First Steps

Game Master CRobledo

In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.


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Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus tries to raise his shield and look away as a blaze of light erupts through the bar...

Will Save 1d20 + 2 ⇒ (18) + 2 = 20

And tries to get at the Gillman bartender.

Corruption! Dishonour! You will pay the price for your dishonesty!

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

Double move to bartender.


With her friends down, the bartender gets up and casts a spell

Spellcraft 17:
Shatter

And the aquarium in the middle of the room explodes, leaving water everywhere!

Round 2:
Harauk
Bartender
Vermin <--
Rorgrim
Luccinus
Shoalo (down, bleeding)
Friend (down, stable)

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8

I could probably guess, though. :p

Grand Lodge

Again, not sure if my time line fits with everyone else... so move me as best I can to either attack or get adjacent to the barkeep.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Spellcraft: 1d20 + 2 ⇒ (8) + 2 = 10

I am not sure what that does to the terrain, other than make it wet. Let me know if its now more difficult to proceed.

Not maintaining the large state, vermin shrinks to normal size (free action) and moves to block the bartender's escape (move to K13) and readies to attack the caster if she comes within reach.

Your friends are down lass. Give up now and we will not hurt you. It will allow us to prevent those two from bleeding out.

Diplomacy: 1d20 - 2 ⇒ (2) - 2 = 0

lol - she likely thinks I am going to try to kill her.


Round 2:
Harauk
Bartender
Vermin
Rorgrim <--
Luccinus
Shoalo (down, bleeding)
Friend (down, stable)

Grand Lodge

Male Dwarf Barbarian 1

Rorgrim moves to G16 to further box him in ready to attack if he attempts to pass or attack.

I could care less if those scum bleed out. If you do not surrender, me hammer will make mush of your brains!

Intimidate: 1d20 + 4 ⇒ (7) + 4 = 11


We will say lucc delays, he is in a good position.

Round 3:
Harauk <--
Bartender
Vermin
Rorgrim
Luccinus (delay)
Shoalo (down, stable)
Friend (down, stable)

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

Move to H16. Lightning.

Touch Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Nonlethal Damage: 1d6 ⇒ 3
Added Effect: If hit, -2 to all attack rolls for one round.


That would be a no on the touch attack.

Bartender, looking scared, will Withdraw. Climbing the bar (double move) then back down, diagonally between Vermin and Harauk, keeping her distance from the half-orc, she jumps into where the aquarium stood and down through the hole in the floor into the water...

At this point you can try to go after her, or just proceed to the end of the adventure, as your artifact was not stolen.

Behind the bar, you can find a letter she had written to her superior in the Aspis Consortium outlining the gillmen’s plans, written in the past tense, as if she planned to send it immediately after the con was completed. You can tell from her letter that the plan never involved a naval assault of the relic.

Anyhting else you'd like to do here?

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

No faction mission yet, so no, Vermin is good. He is not going swimming.

Vermin watches the bartender swim away, casts stabilize on Shoalo , climbs over the bar, and pores himself a beer. Was gonna let her go anyway. Lets take this letter back to the lodge.

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

You run, you wench. Don't think you can fool us again!

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus searches the 'bodies'.

The Exchange

Dwarf Druid (Urban) 10 | HP 93/93 | AC 15 | T 11 | FF 13 | CMD 18 (22 vs. bull rush/trip) | F +13 | R +8 | W +18 | +2 vs. spells/SLAs/SU, +2 vs. divinations, -2 vs. light effects | Init +2 | Perc +23 (Stonecunning +25, darkvision 90 ft.) | Sense Motive +24 | Storm Bolt 10/10 | Reroll 1/1 | Active Spells: None

I think we're proceeding to the conclusion, then. :p

Grand Lodge

Yep. I think so but I think the GM is also off to Gencon so we'll see later

Not sure what to do for my level 2 feat... thinking Improved Shield bash but don't have the two weapon fighting dex until level 4... Weapon Focus Morning Star?

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

You have Power Attack so I strongly recommend Furious Focus. That way you can always power attack and not take the minuses to hit. This, in general, is worth a lot more than weapon focus as it grows with your level (=+2 at 4th level, etc) and is not weapon specific. At 6th level, when you gain an iterative attack it becomes slightly less valuable, but you will find that most of the time you will be moving and attacking and will not miss the bonus on your iterative attack too much.

Something else to consider is your choice of a blunt weapon, when you already carry around a shield that you 'can' bash with when needed. I know the star also does piercing but where you gonna get slashing if you need it?


Hey all, back from gencon! I'll need today to catch up on work and sleep, but I'll get working on the conclusion by tomorrow.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Hope you had fun! For now I will have to be content with Dragon con. Some day I hope to do both.


Please, please, please make sure to sign up for the Special at Dcon. GMing that was the most fun I've ever had Gming and I am doing it again there. All my players loved the special!

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Race for the Runecarved Key? If so, I am in.


Vermin* wrote:
Race for the Runecarved Key? If so, I am in.

*thumbs up* hope you get me as gm :P

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

I am hearing mixed reviews of this mod from friends who go to play it. box text TPK is being mentioned... Yikes. :) How did your table do? Do you know what APL you might run? I have many choices that I could play with.


TPK box text is ONLY in the special part 2, and even so it was avoidable with *redacted*. Part 1 was a resounding success, as long you are not a SUPER HEAVY RP-er and hate combat. My table loved it, as well as 90% of the tables. Only tables that hated the special part 1 are the poor people who got stuck with GMs who had to run it cold, which is a shame! My table advanced to round 2 :)

After you defeat the gillmen, you loot the bodies of the enemies.

Since you stopped the gillmen from escaping with the genuine Pathfinder artifact, you can return it safely to Absalom and the vaults of the Grand Lodge. As per Ulionestia’s letter, the Aspis Consortium’s plan never involved stopping naval transport of the relic, so you would be able to take a boat back home without any trouble. Venture-Captain Dreng thanks
you for your efforts and apologizes for sending you on a fool’s errand, but commends you for uncovering the ruse and preventing the Society’s enemies from gaining control of a true Azlanti artifact!

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