GM Endless Forms' PFS 06-23 The Darkest Abduction (Inactive)

Game Master Mike Tuholski

A 7-11 PFS scenario played at the 10-11 subtier with 4-player adjustments.

Miregrold Manor | The Eylusia Building | Cloisoi Theater


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The Flaxseed Pathfinder Lodge

Wadreskus recalls that there is a portrait of Olivina in the theater. The only trap doors you find on the stage are mundane things that lead to the empty crawlspace beneath, used for special effects and quick prop storage and retrieval during plays.

It seems you have found all you can from the theater now and your only other lead is to head for the Graidmere Swamp.

Beyond the cosmopolitan confines of the city, the theaters and academies give way to ramshackle farmsteads—moss-draped shacks occupied by suspicious farmers. Gnarled vines seem to pull every structure down into the swamp, and the roads gradually deteriorate into muddy footpaths. The air becomes thick with mosquitoes and the shrill shrieks of unseen creatures. With some simple directions from people back in town, though, you hope to find the place mentioned by the spirit of the hairdresser.

Impromptu causeways of soggy debris wind through the swamp, several converging on a decaying stone manor whose walls have settled, sagged, and sunk unevenly into the wet ground. Garlands of sinew strung with animal bones hang from the stones like a threadbare spider web, partly obscuring the small carvings incised into the crumbling stone. A small hut of wooden posts and woven grasses stands atop a nearby hummock.

DC 18 Survival:
Human footprints lead from the south to the small hut and back again.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

If it is ok with everyone before we head down the path:
I would like to attempt to scry Olivina. This would take about an hour and 15 minutes. 15 min to slot the spell one hour to cast. her will save DC would effectively be 22 -5 +2 for a 19 or a 29 if that happens to be her hair. If the party is fine with it Wadreskus takes some dirt and places it in a circle in front of the portrait. He fills the circle with water and begins to chant quietly. An image begins to form in the water. Curious about her health and surroundings

Snap back to the above post.
survival: 1d20 + 23 ⇒ (8) + 23 = 31
Wadreskus feels at home in the swamp. As the party nears the foot prints he gestures down to them, pointing them out to the rest of the party. He looks around for any sign of the humans who made the foot prints. His hawk reaches out into the spirit world doing the same. Hawk has blind sense 60 Wadreskus perception: 1d20 + 34 ⇒ (5) + 34 = 39

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai didn't object to the shaman spell casting on Olivia. She wasn't too crazy about spending more time in the haunted theatre, but if it would give a clue, she was willing.

She followed the group to the swamp, and waited on one of the braver sort to say the words she was given, wondering what might happen.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven goes along with the idea as well. Quiven will stay near Wadreskus in case his skills are needed for something. Do you want me to go check out the hut?

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Wadreskus touches Quiven's shoulder leaving a small scar in the shape of a star. I'll have the spirits watch over you. Don't worry I can take the scar off you later. Remain unseen, I'll keep an eye on you.

Wadreskus's eyes turn black and he begins to chant in a low voice.

Placing the scar hex and fortune hex on Quiven, using chant to keep the fortune going. Chanting is a move action so can be done twice a round. Adding 2 rounds per round gives a net extension of 1 round. The duration increases as long as he keeps chanting. RAW one could chant for 8 hours and then have fortune for 8 hours but I think that is against the spirit of the game. I will keep it to encounters.

fortune:
Fortune (Su): The shaman can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.


The Flaxseed Pathfinder Lodge

Wadreskus:
The hair is in fact hers and the spell works with surprising success:

The actress is being held in a dark, dank room somewhere in the city of Karcau. She is bound and blindfolded. The moisture and air quality in the room indicate that she’s in the tunnels or sewers beneath the city.

Very cool when the rare opportunity to use divination effects comes up in PFS. I've had players use such things in APs before before no one seems to bother with it in PFS.

Anything else you want to do out in the swamp? *cough*cough*

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Flashback: On the way to the marsh, Olivina is being held in some dank sewer or tunnel under Karcau, these people of the swamp know the tunnels well, we would do well to consult them.

Scrying has game breaking potential especially when paired with teleport. That is why I at least use it sparingly, (Wadreskus can't teleport anyways). You have to be careful with its use that you don't solve the problem but miss the story.

I vote we give Quiven the opportunity to be his sneaky self before we summon some dark spirit, by repeating that phrase.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

"Yeah, let's head down the sewers... I'm, well, I'm pretty comfortable underground just as much as in a city anymore. Hunted plenty of things out of the sewers of various locales throughout Golarion."

Desmond stands ready to go.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor touches the beautifully inlaid enamel horse on his breasplate and smiles. "I'm pretty mobile these days. Ready when you are."

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven will attempt to quietly approach the target. I'll roll twice for Stealth with that Fortune thing.

Stealth: 1d20 + 21 ⇒ (19) + 21 = 40
Stealth: 1d20 + 21 ⇒ (14) + 21 = 35

Perception: 1d20 + 14 ⇒ (8) + 14 = 22

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai whispers to the others. "Is anyone going to say the phrase? After the way that awful haunt hurt us so badly, I don't want to be the one to bring a spirit here. It might wipe all of us out, I'm afraid."

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Wadreskus pauses his chant for a moment to say, When Quiven finishes, I'll say the words.


The Flaxseed Pathfinder Lodge

Searching about Tangledyne, Quiven sneaks forward but finds the place utterly abandoned. The footprints you identified earlier seem to be the most recent signs of anyone coming here.

After Wadreskus repeats the words, nothing appears immediately, although the foraging birds, mammals, and insects pause, examine you more closely, and then hastily depart the area-though it's not clear whether they do so out of fear or to report to the swampers.

In fact, for all the haunted spirit told you back at the theater, it seems rather anticlimactic. You wait about though, and within the hour a swamper mystic approaches the hut. The animal bones and geometric patterns of mud that adorn his armor, clothing, and skin look quite dissconcering. A giant marsh cat lopes behind him. In heavily accented Common, he asks, "How did you learn to call us?"

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"A haunt back at the theatre told us how to summon you. There's been a kidnapping, and we were hoping we could get some information from you about how to find the lady!"

Grand Lodge

Male Human Cavalier 4/Bard 1/Battle Herald 2 | HP 49/63 | AC 22 T 13 FF 20 | Saves: F: +9 R: +8 W: +6 | CMD: 22 | Init: +6 Percep: +10 | SM: +6

Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

"Quite so. We are honor-bound to return the missing lady. We have no interest in causing harm except in our own defense,, or hers. Would you be willing to help us? They missing lady was an actress of some reknown."

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Looking at the man discerningly before speaking, Brother, the spirits asked me to come here, and another told us of this place and how to find you. It seems it is their wish for this to be done.
Diplomacy: 1d20 + 28 ⇒ (9) + 28 = 37


The Flaxseed Pathfinder Lodge

The swamper simply nods when you tell him how you learned to summon their kind. "I know of this crime and I can assure you that none of the swampers are responsible for the abductions, although this has been the leading rumor. More information is costly and a trade would be needed. I would normally charge six thousand golden pieces for such information but under the circumstances I am willing to offer to fine folks such as you for half that price."

DC 20 Sense Motive:
You can infer that there is something more to this offer than just greed. After all, the swampers do not seem overly concerned with money or material wealth.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Sense Motive 1d20 + 7 ⇒ (17) + 7 = 24

"Why are you asking for such a large amount of gold for assisting us? In all the stories I have heard of your kind, I've never known your people to be very concerned with material wealth, especially to this extent."

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Perhaps we can offer assistance in another way, there is more to this than just gold. Come sit, you have more to discuss. But first, partake in the bounty of the wild.

Wadreskus reaches down to the ground and begins to draw fruit trees from the dirt. They grow quickly and as they do as small spring begins to form with clear water. When the grove is done growing Wadreskus picks two pomegranates from a tree and offers one to the man. Eat then tell us what you really need. Wadreskus eats the other fruit and listens.

Cast grove of respite

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Wow, that's a lot of gold! I don't think I could afford it... I'd have to sell a lot of sculptures! Quiven will quietly stay in the back, out of sight if he can.


The Flaxseed Pathfinder Lodge

The swamper takes a deep breath at the questions of gold and payment. "I can offer you an alternative. You may receive the information for free. But the swamp always claims its toll in time, even when something seems free. Taking this option is your choice-it is of no consequence to us-but you have been made aware."

He then pulls a few fruits from the trees and sits cross-legged on the ground to continue the discussion.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"I don't see we have any choice but to accept your terms. Hopefully the swamp won't request anything crazy from us," Pai notes as she takes a seat next to Wadreskus and the swamper.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

I have no fear of the swamp. It reminds me of a place I once called home. will you provide us the information we seek?

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

"Yeah, I say we take our chances with the swamp. You're talkin' to someone that's already died a couple times, and been on the brink more times than I can count. I ain't worried."

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Yeah, sounds like it'll be more fun this way! I still don't wanna die, though, so try and make sure I don't, OK?

If there are any bananas to be had, Quiven will ask if he can take a couple or few... bunches.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

It creates a variety so there may be a couple
Bananas?: 1d10 - 3 ⇒ (9) - 3 = 6 Much to Quiven's joy it seems Wadreskus made 6 bananas.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sense Motive: 1d20 + 11 ⇒ (18) + 11 = 29

Sir Terramor listens quietly to the swamper, then finally speaks. "What need have you of gold, Master Swamper? What is it you truly wish from us?"


The Flaxseed Pathfinder Lodge
Sir Terramor the Blue Knight wrote:
"What need have you of gold, Master Swamper? What is it you truly wish from us?"

"As I said, the swamp claims its toll in time but your companions seem content with this, as am I as long as you accept the consequences."

The swamper mystic, satisfied with the exchange so far, tells you what he knows. "The swamper community has spotted several groups of strange figures dressed as mourners moving about the sewers and tunnels beneath the city. Many wore fine jewelry, and several carried bundles wrapped in gray linen-much the same shape as bodies swathed in shrouds. Most of the sights have taken place at the west end of the city, and we suspect that these cloaked figures are using the sewers to reach the Eylusia Building, an extravagant funerary business operated by Zeffiro Lesiege. This does not seem an outrageous assumption, no?"

"For several years now we have known of a concealed passage that leads to this building, but even then anyone using it traveled alone or in pairs; the groups seen lately number as many as fifteen individuals at a time. Those living in the sewers have tried to confront these suspicious figures several times, only to watch as the strangers melted into the gloom. Those who try to investigate further have turned up dead or disappeared entirely."

The swamper pauses and clears his throat quietly. "I will also warn you, Pathfinders, that the Eylusia Building has several anti-intrusion devices that guard Lesiege's business-far more than an honest businessman would require. Take of that what you will."

You may know about Zeffiro Lesiege and his business.

DC 10 Diplomacy (gather information) or Knowledge (local):
The extravagant Eylusia Building is a towering funeral parlor built by Zeffiro Lesiege, one of Karcau’s most well-known citizens. The structure resembles a giant mausoleum.

DC 15 Diplomacy (gather information) or Knowledge (local):
Until a little more than a decade ago, Lesiege was a simple undertaker, but his infectious showmanship has transformed local funerals into flashy, opulent affairs—which in turn have made him one of the wealthiest citizens of Karcau. He is now considered a leading trendsetter and a rising star in the city’s social scene, and most of Karcau’s nobility hold him in high esteem and would look poorly upon anyone slandering his name.

DC 35 Diplomacy (gather information) or Knowledge (local):
Lesiege has an appetite for vices of all sorts, from food to drugs to companionship. He spends many nights out on the town indulging his insatiable desires. Those seeking similar iniquities sometimes contact him to learn what Karcau has to offer. Perhaps some of the nobles who defend Zeffiro Lesiege’s reputation do so thanks to the plump dossier of blackmail he has no doubt accumulated over the years.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Tell me more about this man, Lesiege.
Take a ten on gather info for a 38
Perhaps we aught to pay him a visit.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Know. Local 1d20 + 17 ⇒ (4) + 17 = 21

Im on my phone, so please read the first two spoilers.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

may have to wait till we got back to town or this mystic might give the information but taking a ten I got a 38.


The Flaxseed Pathfinder Lodge

"Lesiege? Until a little more than a decade ago, Lesiege was a simple undertaker, but his infectious showmanship has transformed local funerals into flashy, opulent affairs—which in turn have made him one of the wealthiest citizens of Karcau. He is now considered a leading trendsetter and a rising star in the city’s social scene, and most of Karcau’s nobility hold him in high esteem and would look poorly upon anyone slandering his name."

"Lesiege has an appetite for vices of all sorts, from food to drugs to companionship. He spends many nights out on the town indulging his insatiable desires. Those seeking similar iniquities sometimes contact him to learn what Karcau has to offer. Perhaps some of the nobles who defend Zeffiro Lesiege’s reputation do so thanks to the plump dossier of blackmail he has no doubt accumulated over the years."

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Thank you my friend, perhaps we can be friends when this all is through.

Wadreskus stands up and grabs a pear. Looking to his companions he asks, Are you ready to head back to town? I think the sewers in the west end sound promising.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

number of special fruits: 2d4 ⇒ (4, 4) = 8

Quiven:
8 pieces of fruit act as good berries, let's assume one of them is one of the bananas. This "special" banana will be especially filling and will heal 1 point of damage.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

"So, wait... Are we thinking that this Lesiege fella is responsible for Olivina's abduction? I mean, it makes sense to me - from what we've heard, he seems like the kind of guy to indulge in a little human trafficking - I wouldn't put it past him at least."

As the group makes their way back to town, Desmond wonders aloud, "At any rate, we should try and find out what these groups of mourners are doing. Maybe they're the kidnappers - maybe Olivina is just the most high-profile abduction. You know, they could be drugging or enchanting the victims and taking them to the mortuary where Lesiege ships them out all over Golarion."

He looks around at the others, shaking his head, "Alright, it ain't a perfect theory, but I seen things more sick and twisted in my time..."


The Flaxseed Pathfinder Lodge

The five-story Eylusia Building is among the most consqicuous in Karcau, and it is visible from almost anywhere in the city. Tall, ornate, and styled like an ornate mausoleum, it stands out as a monument to the egotism of its owner Zeffiro Lesiege. Most activity in the building is entirely legitimate. The ground floor serves as an ostentatious showroom for the coffins and displays created on the floor above. The third level houses workrooms for embalming the dead, and the fourth floor is administrative. The fifth floor contains Zeffiro's penthouse. As the swamper implied, there is a basement but no one seems to know what happens there if they know that it exists at all.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Wadreskus seeks out the nearest entrance to the sewer. This may get a bit nasty

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai casts Mage Armor as the group prepares to enter unknown territories.


The Flaxseed Pathfinder Lodge

A nearby sewer grate easily swings open and leads to a tunnel with dank brink walls. Beyond this a little ways is an arched entryway with a strong wooden door and what looks to be a heavy lock protecting it. The left half of the door is painted black, the right half white, and both are in need of a fresh coat thanks to the discoloration from years of exposure to the moist air.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Strange paint job. You want me to open it? If so, the halfling will check to area for traps and such, then see if the door is locked. He'll pick the lock if need be.

Perception: 1d20 + 14 ⇒ (10) + 14 = 24

If I can I'll take 20 on the lock.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

"Yeah, be careful with that. Nice looking place for a nasty trap, I think," Pai mutters as she moves back a few feet.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Yes young Quiven, it would be good to make sure it is not trapped.
perception: 1d20 + 34 ⇒ (6) + 34 = 40


The Flaxseed Pathfinder Lodge

Quiven and Wadreskus do not find any traps on the door so Quiven sets to work unlocking it. With Quiven's skill, the lock proves quite easy for the halfling to pick.

Inside is a low-ceilinged chamber featuring two pairs of manacles bolted to the floor int he center of the room. The stone floor beneath them is stained rust-brown. Hundreds of half-melted candles populate the floor, along with several ritual ingredients, such as jars of tallow, salt, ash, and small bones. Fifteen alcoves line the room, each concealed with a heavy curtain.

However, as soon as you step a bit into the room, two of the curtains flip back to reveal two creatures wielding polearms. Cogs and gears are visible in the gaps of the metallic creatures' armor.

DC 16 KN (arcana):
These are clockwork soldiers. Adamantine weapons will do full damage to them but other weapons will have trouble penetrating their metallic exterior. They are, however, vulnerable to electricity.

gm rolls:

clockwork: 1d20 + 6 ⇒ (14) + 6 = 20
Pai: 1d20 + 6 ⇒ (17) + 6 = 23
Wadreskus: 1d20 + 2 ⇒ (11) + 2 = 13
Sir Terramor: 1d20 + 2 ⇒ (20) + 2 = 22
Desmond: 1d20 + 6 ⇒ (19) + 6 = 25
Lars: 1d20 + 6 ⇒ (8) + 6 = 14
Quiven: 1d20 + 11 ⇒ (2) + 11 = 13

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Enemies
3. Quiven, Lars, and Wadresksus

Desmond, Pai, and Sir Terramor are up!

Map is linked at the top.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Know. Arcana 1d20 + 19 ⇒ (13) + 19 = 32

"Adamantine weapons and electricity are the way to go against these machines! They'll shake off most other damage."

Pai casts Haste as she warns the others.


The Flaxseed Pathfinder Lodge

I think Sir Terramor is at GenCon so I will bot him after Desmond goes. His modus operandi is usually to stay close on the defensive though.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond jerks his head quickly in disgust with himself, "Adamantine arrows... can't forget again." Left without any effective ways of bypassing any kind of damage resistance, Desmond hopes to simply hit hard enough with his falchion to put some dings in the mechanical men.

He quick-draws Dingo and declares the red statue to be his "favored enemy".

Swift action to cast instant enemy. Treating the golem thingy like a human.

Power Attack, FE, Haste: 1d20 + 15 - 3 + 6 + 1 ⇒ (4) + 15 - 3 + 6 + 1 = 23
Damage, PA, FE: 2d4 + 7 + 9 + 6 ⇒ (2, 4) + 7 + 9 + 6 = 28

And I think I'll remember this time that constructs are not subject to crits.


The Flaxseed Pathfinder Lodge

My mistake: Pai's exclamation above is correct but I accidentally said they were clockwork soldiers but they are actually clockwork mages.

Desmond's blade is not able to completely cut through the metal but he still knocks a few gears loose. The clockwork construct swings down on the ranger!

slam: 1d20 + 18 ⇒ (7) + 18 = 25
damage: 1d4 + 3 ⇒ (3) + 3 = 6

slam: 1d20 + 18 ⇒ (18) + 18 = 36
damage: 1d4 + 3 ⇒ (1) + 3 = 4

The other construct steps out of its alcove; as it steps out, the plate it was standing on is no longer depressed and as a result a vapor begins to pour into the room!

Everyone: DC 20 Fort save against poison or take 1 Wis damage and confused for 1 round. You will need a new save every round for 6 rounds to negate the effects; a cure requires two consecutive saves.

It then activates the crystal wand in its chest to shoot a fireball at the party!

fire: 9d6 ⇒ (2, 5, 1, 1, 5, 1, 1, 3, 6) = 25
DC 14 Ref save for half; hits everyone but Desmond

Initiative:

1. Desmond, Pai, and Sir Terramor
2. Enemies
3. Quiven, Lars, and Wadresksus

red: 23 dmg

You guys are up!

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

Wadreskus does not breath, does he still need the save?
fort save if needed: 1d20 + 12 ⇒ (15) + 12 = 27
reflex save: 1d20 + 8 ⇒ (2) + 8 = 10
Wadreskus brings the void down around the nearest statue. enveloping void DC 23 will save or equivalent to a personal deeper darkness.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Fort: 1d20 + 6 ⇒ (20) + 6 = 26
Reflex: 1d20 + 15 ⇒ (17) + 15 = 32

Quiven shakes off the poison and completely avoids the flames of the fireball!

I haven't got anything like that!

I'm useless in this fight, I can't do enough damage without flanking to matter. I'll just be in the way. I'll hold for now to see if an opportunity presents itself.

Grand Lodge

Male HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11, Hawk 40/52 HP

What is the am yen light level in here?

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