GM Chyro [PFS Season 0] Perils of the Pirate Pact (Inactive)

Game Master Chyrone

Yarr, shady dealings to be had.


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Loot sheet No plunder, no pay Battle map--Misc info slides

Welcome to Season 0's Silent Tide.

Your boots squash with fetid water as you plod through the Puddles. A thick fog hangs in the air, seeming almost to caress the flsh with an unnatural chill. As you stand outside the Soggy Piper in a foot and a half of brackish brine, you try to recall what was so damned important to demand your presence in the half flooded slum during Absalom’s rainy season. You remember your meeting at the Lodge just a few hours earlier with your Venture-Captain, Adril Hestram. A bear of a man with only a few teeth remaining in his head, he motioned you into the meeting hall with a casual wave of his grizzled hand. The human captain outweighs most of Absalom’s half-orcs, and though a layer of beefy blubber coats his frame, those of you who have tangled with him in the Lodge sparring ring know that beneath this thin veneer of fat lies nothing but solid, steely sinew. Adril’s wild beard wags to the ponderous shake of his massive head as he examines a scrap of ancient parchment on the table before raising his eyes to greet your gaze and speaking: "Come in then, friends, and thank you for answering my summons so swifty. The society is in need. An old and quite penniless historian, a bespectacled wag-beard by the name of Yargos Gill has recently made a discovery in an old archive that we have a great interest in obtaining: an ancient codebook, left behind in the wake of one of Taldor’s many failed attempts at invasion. This several-hundred-year-old text would prove an excellent addition to our collection, and must be preserved.
Yargos makes his home in ‘The Puddles,’ Absalom’s poorest district, suffering from a well-known reputation as a haven for lowlifes. Following an earthquake ten years ago, parts of the Puddles now rest below sea level, resulting in frequent and untimely flooding. Those who can afford not to live there—don’t. The district is the stomping ground of pimps, harlots, addicts, knifers, and hoards of unseemly derelicts. It’s never been a kind place, but recent reports reveal some new nameless terror on her waterlogged streets. Several persons claim to
have seen cloaked, skeletal-like figures marching through an unnatural fog. Ill tidings indeed. Tracking down Yargos is now a priority—--lest some yellow-toothed thug cut him down, or one of these strange wraiths carry him beyond the pale. Find him, fellow Pathfiders, and find the codebook. Your exploits will be recorded in the Chronicles if you succeed."

The memory fades as a fresh deluge of cold seawater rounds a bend in the lane and assaults your knees. After searching for Yargos at his favorite eatery, the Soggy Piper, you learned you just missed him. According to the Piper’s staff a gang of dangerous young tattooed toughs arrived ahead of you. They grabbed Yargos and several of his friends from their dinner table and dragged them to a nearby cliff at the edge of the Puddle District. The watch was called, but they will arrive too late, as they often do in the Puddles, when they bother to
venture there at all. It is early evening, the fist Wealday of the month of Desnus, an old man is about to face some awful fate at the sea cliff known as Torsen’s Maw, and you are no closer to finding the
codebook Adril sent you for.

There's naturally opportunity to introduce yourselves to those you're unaquianted with.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

"Hullo, fellow Pathfinders. I'm Kenji," says a slightly built young Tian man. His features are not quite human, his ears are pointed, almost barbed, and his eyes are dark enough to be called black. When he speaks, though he tries to hide it, it is obvious his teeth are over-sharp. He wears loose pants and a tunic tied with a sash. His only visible weapon is an odd small sickle-shaped blade tucked in his sash.

"I guess we'd better hurry to this cliff before the guy we're looking for ends up at the bottom of it... " And to put action to words, he heads off through the puddles and muck in that direction.

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Sele is mostly upgraded.. Yay! I can heal!.. But i may have missed something... Got rid of Hyponotism...no good later on.

Sele has slightly green scales/skin, is well muscled carries a large sword over his should and wears banded armour, he has a Surcoat with the Symbol of Milani on his chest and the symbol of Milani tattoed over the right side of his face.

"Hello Kenji, I am Sele Paladin of Milani... and yes we had better get there soon"

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

"Nice to meet you, Sele," he says after a moment's pause as, obviously struggling with the human pleasantries, as if unused to them and following a script rather than spontaneous greeting. He smiles, mouth mostly closed, keeping his teeth out of sight.

"A paladin, eh? That is a noble profession for sure. And of Milani no less... that is an uncommon choice for a paladin. I've met a few, and most follow Iomedae or Sarenrae. What brought you to worship The Everbloom?"

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

"Ah... finally. The society has seen fit to group me with one of my kin."

Baru turns to Kenji and bows.

"வாழ்த்துக்கள் சகோதரனே"

Infernal:
"Greetings brother!"

Baru's tail shifts backs and forth, excited to have another tiefling along on this assignment.

"Agreed. We have no time to waste. I'll just want to secure a few components for my concoctions before we go. If not handled properly, they can be a bit.... shall we say... volatile!"

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji obviously understands but replies in common with a formal bow. "And greetings to you as well, cousin... Very nice to meet you."

When Baru speaks of getting components for volatile concoctions, Kenji tilts his head to one side curiously... "Potion brewer or alchemist? I have known both before."

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

"Liberty and Hope are central tenets of Milani's faith, I strive to give these things to as many as possible."

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

"As the Society doesn't allow for brewing, so Alchemist. Of course, what the Society doesn't know, can't hurt them." Baru smirks continues fumbling around with vials, flasks, and powders.


Loot sheet No plunder, no pay Battle map--Misc info slides

Overhearing parts of the conversation about alchemy, a guy leaning at the wall in the shadow speaks shortly.

Stranger, "Did you know, you can make 1st class naypalm, by mixing 4 gallons of kerosine and equal amount of orange juice? Burns like mad."

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

The gnome who tags along with the party is true to most expectations of her race. Fast-speaking, irrepressibly curious, and easily excited.

"Hi, my name's Lynthara, but that's quite mouthful so just call me Lyn! My parents really liked elves, ya see? That's why I got an elf name. But don't worry, I'm more fun than those stuffy elves!"

"I was raised in the Verduran Forest, near that town called Falcon's Hollow. Some Pathfinders rescued the place a while back, stopped some kind of plague or something. Really bailed us fey folk out! Hey, you know gnomes are magic, right? And lucky!"

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

"Welcome Lynthara, I look forward to seeing you in action, hopefully some of your luck can rub off on me in combat"

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Hi Lyn, you are lucky? Like a rabbit legs, or just by rubbing you? Says Keera with a smile.

Don´t take offense on the joke, I just find the idea funny.

Well, Sele and Baru now of me and Alacorta, Says pointing to her Roc. We´d came from my community in Qadira looking to see the wonders of the world.

Being part of the Society had been risky, but I´ve seen wonders I only dream of.

I´ve been in an iceberg whiout going out of town, who will had thinked of that

And now, regarding to our mission. I´m not sure I would be as able to track in a city as I am in the wilds, but I can try. Also, Sele can talk with Yargos neighbours to see if someone had see anything. Well, Sele and any of you who is good at talking.

But as anyone had an idea how can an historian make a life here? Or even survive?

Liberty's Edge

F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16

A dashing young lady glides into the room. "So. We meet again. For the first time." The swashbuckler breaks out into a grin, and bows to the group. "Asami, at your service."


Loot sheet No plunder, no pay Battle map--Misc info slides

While Asami goes updating, i'll go forwarding this.

After a lot of questioning for directions, you find yourselves on a pathway to the cliff known as Torsen’s Maw.
Seagulls and the smell of salty water are the only sounds you hear at first, but then you come to the actual cliff area. Six brash young toughs covered with tattoos of vicious, snarling dogs are prodding four terrifid older men of the edge of a cliff into the sea. The prisoners are shackled together in a line with heavy chains, which shall surely drag them to the
sea floor in short order should they tumble from the cliffs edge into the churning waters below. As 2 look up while mocking the men, they notice the 6 (7) of you. "Lads, we got company, to arms!"

Init rolls:

Asami: 1d20 + 4 ⇒ (5) + 4 = 9
Baru: 1d20 + 3 ⇒ (18) + 3 = 21
Keera: 1d20 + 3 ⇒ (15) + 3 = 18
Kenji: 1d20 + 1 ⇒ (20) + 1 = 21
Sele: 1d20 + 1 ⇒ (9) + 1 = 10
Roc: 1d20 + 4 ⇒ (8) + 4 = 12

Warhounders: 1d20 ⇒ 18


Act 1: the drowning depths

Cliffside rescue, round 1
Baru & Kenji
Keera

Warhounders
Roc, Sele & Asami

Bold are up, resolve in init order.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

Kenji charges forward and attacks one of the men.

to hit: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
dmg if hits: 1d6 + 3 ⇒ (2) + 3 = 5

well it was a nice idea anyway, ac currently 15 for charging...


Loot sheet No plunder, no pay Battle map--Misc info slides

Charging is in 1 straight line, ending on a square you can attack from, you're 1 square off course of a straight line.

Edit @ kenji, yup. ;)

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

better?

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

May I have a turn too?

Init: 1d20 + 6 ⇒ (12) + 6 = 18

-Posted with Wayfinder


Loot sheet No plunder, no pay Battle map--Misc info slides

Oi, sorry XD

Cliffside rescue, round 1
Kenji heads for the closest warhounder and throws a punch, it misses though.
Baru
Lynthara
Keera

Warhounders
Roc, Sele & Asami

Bold are up, resolve in init order.

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

Baru dashes forward and throws together some components before throwing a bomb at the green enemy.

Tanglefoot bomb

tanglefoot bomb:
Tanglefoot Bomb (Su)*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Tanglefoot bag: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.

ranged touch: bomb: 1d20 + 5 ⇒ (2) + 5 = 7

damage: 1d6 + 4 ⇒ (2) + 4 = 6 5 plash (dc:15 reflex for 1/2) dc:15 reflex fail = entagled + flued to ground, success = no entangle

miss location: 1d8 ⇒ 5


Loot sheet No plunder, no pay Battle map--Misc info slides

reflex green: 1d20 ⇒ 3
reflex red: 1d20 ⇒ 6

They had a measly 5 hp, did i mention last game you'd likely frag stuff in 1 hit? Think i did huh... :)

Cliffside rescue, round 1
Kenji heads for the closest warhounder and throws a punch, it misses though.
Baru throws a tanglefoot, despite a miss it explodes near green & red, dropping both thugs.
Lynthara
Keera

Warhounders
Roc, Sele & Asami

Bold are up, resolve in init order.

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Sap in left hand gauntlet in right .. Sele lays about with his sap at purple.. charging slightly off centre

Sap: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 4 ⇒ (2) + 4 = 6

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

Lyn scurries forward, trying to lend a hand. She moves 20' straight ahead, then attempts to daze the "yellow" thug.

DC 14 Will Save or be dazed.

-Posted with Wayfinder

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Keera instructs Alacorta to charge and tear the thugs, then moves forward and conjures a flare that explodes over the eyes of the blue thug. DC 13 fort negates, if not dazzled

Guys, you´re trying to cath them alive or dead? Because Sele and Baru don´t look to work for the same goal.

Also, Alacorta don´t know how to cath prey alive. We´re working on it

No Handle animal roll due to autopass it.


Loot sheet No plunder, no pay Battle map--Misc info slides

Cliffside rescue, round 1

Kenji heads for the closest warhounder and throws a punch, it misses though.
Baru throws a tanglefoot, despite a miss it explodes near green & red, dropping both thugs.
Lynthara heads in and throws a daze at yellow.
Will: 1d20 ⇒ 15, he's unaffected.
Lynthara, you can move your own token on the map.
Keera casts a shiny flare near blue's eyes. Fort: 1d20 + 3 ⇒ (15) + 3 = 18, he remains unaffected too.

Warhounders
Orange kicks down the prisoner closest to the cliff. The man falls with a scream of fear, dragging along all the others in rapid succession. The last one seems to have managed to grab the ledge, how long he'll be able to hold on in uncertain.
The guy holding the ledge can hold on 1 more round, DC15 str check next to his square will pull him back up to safety. Every DCstr check after this gets another safely up. Otherwise you're going for a swim & rescue.
Orange then aims a crossbow and shoots at Baru.
Crossbow: 1d20 + 1 ⇒ (1) + 1 = 21d8 ⇒ 7 Where the bolt ended up is mystery, anywhere but in Baru. Crossbow: 1d20 + 1 ⇒ (14) + 1 = 151d8 ⇒ 8
Blue notices the two casters and keeps a shot ready for the 1st one to make a move. Readied vs caster.
Purple takes a swing at Kenji with a spiked gauntlet
Gauntlet: 1d20 + 1 ⇒ (8) + 1 = 91d4 + 1 ⇒ (4) + 1 = 5 , dealing 5 damage.
Yellow does as well. Gauntlet: 1d20 + 1 ⇒ (11) + 1 = 121d4 + 1 ⇒ (1) + 1 = 2 Contrary to his fellow thug, his aim is poor.

Roc takes a double move. He wasn't in a straight line to charge.
Sele heads up to purple thug and hits purple for 6 nl. "What the?...", he takes 1 lethal dmg.
Asami

Asami's turn.

Liberty's Edge

F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16

Asami calls out to her hasty comrades. "Hey! Don't rush in so recklessly! No! Don't! Now why did you go and do that to the poor man!" Asami follows her own advice most poorly as she charges ahead at the orange man and attempts to skewer him with the rapier.

FuA Charge attack!

Rapier: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 Damage: 1d6 + 4 ⇒ (3) + 4 = 7

In case someone wants to offend Asami, Parry and Riposte:

Parry: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

If higher than the attack roll:
Riposte: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Loot sheet No plunder, no pay Battle map--Misc info slides

None are within reach to hit Asami, she runs the thug through with her rapier. Orange down.

Round 2
Kenji, Baru, Lynthara & Keera go ahead.

Resolves in init order.

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

are you sure that 9 hit kenji? you said he took 5 dmg, but i don't see a 9 hitting him...any more than the 12 did.

Kenji stays aware of the guys around him, trying to avoid being attacked while he moves to grab the last hanger on of the prisoners and pull him up.

acrobatics to avoid aoos: 1d20 + 8 ⇒ (20) + 8 = 28

str check: 1d20 + 3 ⇒ (16) + 3 = 19


Loot sheet No plunder, no pay Battle map--Misc info slides

Yeah i reread it prior to your post just now and corrected it on the map. Something went wrong there. You're in the clear.

Kenji manages to lift the 1st of the prisoners back up.
"Many thanks stranger, but there's still 3 dangling on these chains."

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

"I'll get to them... wanna give me a hand now that you're up?" He turns and readies to pull the next one up.

next str check: 1d20 + 3 ⇒ (17) + 3 = 20

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

When it's my go

"Asami keep them off me... "

Sele runs forward to help in dragging the people back up

"Keep it up Kenji, your doing well"

Strength: 1d20 + 4 ⇒ (14) + 4 = 18

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

Sorry about the token. Couldn't edit the map on my tablet, and won't be able to on phone.

Lyn gives a shout as Kenji grabs the chained men. She hurries forward some more and tries her daze spell on the northern enemy.

Would someone please move me to the square immediately NE of our paladin.

-Posted with Wayfinder


Loot sheet No plunder, no pay Battle map--Misc info slides

You're NE of his current square now.

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

Baru draws his bow, noches and arrow, takes a 5' step to get a clear shot around Lynthara, and let's loose at the blue enemy.

Longbow: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 1d8 ⇒ 8

"Heave people. Get them back up here!"


Loot sheet No plunder, no pay Battle map--Misc info slides

"No no n...*gurk*...."

Baru puts an arrow in blue's chest and with a deathcry he plummets down the cliff.

Contrary to stormtroopers, Baru's actually being an ace in shooting here.
Also Lynthara, you weren't in range quite yet for daze, having to doublemove to get where you were. 20ft speed does that to the short ones, sadly.

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

Sorry, forgot that bit! And sorry for putting myself in your way Baru. I really should have switched out burning hands for magic missile...

-Posted with Wayfinder

Scarab Sages

Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5

Keera charges drawing her scimitar, trying to finish the last one.

Sele has one alive, and Kenji is picking up the people. Let´s finish him and see what was happening

Attack: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 81d6 + 1 ⇒ (3) + 1 = 4

But, as usually, she´s not good at fighting


Loot sheet No plunder, no pay Battle map--Misc info slides

The thug manages to dodge Keera's attack.

Seeing as his fellow thugs have fallen, he makes a hasty full withdraw and bails the scene as fast as he can.
Keera, you can make an AoO with your roc if you wish. Weither you hit or not, he's in no mood to fight. Thought it has a tiny result on outcome of this fight.

Combat over.
As you pull up the last prisoner, the one named Yargos is 1st to stand up.
"Thank you, words hardly describe the gratitude of saving me and my fellow captives. How did you find us?"

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

"We came seeking the one named Yargos. Visited the Soggy Piper and found out he was taken to this cliff by a group of thugs. And so, here we are, and just in time, it seems. Which one of you is Yargos?" Kenji asks, bluntly.


Loot sheet No plunder, no pay Battle map--Misc info slides

"Yes, well, i am Yargos. Why did you come seek me?"

Grand Lodge

hp 50/50; AC 24, 19, 22 (22, t19, ff 20), fort +7 refl +8, will +12;, bab 4, melee 7 (flurry +4, +4, -1), ranged 6, cmb 9 cmd 26; init +2; ki 6/7, ef 6/6, move 50, 1d8+3+1d4 unarmed dmg; csw 6, clw 35, mg armor 47; wih 46; folio reroll 1/1 | oni-spawn tiefling monk of the four winds 6 / sorceror 1 | -3 *
skills:
Acro +10 (+24 jump), Disable +14, Disguise +10, Escape +7, Heal +6, Intimidate +0, Know arcane +4, Perc +10, Prof (cartographer) +8, SM +8, Spellcraft +10, Stealth +6, Survival +4, Swim +7

"We come from the Society. Our venture-captain sent us for the codebook you discovered. Do you have it on you? or is it in some safe place?"


Loot sheet No plunder, no pay Battle map--Misc info slides

Yargos' face turns a shade paler and he himself speaks with greater urgence.

"There is no time, you lot come closer and i can tell you what this is about."

Yargos waits for you to come near him, before clearing his throat and putting back his spectacles on his nose properly.

"From what i could piece together from recorded history and a codebook, i made a terrifying discovery. 800 years ago, a hidden armada of ships from Taldor were floating off the coast of the isle of Kortos like a thousand locusts. Their mission, to invade and crush the city of Absalom. They hade a simple yet deadly plan, to disable Absalom's keypoints of organisation and defense to make possible the attack on a crippled city, under the guise of misty weather of Desnus (May). When the mist would come, a group code-named Black Echolon would disable many a site on the sign of colored lanterns, the red for the city's granary, the church's morning hymnes with 3 pulses of purple and several others had other colors. But the signs were never given, the Echelon leaders within Absalom had been found and put to the sword, along with the other hidden conspiritors over the next few weeks. Their fleet just waited idly and was caught off guard by Absalom's forces and sunk completely." He pauses, and with concern on his face he resumes. "I...foolishly replicated the starting sign, for historical purposes only, only to find out the skeletal figures to appear. I fear these are the Black Echelon risen from the dead. Black Echolon had sworn an oath that bound them to completing the task no matter what, unless the call-off sign be given. But...so did the marines of Taldor's invasion armada, who all reside on the bottom of the sea off-shore. If we don't stop them, Absalom will face doom at the hands of a ghostly invasion."

He calms down slightly, "But before i could throw the codebook into the water to prevent it and warn the city guard, i was captured by a young crime lord named Nessian, who aims to use the Black Echelon and armada to wreak havoc for purposes unknown."

Liberty's Edge

Female Human Oracle 2 | HP x/x | AC 15 T 15 FF 12 | Saves: F: +4 R: +5 W: +2 | CMD: 18 | Init: +4 Percep: +7 SM: +6

After the fight, Lyn says to Keera:

"See? We were pretty lucky there. Grabbed those men in the nick of time!"

To Yargos:

"Don't you worry! We'll help you put things right. Anyone with even a shred of curiosity woulda tried those codes. I'm sure I woulda! But if the city's in trouble, you can count on me!"

-Posted with Wayfinder

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

"So the big question is..."

pause for dramatic effect

"How do we stop this from coming to pass?"


Loot sheet No plunder, no pay Battle map--Misc info slides

Equally dramatic answer

"We have to take the book from Nessian and stop the Black Echelon if we see any of them."

A look as if something popped to mind comes upon his face.
"There's a sure way to find out Nessian's hideout but it's kinda.....tricky, we must get to Grandmaster Torch, the greatest information broker in Absalom, who resides within the puddles."

Liberty's Edge

F Kitsune Swashbuckler 2 | HP(22/22) Panache(4/4) | AC 16 / T 14 / FF 12 | F +2 / R +7 / W -1 | Perc +3 / Init +4 | BAB +2 / CMB +2 / CMD 16

Asami prods at the downed thugs, and decides they're not worth her effort. As she turns her attention to the conversation at hand, the swashbuckler manages to catch the tail end of the conversation. "What's this about getting to some Grandmaster Torch? I assume it's easier than finding Nissian's hideout."


Loot sheet No plunder, no pay Battle map--Misc info slides

Yargos nods.

"If you know where to look, sure. But this is an urgent matter indeed, follow me."

Unless there's more question of course.

Act 2, Guardians of the Grain.

Party perception rolls:

Asami: 1d20 + 2 ⇒ (11) + 2 = 13
Baru: 1d20 + 2 ⇒ (15) + 2 = 17
Keera: 1d20 + 5 ⇒ (7) + 5 = 12
Kenji: 1d20 + 11 ⇒ (17) + 11 = 28
Lynthara: 1d20 + 4 ⇒ (1) + 4 = 5
Sele: 1d20 + 7 ⇒ (2) + 7 = 9

While following Yargos through the alleys, all of you but Lynthara & Sele notice several flashes of red. Yargos's voice rings grave concern.
"Nessian!....He’s signaling Black Echelon—the undead! Six flashes of red. I remember that signal..by the gods! That’s the granary! Nessian has sent those monsters to poison the granary! C’mon! I don’t know how, but we’ve got to stop them, we’re the only ones who know what’s happening. The poison was an old concoction known as Gutwither, an ingestable lethal poison."

As you approach the alley and street leading to the granary, all is eerie silent and a fog has befallen the streets. At the impressively large granary, you find the 3 guards posted here dead.

Survival DC10:

A faint blood trail leads inside.

A request on this map, if you go in, could you please draw an arrow to where you're going.

Liberty's Edge

Spells 1:2/2 2:1/1 Nagaji Paladin 7 HP:60/60|AC:23|T:11|FF:22|CMB+11|CMD:22|Fort:+12/+14 Poison|Ref:+8|Will:+8/+10 Mind Affecting|Init:+1|Perc:+11|Sense Motive+4|Diplomacy +13|Move 20 Smite Evil 3/3 Lay on Hands(4d6) 6/6, Divine Bond Sword +1 1/1 +2/die healing on me.

Survival: 1d20 - 1 ⇒ (13) - 1 = 12

Sele draws his greatsword and enters

Can't find the free hand line draw function

Dark Archive

Male Tiefling (Grimspawn) Alchemist(Grenadier)/2: HP (12/17): AC (18/touch=15/flat=15): Saves (Fort=4/Ref=6/Will=-1): Initiative +5: Perception +1: Sense Motive -1

no arrow to mark "whatever avoids being mauled by what's inside"!

Baru will follow whatever "meatshield" (no offence to the front-liners) wants to lead the way.

survival: 1d20 ⇒ 4

"So... 3 dead guards! Safe to assume we are not alone here, I just hope we're not too late! Who wants to take point? I'm right behind you."


Loot sheet No plunder, no pay Battle map--Misc info slides

Hey Sele...'take point'...brings back memories don't it? nudge nudge ^^

As Sele goes inside, he notices many hatches The dull grey squares. in the ceiling. These hatches were meant to drop grain from the top floor to groundfloor as easy access.

DC10 Acrobatics on an adjacent square to jump and open it, doing so provokes an AoO. Alternatively, it can be opened by hitting with a reach or ranged weapon vs AC 20. Any of the grane covered tiles are considered difficult terrain. HOwever you maye move normally with a DC10 str check for every square you wish to cross in normal speed.

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