Charles with all its might.
Giant scorpion 3 claw 1d20 + 8 ⇒ (1) + 8 = 9 Miss
Giant scorpion 3 claw 1d20 + 8 ⇒ (20) + 8 = 28 Hit! Crit?
Critical confirm 1d20 + 8 ⇒ (18) + 8 = 26 Normal hit.
Claw damage 1d6 + 6 ⇒ (2) + 6 = 8 (Charles hp 48) Grab?
Grapple attempt 1d20 + 14 ⇒ (14) + 14 = 28 Grabbed!
Constrict damage 1d6 + 6 ⇒ (5) + 6 = 11 (Charles hp 37)

Through shear luck the once-sickened scorpion snatches Charles in a powerful claw, crushing him tightly. It brings the other claw to bear and holds the slippery prey in a firm grip.

Meanwhile the remaining pack of beasts viciously attack Calla.
Giant scorpion 6 claw 1d20 + 10 ⇒ (10) + 10 = 20
Giant scorpion 6 claw 1d20 + 10 ⇒ (7) + 10 = 17
Giant scorpion 6 stinger 1d20 + 10 ⇒ (8) + 10 = 18

Giant scorpion 8 claw 1d20 + 8 ⇒ (7) + 8 = 15
Giant scorpion 8 claw 1d20 + 8 ⇒ (13) + 8 = 21
Giant scorpion 8 stinger 1d20 + 8 ⇒ (16) + 8 = 24

Giant scorpion 7 claw 1d20 + 10 ⇒ (13) + 10 = 23
Giant scorpion 7 claw 1d20 + 10 ⇒ (9) + 10 = 19
Giant scorpion 7 stinger 1d20 + 10 ⇒ (5) + 10 = 15

The flurry of claws and stingers thrash the sand surrounding the magus. Calumny dances between the countless blows, only one striking close enough to destroy one of her false images. 4 images

Status:
Jeroph good hope, haste (+2 to nearly all rolls, +3 to attack, +1 to AC)
Ridley good hope, haste (+2 to nearly all rolls, +3 to attack and damage, +1 to AC)
Augrim good hope, haste, justice and protection judgements (+2 to nearly all rolls, +5 to attack, +3 to AC,)
Charles good hope, haste, KYE (+2 to nearly all rolls, +4 to attack, +1 to AC)
Calumny good hope, haste, mirror image, shield (+2 to nearly all rolls, +3 to attack, +5 to AC, 5 images)

giant scorpion 1 unharmed 

giant scorpion 2 dead 

giant scorpion 3 (19) more singed
giant scorpion 4 dead 

giant scorpion 5 dead 

giant scorpion 6 unharmed 

giant scorpion 7 unharmed 

giant scorpion 8 (28) stabbed

Scorpion's nest (map)

So many BBcode tags...can't feel mah parts.


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Whoops. Sorry about missing my penalties, and forgetting the concentration check. I'll have to update my profile to help me get those right.

Er, but did I hit? I'm trying to figure out, but it looks like I killed S5?

Heading out in a sec; will post the next round's actions in the a.m.


Augrim killed S5, you hacked up S8 a bit. Should have clarified that a bit with your fluff. Impressive, losing 1 image to nine attacks.

Liberty's Edge

Male Human Arcane Duelist 9

FYI Jester's Jaunt is a range = touch spell. Jeroph would bravely suffer any penaties of heading into the bombcloud to save his ally.

"They're attempting to surround us", Jeroph says to Ridley as he raises his shield over the torn portion of his fine shirt.

The scorpion that held his attention likely would not wait on him another moment. Jeroph would obligue it. After all it tore his shirt.

Without another word, Jeroph rapidly thrust and struck with the glowing Rapier. The beasts were big, but he would not allow and advantage to them if he could help it.

actions:

Free: Talking
Swift: Arcane Strike
Move:
Standard: Full Attack on attacking scorpion (3 attacks due to haste)
Active effects: Haste, Good Hope, Arcane Strike

Attack Breakdown= 1d20+BAB+Weapon Enhancement+Good Hope
Damage Breakdown= 1d6+Strength+Weapon Enhancement+Good Hope+Arcane Strike
Attack 1 1d20 + 7 + 1 + 2 ⇒ (2) + 7 + 1 + 2 = 12
Damage 1 1d6 + 1 + 1 + 2 + 2 ⇒ (4) + 1 + 1 + 2 + 2 = 10

Attack 2 1d20 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9
Damage 2 1d6 + 1 + 1 + 2 + 2 ⇒ (3) + 1 + 1 + 2 + 2 = 9

Attack 3H 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23
Damage 3H 1d6 + 1 + 1 + 2 + 2 ⇒ (6) + 1 + 1 + 2 + 2 = 12

I threaten on a 19-20
I don't suppose there is a code page...I don't know about. As I'd like to master our board's tagging system a bit more.

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