GM Endless Forms' PFS 06-03 The Technic Siege (Inactive)

Game Master Mike Tuholski

A 5-9 PFS scenario played at the 8-9 subtier (4 player adjustments).

Sharrowsmith Exports | Nantambu


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Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Once the room and the door are cleared, Maps takes a small steel vial from a pouch tied next to his holster. Stealth and speed seemed more appropriate now, and so he pops the cork, and quickly drinks the contents. Almost instantly his movements become fluid and graceful, his balance enhanced as the mutagen takes effect. His skin seems to tighten, giving his narrow features a hard, predatory look.

Then, just before the door is opened, he uses a wand to shield himself.

]Mutagen +4 Dex, +2 natural AC, -2 Wis. Duration 20 minutes.
Shield spell from wand.
Current AC 28


The Flaxseed Pathfinder Lodge

The party moves through the southwest door to find an empty warehouse room....

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Dun dun duuuuun!

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Yeah we do!

George looks around the warehouse, keeping an eye out for traps.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel aids George in his search.

[ooc]Auto aid another on Perception.[\ooc]

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps moves quietly in to check the walls, looking for any way to enter the next building over.

Perception: 1d20 + 15 ⇒ (14) + 15 = 29


The Flaxseed Pathfinder Lodge

The party finds no traps or anything of interest in this part of the warehouse. Furthermore, Maps is pretty certain that the only way to access the rest of the warehouse is to bash down the walls loudly to announce your entrance use one of the other doors.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel moves to the next closest door and examines the door closely for traps.

Perception 1d20 + 12 ⇒ (14) + 12 = 26

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George supports the idea of bashing down walls and announcing our presence! /s

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

The next closest door is the main door with the sound coming from it. I moved everyone on the map.

Maps looks over the door as well.

Auto-aid Shel. If there is a trap, Maps will auto-aid on that too.


The Flaxseed Pathfinder Lodge

Maps and Shel find no traps on the main door and the party lets themselves in....

A Numerian gearsman robot stands guard at the door. Behind this, a tattooed Kellid with many vials on his belt and coat stands near Arvellos Rand, who sits bound to a chair in the middle of the warehouse, feebly attempting to resist the interrogators’ questioning techniques.

gm rolls:

gearsman: 1d20 + 3 ⇒ (4) + 3 = 7
zentyr: 1d20 + 6 ⇒ (4) + 6 = 10
maps: 1d20 + 9 ⇒ (16) + 9 = 25
george: 1d20 + 6 ⇒ (2) + 6 = 8
shel: 1d20 + 8 ⇒ (15) + 8 = 23
wreck: 1d20 + 3 ⇒ (8) + 3 = 11
fendahl: 1d20 + 4 ⇒ (11) + 4 = 15
johendar: 1d20 + 4 ⇒ (10) + 4 = 14

Initiative:

1. Maps, Shel, Fendahl, Johendar, Wreck
2. Zentyr (alchemist)
3. George
4. Gearsman

Maps, Shel, Fendahl, Johendar, and Wreck are up!

DC 19 KN (arcana):
Gearsman robots are constructs with hardness and vulnerabilities to critical hits and electricity. They can charge their weapons with electricity and self-repair. They can also learn adaptively and adjust their skills with a bit of time.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

since talking is free action. Just before he charges he wants to make sure the alchemist is bad guy. If the case... He lifts his axe and charges. i think he provokes... but it is a surprize round. RETCON added +1/+1 since he goes before Wreck
Power Charge!: 1d20 + 16 + 2 + 1 ⇒ (15) + 16 + 2 + 1 = 34

Shling!: 1d12 + 23 + 1 ⇒ (11) + 23 + 1 = 35

-Posted with Wayfinder

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl will move into the room behind the gear man, issuing a challenge.

"you are a freak of mad science. Nature consume you!"

Swinging with his katana...

katana, challenge, pa: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16 damage : 1d8 + 6 + 4 + 1 ⇒ (3) + 6 + 4 + 1 = 14 ac29 vs it

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender's humming becomes louder as he begins singing a little sea ditty, while pointing to the gearsman. "That mechanical man rubs me the wrong, after him boys!"

Standard action, Inspire Courage +1/+1 damage and attack (all bads), Move action, Freebooter's Bane on the Gearsman addnl +1/+1 (on the gearsman only.)

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel pulls her twin daggers, and takes a 5' step diagonally forward to the left of the map, hoping to set up a possible flank with Fendahl next round.


The Flaxseed Pathfinder Lodge

@Wreck: not a surprise round technically. But normally it wouldn't be able to take an AoO because it hasn't activated yet. However, Combat Reflexes lets you take AoO before activating and it surprisingly has Combat Reflexes.

AoO spear on Wreck: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d8 + 5 ⇒ (3) + 5 = 8
electricity: 1d6 ⇒ 3

The gearsman stabs at Wreck as the half-orc charges past. Wreck cuts a nasty wound into the torturer, splattering blood all over Arvellos. Fendahl swings at the robot but his blade only bounces off its metal exterior. Johendar urges his companions into the fight and Shel pulls out her daggers and prepares to go after the robot.

Initiative:

1. Maps, Shel, Fendahl, Johendar, Wreck
2. Zentyr (alchemist)
3. George
4. Gearsman

Z: 35 dmg

Maps is up!

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps steps back to take cover at the edge of the door, whips his double-barreled pistol from its holster in a flash, and fires a couple bullets into the gearman.

Point Blank Shot and Deadly Aim
Shot 1: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d8 + 13 ⇒ (1) + 13 = 14
Shot 2: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 13 ⇒ (6) + 13 = 19

Crit Confirmation: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Damage: 3d8 + 39 ⇒ (5, 3, 2) + 39 = 49 Wow...

Unable to edit map. I believe a 5' step left puts Maps into partial cover, which should protect him against an AoO, right?


The Flaxseed Pathfinder Lodge

Maps' first shot takes the gearsman down!

The alchemist near Wreck and Rand takes a step back and gulps a small extract, turning invisible. On one of the balconies above a gnome moves out of the shadows and casts a spell, hoping to summon up deadly fear in Wreck.

@Wreck: You begin to see your worst imaginable fear. DC 21 Will save to recognize the images as unreal. If you fail the Will save, you then need to make a DC 21 Fort save. If you make the Fort save, you take 3d6 ⇒ (2, 5, 2) = 9 damage. If you fail the Fort save, you die from fear.

Initiative:

1. Maps, Shel, Fendahl, Johendar, Wreck
2. Zentyr (alchemist) and Gnome
3. George

Z: 88 dmg

You guys are up!

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

WS: 1d20 + 9 + 2 + 1 ⇒ (7) + 9 + 2 + 1 = 19
think +1 from the bard? And i get +2 vs fear effects
FS: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 FS: 1d20 + 14 + 2 + 1 ⇒ (12) + 14 + 2 + 1 = 29 GM reroll!!

Wreck writhes in pain, but he still stands, he takes a step forward, furious as he swings his axe at the alchemist
Swing 1: 1d20 + 17 ⇒ (5) + 17 = 22
Swing 2: 1d20 + 12 ⇒ (7) + 12 = 19

i dont know if either of the attacks would hit. If they can, GM can roll miss chance. Reroll both if they miss. Wreck has Blind Fight =^^=

-Posted with Wayfinder

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl will double move up the stairs towards the caster, but cannot quite reach him.

"Hrrmm, he is up here!"

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender steps into the warehouse and conjures a cloud of glitter around where the alchemist last was!

Hadn't looked at the map beforehand. Will try to center the glitterdust so as not to catch allies. DC 15

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel stashes her Kukri,,and pulls out her shortbow, ready to make a pin cushion out of the caster next round.


The Flaxseed Pathfinder Lodge

1d100 ⇒ 13
1d100 ⇒ 3
Will: 1d20 + 3 ⇒ (12) + 3 = 15

Wreck swings where the alchemist was last seen but hits only air. Johendar covers the alchemist in glitter, revealing his outline but failing to blind the Kellid man. Shel and Fendahl prepare to deal with the caster up above.

Initiative:

1. Maps, Shel, Fendahl, Johendar, Wreck
2. Zentyr (alchemist) and Gnome
3. George

Z: 88 dmg

George and Maps are up!

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George casually walks into the warehouse and moves up the stairs to the balcony. He hops up onto some boxes to get a better vantage point to assess the situation.

Acrobatics: 1d20 + 9 ⇒ (9) + 9 = 18

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps moves into the warehouse and halfway up the stairs, reloading his weapon as he goes.

30' movement. Move action to reload one regular bullet with rapid reload.


The Flaxseed Pathfinder Lodge

George quickly moves up to the balcony and takes over the high ground! Maps moves in and prepares his firearm.

The Kellid alchemist uses his last ounce of strength to pull out a bottle and release a gelatinous cube on Wreck and Rand!

Engulf! You can make an AoO as it moves over you but if you do you automatically fail the saving throw. Instead you can forgo the AoO and attempt a DC 12 Ref to avoid being engulfed. Engulfed creatures are subject to the pinned condition and the other nasty stuff it has to offer.

If you are engulfed:
acid damage: 1d6 ⇒ 2
And a DC 20 Fort save or paralyzed for 3d6 ⇒ (1, 5, 3) = 9 rounds

The alchemist then falls over unconscious with the effort.

The female gnome up top screams something about the Technic League never falling, yada yada yada, and casts a spell at George!

You begin to see your worst fear imaginable. DC 21 Will save to recognize it as unreal. If you fail, make a DC 21 Fort save. Making the Fort save deals [dice]3d6[/dice damage, failing the Fort save means you die from fear.

Initiative:

1. Maps, Shel, Fendahl, Johendar, Wreck
2. Gnome Technic Leaguer
3. George

You guys are up!

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

RS: 1d20 + 9 ⇒ (10) + 9 = 19 Wreck easily moves out of the way, then takes his axe and tries to slice it in half
Swing 1: 1d20 + 17 ⇒ (10) + 17 = 27
Swing 2: 1d20 + 12 ⇒ (8) + 12 = 20
Shlick 1: 1d12 + 24 ⇒ (8) + 24 = 32
Shlick 2: 1d12 + 24 ⇒ (3) + 24 = 27

-Posted with Wayfinder

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender finishes his ditty and darts up the stairs, drawing a cutlass along the way, as he runs up to the gnome.

Lingering Perfomance

Grand Lodge

2 people marked this as a favorite.
Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Two Phantasmal Killers in a row? Ouch.

Will Save: 1d20 + 3 ⇒ (15) + 3 = 18
Fort Save: 1d20 + 7 ⇒ (12) + 7 = 19

There it is. My first death. DC 21 Save or Die, about time they stepped it up.

George collapses on the boxes on the balcony, his worst fear striking him: being killed by some no name lackey. He at least thought that it would be someone with a first name.

Mr. Chips appears out of George cloak and prods the man's mask. It's ok... *cough* Mr. Chips. Some... one... *cough* *cough* will... Mr. Chips shrieks and then melts into nothingness.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

can i give someone my folio reroll?

-Posted with Wayfinder

Grand Lodge

2 people marked this as a favorite.
Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Oh yeah, I forgot about rerolls. Utilizing the reroll with 1 GM Star.

Fort Save: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27

George coughs and sputters as the illusion fades. M!@#$#-F!@#$@! This s@&* just got personal.

3d6 ⇒ (6, 1, 6) = 13

George drinks an extract of Invisibility and coats his weapon with Count Ambras' Punishment before moving towards the caster. Mr. Chips squeaks in his ear.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

i also had to use my GM roll not to die.... blasted gnome...

-Posted with Wayfinder

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George is going to need an atonement after this scenario is over...

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Reaching the landing, Maps takes a step and vaults up onto some boxes to get a clear line of sight at the casting gnome. Somehow in the process he's managed to load another round into his firearm, which he takes aim at the gnome with.

Acrobatics: 1d20 + 17 ⇒ (12) + 17 = 29

30' movement with acrobatics to jump up. Free action to load alchemical round with rapid reload. Standard action to ready an attack on the gnome if he begins casting again.

Ready Action:

Unloading both barrels with Point Blank Shot, Deadly Aim, and using 1 grit for Up Close and Deadly!
Barrel 1 Touch Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d8 + 13 ⇒ (6) + 13 = 19
Barrel 2 Touch Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 13 ⇒ (6) + 13 = 19
Up Close and Deadly Damage: 2d6 ⇒ (3, 6) = 9


The Flaxseed Pathfinder Lodge

Wreck easily destroys the gelatinous cube, spraying glops of goo all over Arvellos Rand in the process. George panics for a moment before realizing he is not, in fact, dead. Breaking out some poison, he moves in to kill the wily gnome. Johendar continues to provide support and Maps puts a pair of bullets into the caster.

Initiative:

1. Maps, Shel, Fendahl, Johendar, Wreck
2. Gnome Technic Leaguer
3. George

37 dmg

Shel and Fendahl are up!

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel fires her arrow at the gnome.

Attack 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14

Damage 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl steps up and slashes the caster upstairs.

"Die you villian! "

katana, pa, bard: 1d20 + 11 - 2 + 1 ⇒ (15) + 11 - 2 + 1 = 25 damage : 1d8 + 6 + 4 + 1 ⇒ (7) + 6 + 4 + 1 = 18


The Flaxseed Pathfinder Lodge

Shel's arrow misses but Fendahl brings the gnome down with a mighty hit!

Out of combat!

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Assuming those below will attend to Arvellos, Maps reloads his weapon then searches the gnome.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George investigates as to whether the gnome is still alive... hatred burns in his eyes.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck will go to the gnome and remove his head. "Little man almost killed wreck! Now wreck make sure little man not coming back!"
Coup De Grace: 3d12 + 69 ⇒ (3, 8, 11) + 69 = 91

-Posted with Wayfinder

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George will stop him from CDG'ing and say that he will take care of it.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck wants to but he nods
"Dont know why, little man almost kill Wreck too.."

-Posted with Wayfinder

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

Death is too quick. My methods will inspire the same fear in him as he did in us, but it will be permanent...

GM and Anyone Else Who Cares - Warning: Evil Acts Ahead:
George will liberally apply Count Ambras' Punishment to the wounds of the unconscious gnome. He will make six doses poison more potent with his discovery to increase the DC and then apply the doses. This should paralyze the gnome with massive Dex drain. George will then cut out the gnome's tongue and stitch his lips together, so he is unable to speak. Then he will wake the gnome, who is paralyzed and unable to move, with a wand of Cure Light Wounds and grin as he places him in a large shipping container in the warehouse. He will pack the container with the gnome and straw (likely source of packing material in Golarion, I would think) and seal the container with Wreck's help (if he wants). Any vocal sounds that the gnome can make will be heavily muffled by the container and the packing material.

George will likely need an atonement after this, but this is how he would react to a caster trying to kill him with his greatest fear. It's a pretty messed up spell and George does worship Norgorber. He is embracing the Father Skinsaw aspect of Norgorber this time instead of his usual worship of the Reaper of Reputation and Blackfingers aspects.

George exits the warehouse, compartmentalizing away what he just did. Perfectly composed, he walks up to the waiting Pathfinders, opens a bottle of holy water and washes his hands with the liquid. Should we continue?


The Flaxseed Pathfinder Lodge

The gnome is bleeding out but not quite dead... yet.

Ah, yup, George is going to need an atonement.

gnome's gear:
potion of cure moderate wounds, screaming bolts (3), wand of grease (20 charges), wand of invisibility (21 charges); Other Gear masterwork light crossbow with 10 bolts, sickle, bracers of armor +2, book of pressed fairy wings, 168 gp

alchemist's gear:
potion of cure moderate wounds, concentrated blue whinnis (1 dose), concentrated purple worm poison (1 dose), malyass root paste (2 doses), bloodroot (4 doses); Other Gear +1 studded leather, +1 dagger, mwk dagger, aegis of recovery, belt of mighty constitution +2, cloak of resistance +1, alchemy kit, formulae book (contains all prepared extracts as well as: 1st—ant haulAPG, crafter’s fortuneAPG, deathwatch, detect secret doors, expeditious retreat, jump, negate aromaAPG; 2nd—alchemical allocationAPG, anthropomorphic animalUM, false life, see invisibility; 3rd—awaken, baleful polymorph, haste; 4th— discern lies), 451 gp

prepared extracts:
4th—greater invisibility
3rd—bottled gelatinous cube, fly, seek thoughtsAPG (DC 15)
2nd—barkskin, blood transcriptionUM, bull’s strength, invisibility, touch injectionUC 1st—comprehend languages, cure light wounds, disguise self, illusion of calmUC (DC 13), shield, true strike

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

wreck will help. It helps having a TN character as a lacky :P

Wreck watches in confusion, but he does approve
"Wreck not smart enough to do that. But Wreck agrees" he says as he helps secure amd seal the box
"Friend smart. Wreck can only think of making short man shorter"

-Posted with Wayfinder

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel turns away in horror at the exhibition the two put on. "This isn't what the Society does. We are professional explorers, not thugs who exist only to torture. You need to realize this goes directly into my journal and be prepared for the repercussions."

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Has the third warehouse building been searched? If not, Maps will take the wand of invisibility, use a charge, and stealthily go check it.

Stealth: 1d20 + 14 ⇒ (14) + 14 = 28

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George shrugs. As a man who has no magical ability, I can only say that what he has done to me was far greater. I merely turned his spell around on him and used the non-magical version. As I have lived through my greatest fear, he is now likely living through his. I am no better than they are, you might say, and you would be correct. I am a thug, a lackey, a thief, an assassin. The Society recruited me and has sent me on missions to kill and destroy, to rob and swindle with little regard for humanoid life before. If they deign to punish me, then so be it. He bows to Shel before moving on to the third warehouse to wait for Maps reconnaissance.

Wait, does this mean I can learn a Baleful Polymorph extract from this scenario? Also, why would I want to? It would only affect myself... Also, George will take the poisons if no one else wants them. Also, did he have infusion as a discovery or are his extracts worthless?

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel simply stares at George with disgust in her eyes.

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