GM Debug's PbP Gameday 6: PFS-RPG 08-99A The Solstice Scar (Inactive)

Game Master DebugAMP

Maps and Handouts

GM Copypasta:

Initiative:
[dice=Chak]1d20+6[/dice]
[dice=Hania]1d20+4[/dice]
[dice=Kaa]1d20+10[/dice]
[dice=Tess]1d20+3[/dice]
[dice=Jaysin]1d20+8[/dice]
[dice=Jezebel]1d20+7[/dice]

Clan Blessings:

Cleft Head - Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure.

Steel Eaters - Each PC gains a +5 bonus on any Day Job checks performed at the end of this adventure.

Murdered Child - At the start of an encounter, each PC can choose to gain the Precise Strike feat (Pathfinder RPG Advanced Player’s Guide167) for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.

Bloodied Gauntlet: Each PC can use martial flexibility as a 1st-level brawler (Pathfinder RPG Advanced Class Guide23) once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.


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Grand Lodge

GM

So... six adventurers walk into a bar...

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Why must these things start in a tavern?

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

A Taldan man stands alone, watching quietly as the events of the past few days go on about him. He doesn't tend to acknowledge others than go near him, however he does give a respectful nod to those that do try to greet him in passing.

So, where are the others? I'm sure I'm not being sent out alone.

Grand Lodge

GM

You are all assembled at a table in the Grand Lodge of Absalom. Three long days of training have come and gone, and several more are up ahead of you. Time to dig in, eat up, and regain your energy for the morning's regiment.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

A strong looking Nagaji of average height is sitting in the Grand Lodge. He wears no armor and seems to have no weapons on his person. His scales are a dark green with a few faint yellow. He sits quietly observing his surroundings.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

The elven woman sat calmly in the most comfortable looking chair available. While the others looked around uncomfortably, she sat quite happily knitting on something small. She whistled a quiet tune while her hands flew around the needles and material. She held up what kind of resembled a small hat, looking at it in the clear light. She shook her head and began doing touch ups on the hat. As the others might notice, around her legs, a tiny monkey scurried back and forth, flapping around in her robes.

If she was sore from the prior days' training, she gave no outward symptoms. When the VC approached, she put away her needles and folded her hands together.

Silver Crusade

Paladin of Shelyn 17

A heavily armored human woman looks around at the others. A holy symbol of Shelyn dangles at her neck. When she speaks, something in the tone of her voice suggests training in singing. "They seem to have something special in mind for us, considering the intensity of the training. Lady Shelyn grant us all grace to get through the next few days."

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

A tengu strides into the room dressed in a motley assortment of clothing as if he'd purchased one piece from every merchant in the markets of Goka. From the black and red trimmed jeonrip atop is feathered head, to the similarly colored aristocrat's Áo giao lĩnh he wears over his red lacquered breastplate to the common waraji on his feet that let his talons hang over the front edge. He is armed with a composite longbow and a quiver of arrows, along with a nodachi made of adamantine. He caries a haversack over his shoulder. But the most rediculous accessory of all is the (obviously fake) fu manchu mustache affixed to the sides of his face near where his beak joins the rest of his head.

The tengu pauses for a moment looking over those assembled for some sort of ovation at his entrance or at the very least, a hint of recognition.

Greetings, salutations, and hello! It indeed, verily, and for cetain is I, the one, the only, the unique... GENERAL CHAK and when I say general I do not mean, ordinary, everyday, or plain general Chak, for I am the illustrious, legendary, and celebrated General Chak!

Grand Lodge

GM

If you wish, you may attempt a disguise check to attempt to pass off the mustache as real to people who are... less well traveled.

Liberty's Edge

Female Garuda-Blooded Aasimar Gunslinger (Pistolero) 8 | HP: 71/71| AC: 22 (17 Tch, 15 Fl) | CMB: +8 CMD:25 | F: +9, R: +12, W: +7 | Init: +7 | Perc: +20, SM: +8 | Speed 30ft Grit 1/4|Active conditions: None.

"Ah reckon' Ah'm in fer another o' them times" sighs the seemingly human woman in a worn duster, her stetson to the side as she pops another piece of meat into her mouth. Holstered away, two pistols, one made of a silvery metal, are neatly tucked to the side. Finally she nods towards her companions. "Jezabel P. Skythe, formerly o' the grand duchy o' Alkenstar. A pleasure t'meetcha."

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

"This one is named Kaa. Trust in me."

Liberty's Edge

Female Garuda-Blooded Aasimar Gunslinger (Pistolero) 8 | HP: 71/71| AC: 22 (17 Tch, 15 Fl) | CMB: +8 CMD:25 | F: +9, R: +12, W: +7 | Init: +7 | Perc: +20, SM: +8 | Speed 30ft Grit 1/4|Active conditions: None.

"Just in you? Right. I'll just shut my eyes then."

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Since he doesn't really put any effort into it, we'll just say he takes 10 on the disguise check for a total of 8.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa would raise an eyebrow if he could. "No, trust in me. To be of use to the team."

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

I trust that everyone will stay out of my sightlines and not get me killed. Is that too much to ask?

The Taldan eyes the one wearing the stetson and seems to mildly sneer when he spots the holstered firearms. And what's with this one with the guns? Speaking of trustworthy, I hope those things don't jam just as we need them.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tessara smiled at seeing the boisterous young ones come into the room, all full of fire and vigor. She remembered being young once, too. "Im tessara, but just call me Tess. And this is my friend, Zeriah. I'm currently trying to get his new hat just right;" she adds as the monkey peeks through her legs at the gathered crowd.

Silver Crusade

Paladin of Shelyn 17

Hania tries hard to hide her grin at Chak's unusual attitude.

Liberty's Edge

Female Garuda-Blooded Aasimar Gunslinger (Pistolero) 8 | HP: 71/71| AC: 22 (17 Tch, 15 Fl) | CMB: +8 CMD:25 | F: +9, R: +12, W: +7 | Init: +7 | Perc: +20, SM: +8 | Speed 30ft Grit 1/4|Active conditions: None.

"A pleasure Tess. Zeriah. And Ah trust everyone t'be of use Scales. Even Taldor over there." She chuckles. "You're all right Scales. Ah think Ah'll be sleeping safe and sound, knowin' you're around."

She sits up straighter in her chair before leaning in. "So tell me, Feather-stash, what's that thing that makes you celebrated?" In spite of her very casual demeanor she is genuinely interested in what Chak Yuen Chen's answer will be.

Sovereign Court

★★★OVERSEER ANNOUNCEMENT★★★

@Table GMs: If you haven't already, please run "Beginning Part 1" on page 7 of the scenario, and then wait for the next announcement before continuing.

@Players: Please have fun, and remember to explore, report and cooperate at all times.

Grand Lodge

GM

The fourth and final day of training has come to a close at the Grand Lodge of Absalom, heralding the end of this year's Torchbearing. Pathfinders the world over attend this annual symposium to share their knowledge, teach each other new skills, and reinforce their connections across the Inner Sea and beyond. To celebrate the end of festivities, the lodge has hosted a grand banquet in the visiting agents' honor. A refreshing winter breeze blows through an open window, flickering torches and sending papers scattering. The smell of freshly baked desserts fills the air while initiates clear away the remnants of the first course.

Restful Pathfinders’ Lounge: Members Only!:
If you are a member of the Restful Pathfinders’ Lounge (by possessing the vanity of the same name from page 61 of Pathfinder Campaign Setting: Pathfinder Society Field Guide), you can attend a special private banquet that grants you the benefits of hero’s feast for the duration of Part 1. Each player character with this vanity can invite one guest (such as another PC or an animal companion) to gain the benefits, too.

During the annual Torchbearing, the Three Masters, along with other notable Pathfinders, taught a variety of seminars and panel discussions, from Golarion’s history to spellcasting techniques, and ran obstacle courses and a triathlon. Rumor has it, Janira Gavix offered an unauthorized but popular filking class for aspiring bards and other social misfits under 30--inches, not years. You also heard some salacious gossip about an exclusive, late-night VIP experience Zarta Dralneen arranged for some her favorites. According to one hungover Pathfinder who claimed to have been there, a disgruntled Drandle Dreng was turned away at the door.

Speaking of the imp, ever the social butterfly and self-appointed mentor-to-the-masses, the halfling bard Janira Gavix approaches your small group. “Hi, friends. It’s been awhile since last we met. Have you enjoyed the Torchbearing? I volunteered to organize all the classes again this year. Kreighton Shaine always said I should have been a teacher. Did you learn anything useful?”

Janira looks over her shoulder as she catches sight of another group of Pathfinders refilling their tankards at the grog bowl. “Oh, those are some more students of mine!” She bounces on her toes as she waves at the group and they wave back. “Excuse me? I’ll need to check in with them too!” Pleased that you appreciated her pedagogical efforts, she excuses herself with a smile and moves on.

Each of you should choose one skill. For the duration of this adventure, you will either treat it as a class skill or gain a +1 bonus on checks with that skill if it was already a class skill.

-----BEGINNING KNOWLEDGE #1-----

You learn all of the information whose DC is equal to or less than the result of your Diplomacy (gather information) or Knowledge (local) check.

DC 15+:
The Three Masters use the event to keep an eye out for particularly talented agents that embody the Pathfinder Society ideals: Explore, Report, and Cooperate.

DC 20+:
At the end of the Torchbearing, the most exemplary agents are publicly recognized and given special wayfinders.

DC 25+:
Sometimes Pathfinder agents disappear for hours during the course of events. Rumors suggest they are brought before The Decemvirate, but no one can agree on why.

-----BEGINNING KNOWLEDGE #2-----
As the Pathfinders conclude the dessert course, a small origami swan flutters through the room and lands on the center of the table. In moments, it unfolds itself into a crisp and crease-less piece of paper.

You know all of the information about the Blakros family whose DC is equal to or less than the result of your Knowledge (nobility) check.

DC 10+:
The Blakros are one of the wealthiest and most well-known merchant families from Taldor. They own a variety of businesses with interests all over the Inner Sea.

DC 15+:
For years, the Pathfinder Society and the Blakros family have been allies, even if only at arm’s length. Occasionally the family invites notable Pathfinders to one of its high-society affairs.

DC 20+:
The Blakros family has been involved with some shady organizations during its rise to power, including the Onyx Alliance and House Thrune.

You know all of the information about the Blakros museum whose DC is equal to or less than the result of your Knowledge (local) check.

DC 10+:
The Blakros Museum is located in the Wise District, owned by the Blakros family, and curated by Nigel Aldain (a former Pathfinder). It is open to the public when an exhibit is on display. Though the exterior of the building is ugly and squat, patrons marvel at how much bigger it is on the inside.

DC 15+:
The museum has been closed for the past several months, ramping up for a huge exhibit, “Legacy of the Shining Crusade,” opening next week.

DC 20+:
Rumors suggest that shadow magic makes the inside of the museum larger. A few years ago the inside changed drastically, which drew the curiosity of many in Absalom.

DC 25+:
Ralzeros the Overwatched was a powerful wizard who owned the building before the Blakros Family. Evidence suggests he cursed the building on his death. The number of accidents and strange events that occur there would seem to support that rumor.

You know all of the information about Nigel Aldain whose DC is equal to or less than the result of your Knowledge (local) check.

DC 10+:
Though the relationship between the Society and Nigel is often strained, they remain steadfast allies. Nigel often collaborates with the Society, loaning artifacts and trading information. He has obsessively researched the Shining Crusade for the past several months.

DC 15+:
Nigel is a former Pathfinder who resigned after marrying Dhrami Blakros; the position of curator was part of his marriage contract.

DC 20+:
Nigel’s museum has suffered many mishaps since he became curator, which the Society has regularly helped clean up. Nigel still tries to distance himself from the Society and act independently, but when trouble befalls the museum, he often turns to the Society for help.

DC 25+:
Recently, Nigel has spent a fortune in security for the museum, particularly in magical protections from the Arcanamirium and Golemworks in Magnimar.

Silver Crusade

Paladin of Shelyn 17

taking bonus to sense motive
diplomacy: 1d20 + 13 ⇒ (7) + 13 = 20
kn. nobility: 1d20 + 4 ⇒ (14) + 4 = 18
not trained in kn. local, so can only get the DC 10, rolling for that
kn. local 1: 1d20 ⇒ 13
kn. local 2: 1d20 ⇒ 3

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Taking bonus to Use Magic Device.

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15
Nobility: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Know. Local 1 1d20 + 14 ⇒ (8) + 14 = 22

"This Torchbearing event is a chance for the higher ups to make sure who the best Pathfinders are. There's pretty neat special wayfarers to the ones they select, so everyone be on your best behavior."

Know. Local 2 1d20 + 14 ⇒ (15) + 14 = 29

"Nigel Aldain curates that Blakros Museum. It has some sort of shadow magic on it, so the inside is much larger than the outside appears. It's been closed recently...another special exhibit is on the way, this one is Legacy of the Shining Crusade! Ralserous the Overwatched, the famous wizard originally owned the place. Rumors say he cursed it when he died, which would explain all the craziness that happens there."

Know. Local 3 1d20 + 14 ⇒ (16) + 14 = 30

"That Nigel is a former Pathfinder who married into the family. Curator of the museum was promised to him in the deal. He still gets on well with the Society, best I hear. He tries to be standoffish, but whenever there's a problem, he comes running to us here. He's spent a fortune recently to protect the place, including big sums to the Arcanamirium and Golemworks in Magnimar."

Tess will take the extra +1 to Knowledge Arcana checks for this scenario.

Grand Lodge

GM

Header updated to include link to maps and handouts. Origami note is in the first slide. Everyone, please make sure you can access and edit the maps by placing your icons on the second slide.

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

Chak hands Jezabel a business card, written in a neat, but cramped script.

General (The legendary, not the ordinary)
Chak Yuen Chen
Scrivener, Scribe and Notary Public of Ilsurian

Chak had spent the time gaining a deeper understanding into the theory of magic craft.
Making Spellcraft a class skill for the duration of the adventure, increasing the modifier from +13 to +16.

Gather Information: Knowledge (local): 1d20 + 10 ⇒ (16) + 10 = 26
Blakros family: Knowledge (nobility) - untrained: 1d20 + 2 ⇒ (5) + 2 = 7
Blakros museum: Knowledge (local): 1d20 + 10 ⇒ (20) + 10 = 30
Nigel Aldain: Knowledge (local): 1d20 + 10 ⇒ (9) + 10 = 19

Chak concurs with most of what Tessara states.

Some Pathfinders disappear, vanish, and remain out of sight for hours. Perhaps they are taken, brought, and ushered before the Decemvirate. I wonder if those are the ones who comport, behave, and conduct themselves well... or poorly.

Liberty's Edge

Female Garuda-Blooded Aasimar Gunslinger (Pistolero) 8 | HP: 71/71| AC: 22 (17 Tch, 15 Fl) | CMB: +8 CMD:25 | F: +9, R: +12, W: +7 | Init: +7 | Perc: +20, SM: +8 | Speed 30ft Grit 1/4|Active conditions: None.

I'll be selecting Diplomacy as my trained skill for the duration of the scenario.

Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge (Local): 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge (Local): 1d20 + 4 ⇒ (3) + 4 = 7

"Ah sure as Hell don't know much 'bout all that. But Ah did go to one of them Blackroses' feasts. Michellia and Damian Blackros had this party. lotta big-wigs over 'dere. Moldy old Taldane windbags and blobs of Andoran flesh 'dere too. Nice party though."

She stows the card away, nonplussed and continues. "Never been to the Museum mahself. Heard o' plenty others though who dun gone there. Been quiet for the past year and a half, two years even? Anyways."

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

I'll upgrade Perception to a class skill. Looks like I don't need to roll anything as I don't think I can do better than what others have already done.

Sovereign Court

The front doors of Skyreach burst open with a loud crack. Venture-Captain Ambrus Valsin strides to the edge of the platform, with a slender elf dressed in practical but expensive clothing trailing meekly behind. The red-faced venture-captain addresses the crowd in a booming voice.

“Pathfinders, I regret interrupting the festivities, but we have something of a situation. Approximately twenty minutes ago, unknown forces invaded the Blakros Museum. Fortunately for everyone involved, the Torchbearing is about cooperation and helping our colleagues, so let’s think of this less as an inconvenience and more as an opportunity to practice what we preach.”

The elf, Nigel, exhales sharply, then speaks, “Now, Ambrus, I’ve spent a king’s ransom fortifying the museum from all sorts of invaders: sentinels from the Golemworks, magical wards from the Arcanamirium, and even contracts for guard beasts, both magical and mundane—spared no expense. I didn’t want to come here, but I’ve got no choice.”

Valsin’s forced smile cracks slightly, showing his annoyance. “Out with it, Nigel. Get to the point.”

“Someone broke into my museum and set off the magical protections! I was preserving priceless Shining Crusade pieces for our new exhibit when the first alarm activated. I sent for district guards and went to investigate, but by the time I arrived, the thieves had already locked themselves in my study. They somehow caused the Shining Crusade relics to fly around the museum and attack my sentinels. Everything is going haywire! The magical traps started to target me, the sentinels are not responding to my commands, and—”

Valsin holds out a hand to steady the increasingly agitated elf. “The last you knew, the thieves were still in your study?” Nigel nods. “Very well. Pathfinders: the Seekers should prepare to teleport directly into the Blakros study—“

“That won’t work,” Nigel interrupts, “The study is magically sealed. After that dreadful Numerian exhibit, I turned it into a magical safe room. The robbers must have figured out how to activate it; no one can get in or out while the wards hold. I can work on breaking the wards, but meanwhile my sentinels are smashing up the collection. Some of those priceless relics are on loan from your own Society lodges, so helping me is really helping yourselves.”

“Fine.” Ambrus Valsin takes a deep breath and then turns to the assembled Pathfinders. “Pathfinders, go to the Blakros Museum, secure any relics you can, disable the security systems, and apprehend the looters if possible. Stay safe.”

@Table GMs: You may now run Part A on page 10 and Part B on page 14, in whatever order you choose. Please do not proceed to Part C yet.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess, unfortunately, was no stranger to these Society gatherings and the problems that almost always ensued. She had learned to keep her gear at her side just for circumstances like these. "Ready to go," she pipes up, cheerily.

As the group arrives at the museum, she casts FalseLife on herself, gaining 1d10 + 8 ⇒ (7) + 8 = 15 temporary hit points that last eight hours. Finally, she pulls a long, thin wand, applying a casting of Mage armor to herself.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa was actually surprised at the interruption as this was his first gathering. He tended to be out in the field when they otherwise occurred. "Does this happen normally?" He stands up and summons his weapon. A thin wispy tendril made of ectoplasm appears and forms into the shape of a sword. He also casts a similar spell on himself when the group arrives at the museum. False Life: 1d10 + 7 ⇒ (8) + 7 = 15 Which lasts six hours.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

The Elven witch smiled at the youngster. "Oh honey, it happens so often. There was the whole mess with the Diamond City a while back...invaders like you wouldn't believe. The., not over a month ago, our celebration was broken up and our whole group was teleported to, get this, a completely different planet! It's a wonder any of us made it back in one piece. But at least you all have come prepared," Tess explains while looking st the well equipped group around her.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

"Then why do we have them? They sound like they attract strife often."

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"Sometimes I think we do attract the strife. Other times, I think the strife just happens, and thank goodness we are here to help tamp it back down. That's why the Society is so important, I think. That's why, even as much grumbling as everyone does about their missions, that our job is important."

Grand Lodge

GM

Dozens of Wise District guards surround the Blakros Museum. The sergeant nods to Ambrus Valsin as he approaches, a subtle smirk dancing across the venture-captain’s face. The museum itself is alight with swirling whorls of color and the sounds of metal and stone clashing. Occasionally, brief flashes of light burst from the front entrance, illuminating a toppled banner that says “Legacy of the Shining Crusade.”

The broad-shouldered, middle-aged Ulfen man salutes, a somewhat bemused expression on his face. “Well met, Venture-Captain Valsin. I am Svaralk of Asleifar, Sergeant of the Learned Guard. The Guard appreciates your assistance.” He points to his subordinates, “Our initial attempt to quell the animated relics within failed. I’ve ordered the Guard to withdraw and form a perimeter.”

Ambrus Valsin returns the sergeant’s salute, a gesture of mutual respect. “You once served in Grand Prince Stavian III’s Ulfen Guard, did you not?”

Svaralk nods, “That’s right. Afterwards, I retired to Absalom and have served this city for seven years. This is not the first catastrophe I’ve responded to at the Blakros Museum, though none has been quite so dramatic as this. As if anyone needed further proof of the museum’s reputation for trouble.”

The Ulfen confides to the Venture-Captain, “After Nigel Aldain harangued me for dereliction of duty in not immediately retaking the museum, I’m in no rush to sacrifice the lives under my command until the warring creatures inside wear each other down.” He holds up a hand and shakes his head, “I don’t hold Nigel Aldain’s outburst against him. I recognize the elf is rightfully concerned—albeit rather precious—about his exhibit.”

Svaralk turns to your team of Pathfinders and says, “Before you enter, I can provide you an overview of the museum’s layout and tell you that there are animated relics and guard animals on the ground level, and clockwork creatures skirmishing with each other on the floor above. We also have an especially challenging problem in the gardens at the southeast corner of the museum grounds. Some kind of magical runes displaying swarm-like behavior, more magical devices really than living creatures. They proved too complicated a challenge for me and my guards; we simply lacked the skills to disable them.”

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Jaysin simply sighs. I'm not exactly prepared for swarm-like behaving creatures myself but I believe we should probably start there.

Silver Crusade

Paladin of Shelyn 17

"Were any of the animated relics likely to be undead?"

Grand Lodge

GM

Svaralk shakes his head. "No... no corpses on display here to be animated." He rolls his eyes before continuing. "... but don't give Nigel any ideas."

Liberty's Edge

Female Garuda-Blooded Aasimar Gunslinger (Pistolero) 8 | HP: 71/71| AC: 22 (17 Tch, 15 Fl) | CMB: +8 CMD:25 | F: +9, R: +12, W: +7 | Init: +7 | Perc: +20, SM: +8 | Speed 30ft Grit 1/4|Active conditions: None.

Jezabel snaps her fingers. "Ah knew Ah shoulda bought mahself a swarmbane clasp. Anyhow. Ah fancy Ah agree with ol' Taldor there. Maybe try and git them rune-words outta the way."

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"My magic isn't the greatest against swarms. Can any of your weapons do much damage to those things," Tess asked the others before agreeing.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

"I am not equipped to deal with swarms either."

Grand Lodge

GM

I've seen a few votes for runes and no other recommendations, so I'll assume you're heading to the garden. Reminder: if you feel overwhelmed by an encounter you can always fall back.

Thousands of glowing glyphs form a protective shell around the outside of the museum, casting a sparkling aura of light that bounces off the fountain’s waters.

A PC that is adjacent to the runes can attempt to shut them down with Disable Device, Knowledge (arcana), Linguistics, Spellcraft, or Use Magic Device. Spells like detect magic or erase can also help.

Knowledge (arcana) DC 17:
The shifting runes have amassed into a sort of swarm of animated diminutive constructs.

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Initiative:

Chak: 1d20 + 6 ⇒ (3) + 6 = 9
Hania: 1d20 + 4 ⇒ (8) + 4 = 12
Kaa: 1d20 + 10 ⇒ (6) + 10 = 16
Tess: 1d20 + 3 ⇒ (2) + 3 = 5
Jaysin: 1d20 + 8 ⇒ (6) + 8 = 14
Jezebel: 1d20 + 7 ⇒ (12) + 7 = 19
Runes: 1d20 + 7 ⇒ (4) + 7 = 11

Round 1:
Jezebel
Kaa
Jaysin
Hania

Shifting Runes
Chak
Tess

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Jaysin shakes his head and stows his bow. Perhaps my skill with different languages might help. Jaysin will walk up to the runes and try to find a way to help shut them down.

I'd have to double move to get adjacent so if I can't use my skill after doing so I'd move to the spot I've placed myself on the map instead.

Linguistics: 1d20 + 8 ⇒ (9) + 8 = 17

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa moves up and readies an attempt to shut them down.

UMD: 1d20 + 16 ⇒ (4) + 16 = 20

Silver Crusade

Paladin of Shelyn 17

Hania moves up to try to make herself a target if the runes try to hurt anyone.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Know. Arcana 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30

Could I get weaknesses and resistances, please?

Grand Lodge

Chaotic Neutral Tengu Slayer 13 (Sheet) (Equipment) | HP: 108/108 | AC: 20 (13 T, 18 F) (+4 vs traps) | CMD: 32 (+4 vs traps) | F: 13, R: 14 (evasion, +5 vs traps), W: 13 | Init: 12 | Perc: 30 (36 vs traps, trap spotter) | Speed 30 |
Tracked Resources:
Tactician 1/1 | Slayer's Advance 1/1 | Reroll 1/1

A hectic weekend. Some good, some not so good, but nothing that I can blame on the weather. At least I wasn't holding up the round.

Before leaving, Chak will make a few preparations.

  • Use a scroll of frigid touch on my spell-storing armor.
  • Use a scroll of shield on my spell-storing ioun stone.

Liberty's Edge

Female Garuda-Blooded Aasimar Gunslinger (Pistolero) 8 | HP: 71/71| AC: 22 (17 Tch, 15 Fl) | CMB: +8 CMD:25 | F: +9, R: +12, W: +7 | Init: +7 | Perc: +20, SM: +8 | Speed 30ft Grit 1/4|Active conditions: None.

Jesabel mimicks Kaa's actions.

Disable Device (Readied Action): 1d20 + 12 ⇒ (12) + 12 = 24

Grand Lodge

GM

GM Screen:
Initiative: 1d20 + 7 ⇒ (20) + 7 = 27

Whoops, 2 weaker swarms not 1 horrid one. Read the wrong tier. And trust me... you'll be happier with 2 of these than the 1 I first read...

The creatures some sort of shifting runes and are swarms of diminutive constructs. As such cannot be damaged by weaponry. Additionally they rejuvenate even if dispersed by damage. They are weak against spells that remove magic runes such as erase and dispel magic. The only way to permanently destroy them is to disable them, but even that is no simple task. It will take many successful readings of the swirling incantations (read as multiple successful checks) to clear each of them.

One of the shifting rune swarms spirals up from the ground, flies over the fountain, and begins to harry Jezebel and Hania. As they approach, Kaa and Jezebel both begin to work at segmenting off several of the runes, hoping to reduce their magical potency. While Kaa is unable to make any progress, Jezebel manages to smear a few runes which appear to hold together many of the arcane scripts. Within a moment though, the runes begin to spell strange words across the Paladin and Gunslinger, and begin to batter them into a daze.

Nonlethal Damage: 2d6 ⇒ (5, 3) = 8
Fort save DC 14 or be nauseated

The other set of runes begins to arrange itself into a few azlanti words and flares with a bright light. With a blast, an arc of lightning bursts forward from the statue next to Jaysin, bathing Hania, Jezebel, Kaa, and Jaysin and arcing lightning.

Nonlethal Lightning: 8d6 ⇒ (5, 5, 6, 6, 3, 3, 2, 3) = 33
Jaysin: DC 19 reflex for half
Hania, Jezebel, Kaa: DC 17 reflex for half

Perception DC 20:

The runes appear to have relocated a trap from somewhere in the courtyard to the statue. The trap appears to be recharging but may take a couple rounds if you're lucky before it can erupt again.

Round 1:
Chak
Tess

Round 2:
Jezebel (Pending saves for distraction and lightning)
Kaa (Pending save for lightning)
Jaysin (Pending save for lightning)
Hania (Pending saves for distraction and lightning)

Shifting Runes Red (1 success, 0 damage)
Blue (0 success, 0 damage)

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Kaa will try again after trying to dodge the lightning.

Reflex: 1d20 + 2 ⇒ (17) + 2 = 19
UMD: 1d20 + 16 ⇒ (11) + 16 = 27

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