GM Endless Forms' PFS 07-02 Six Seconds to Midnight (Inactive)

Game Master Mike Tuholski

A 3-7 PFS scenario played at the 6-7 subtier.

Tactical Map | Handout



The Flaxseed Pathfinder Lodge

Hello everyone! Before we get started, please post the following:

PFS #
Day Job
Initiative
Perception

Thanks! We'll get started once everyone has checked in.


The Flaxseed Pathfinder Lodge

From the sign-up sheet it looked like most of you were high-tier except Gilthanis, who had a level 3 listed. I will leave it up to Gilthanis if he has a higher level to sub in, if he will risk his level 3 probably playing up, or if he would like to step down and give his seat to another.

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

PFS 12445-3
Day job: none
Initiative +9
Perception 13/15 for traps

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

PFS nr. 13475-8
Dayjob : Forgoing for the Borderlandkeep Vanity
Initiative: +4
Perception: +15

Grand Lodge

Female Human Rogue (Knifemaster) 5.0 | HP 32/32, AC:19/TCH:14 /FF:16 - Perception +7 - F: +1 /R: +7/W: +2 - CMB +4 - CMD: 17 - Spd 30 feet - Init +7

Although probably completely stupid as it may be I will play up. No guts no glory. Besides, *should* I die at least I didn't have tons of time into the PC lol

63386-6
Faction lodge
Perception & Initiative +7
day: 1d20 + 6 ⇒ (9) + 6 = 15

Sczarni

Stats:
  • 46+12/51 HP
  • AC: 15 (17 w/ shield), FF: 15, T: 9
  • F: +4, R +1, W+6
  • Per: +1, SM: +1
  • Can only see 60' Dvis
  • Init -1
  • Human Female Oracle of Bones 6

    Need to sort some sheets out, but I've got a few options. Feel free to browse my chars, just know Corb just leveled out of tier.

    Edit: Lack of Corbability decided it. I can switch to Xathalial if we need ranged desperately; he would need bumped to sixth.

    22357-3
    The Exchange
    Perception: +1 (60ft Darkvision only, -4 on contested checks that aren't nonvisual)
    Init: -1
    No dayjob

    Silver Crusade

    HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

    DM Beckett
    5,274-12
    Silver Crusade
    Day Job (Temple Heal): 1d20 + 7 ⇒ (4) + 7 = 11
    Perception (Continual Flame/Darkvision) +3
    Init +6

    -Posted with Wayfinder

    Scarab Sages

    Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

    PFS # 2205-3
    Day Job Profession (scribe): 1d20 + 14 ⇒ (16) + 14 = 30
    Initiative +1
    Perception (Darkvision 60ft) +3

    @Jasmine Halowell: The team boasts a lvl 6 oracle, a lvl 7 warpriest, a lvl 6 cleric, and a lvl 7 druid. Four different primary divine casters, I guess there's at least some healing spells to spare...

    Sczarni

    Stats:
  • 46+12/51 HP
  • AC: 15 (17 w/ shield), FF: 15, T: 9
  • F: +4, R +1, W+6
  • Per: +1, SM: +1
  • Can only see 60' Dvis
  • Init -1
  • Human Female Oracle of Bones 6
    Dhastrach Orisialis wrote:
    Four different primary divine casters, I guess there's at least some healing spells to spare...

    You may want to count that as 3, if you're looking for positive energy. I'm more about curses and (when morally available) putting the already-dead between us and them.

    -Posted with Wayfinder

    The Exchange

    Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

    I have a wand of cure light wounds if that's what you mean ;)

    I mostly use fire spells, which due to Glorious heat allows me to heal 1-4 hp here and there (and hand out an +1 morale bonus to hit) to one person..but that's more of a side effect.

    But we'll do out best to keep you alive if you do the same for us ;)

    Scarab Sages

    Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

    Dhastrach is the semi-wizard, boasting with a lot of valuable knowledge skills with the meager 2+int skill points.

    If I would have the opportunity to rebuild Dhastrach as a warpriest, I would. He was designed to be a melee cleric, and was rather good at that until the warpriest class came along and ruined *everything*. :)

    Oh, and I need to know now who's gonna be Dhastrach's AC buddy, because he likes to cast Shield Other.

    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
    Dhastrach Orisialis wrote:

    Dhastrach is the semi-wizard, boasting with a lot of valuable knowledge skills with the meager 2+int skill points.

    If I would have the opportunity to rebuild Dhastrach as a warpriest, I would. He was designed to be a melee cleric, and was rather good at that until the warpriest class came along and ruined *everything*. :)

    Oh, and I need to know now who's gonna be Dhastrach's AC buddy, because he likes to cast Shield Other.

    Might be a good idea to use Shield Other on Shel or Jasmine. Everyone else that might melee can heal themselves to some extent, looks like.

    Silver Crusade

    HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12
    Kris Gerntern wrote:
    Dhastrach Orisialis wrote:
    Four different primary divine casters, I guess there's at least some healing spells to spare...

    You may want to count that as 3, if you're looking for positive energy. I'm more about curses and (when morally available) putting the already-dead between us and them.

    -Posted with Wayfinder

    Im able, but not great at healing. That being said, if that is what the party needs I can do it.

    As for the necro part, assuming there is no blatantly evil stuff that any goodish person would be put off by, (child abuse, torture, killing and raising for fun, etc), I dont have a problem with it.

    @ Dhast, Im honestly not convinced Warpriest is a better battle Cleric, honestly.

    Sczarni

    Stats:
  • 46+12/51 HP
  • AC: 15 (17 w/ shield), FF: 15, T: 9
  • F: +4, R +1, W+6
  • Per: +1, SM: +1
  • Can only see 60' Dvis
  • Init -1
  • Human Female Oracle of Bones 6

    Coincidentally, when I ran You Have What You Hold I made a post about how Tymon shouldn't have what it has for sale from population limit (and promptly ignored it because the scenario said they could buy whatever was allowed by prestige.)

    @Necro: Ha, Kris is actually only likely to raise anyone who actually attacked her and maybe slavers; living as Geb chattel gave her a strange outlook. Everything on there is too evil, though apathy is a big part of her psyche. I think the evilest thing she's done was let a Shadow undead run away because it was semi-sentient. Everything that can think should have a chance to live and face its own consequences.

    -Posted with Wayfinder

    Scarab Sages

    Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

    @GM: I had forgotten to tell you about Dhastrach's fancy antiboon.

    Destiny of the Sands spoilers:

    Quote:
    Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.

    So essentially every night we sleep, Dhastrach rolls d100 (1-20 results in a nightmare) and then, if unlucky, rolls a will save with a bonus of +11 (+9 base, +2 vs. spells (it is as per)).

    1-20 is bad: 1d100 ⇒ 26 Nope

    TL;DR: No ill effects.

    Silver Crusade

    HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

    Also, before I forget, anyone need a free Continual Flame? I have it 1/Day. Save you 110 gp and it can be cast on anything.

    Sczarni

    Stats:
  • 46+12/51 HP
  • AC: 15 (17 w/ shield), FF: 15, T: 9
  • F: +4, R +1, W+6
  • Per: +1, SM: +1
  • Can only see 60' Dvis
  • Init -1
  • Human Female Oracle of Bones 6
    EndlessForms wrote:
    Meanwhile the three fey by the building ignore Shel and fire their bows at Kris! Sorry, only full human and they have favored enemy :)

    If I were an evil fae, I'd honestly shoot a blind lady even if she wasn't my favoured enemy. Legitimate post incoming soon®; regretting forgetting to cast False Life.

    -Posted with Wayfinder

    Scarab Sages

    Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

    Just to recap: Dhastrach has cast two spells that target each ally and have beneficial values.

    Protection from Evil, Communal, 1 minute duration.

    Spell description:
    This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

    First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

    Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

    Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

    Prayer 6 rounds duration. We've expended, what, two rounds of it now?

    Spell description:
    You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

    In essence:

    +2 deflection AC, +2 resistance save, +1 luck save, +1 luck skill, +1 luck attack, +1 luck weapon damage


    The Flaxseed Pathfinder Lodge

    I have found that people are more likely to remember atuff like that if you put a text box reminder somewhere on the map. I sometimes add them if the players don't but this combat has kept me busy enough with so much chaos going on!

    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 has a +2 Cloak, so PFE isn't going to help on her saves. But, I am going to remember the Prayer bonus from now on, doggone it!

    Scarab Sages

    Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

    I now did what you suggested, making a bigass text box with the relevant info AND with links to the spell descriptions.

    I did this because Kris "failed" his Will save although he didn't, because of the buffs.

    Man, I've been so productive!

    Sczarni

    Stats:
  • 46+12/51 HP
  • AC: 15 (17 w/ shield), FF: 15, T: 9
  • F: +4, R +1, W+6
  • Per: +1, SM: +1
  • Can only see 60' Dvis
  • Init -1
  • Human Female Oracle of Bones 6

    Almost; I can't benefit from Morale bonuses right now, because of Dragon Depression; did I miss any nonmorale save ones?

    Edit: Ah, prayer is Luck. Thought it was morale for some reason.

    -Posted with Wayfinder

    The Exchange

    Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

    Just to inform you, I will be traveling for work until late on Thursday, during which time I may or may not have access to the internet

    Scarab Sages

    Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

    A suggestion, if I may, Saint Germaine.

    Saint Germaine wrote:

    Because I'm moveing at 50% speed, I'll take a Double Move to start getting closer, and that's it. :(

    <I've just moved my mini>
    Hopefully, if I can charge, I should possibly hit for once.

    When you're unsure whether you can do an action, I personally advice to put said action under spoiler tags. This way the GM doesn't need to reassure the action nor do the rolls himself/herself. Something like this:

    If Saint Germaine can charge:

    Swift action: Fervor bull's strength
    +1 adamantine bastard sword, PA + prayer + charge + BS: 1d20 + 10 - 2 + 1 + 2 + 2 ⇒ (19) + 10 - 2 + 1 + 2 + 2 = 32
    Damage (slashing, magic, adamantine), prayer, PA, BS: 1d10 + 7 + 1 + 6 + 3 ⇒ (6) + 7 + 1 + 6 + 3 = 23

    Silver Crusade

    HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

    I actually couldn't charge at all as I started off around the corner. I was trying to set up a charge for next round, so I didn't want to move too close. I used Step Up in the previous round, hoping to follow the Fey, but I ended up somewhere else. So my last round should have been a double move to get where I ended up. No worries. Wrap up was fine.


    The Flaxseed Pathfinder Lodge

    Oh sorry, I misunderstood. It's fine though, I was going to call it soon after a couple more fell anyways just to move things along. Fun fight though! I was hoping more of you would risk the portals....

    Silver Crusade

    HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

    I wanted to, but I was really torn between feeling I should attack (to defend the others) or having a little fun. It also really didn't help that I rolled so poorly every single attack, which is actually pretty consistent with the character so far in online games. I really hate the online dice roller.


    The Flaxseed Pathfinder Lodge

    *cough*cough*Pai should try it. Gnomes are connected to the First World after all, she might be better at it....

    Silver Crusade

    HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

    Grabs Pai by the shoulders, "I've heard there are rules about "tossin" a Dwarf. But, Gnomes?"

    Time for a bit of Gnome-Bowling.

    :P

    Wrong PC. :P Did you mean Shel or Ash? I do kind of miss Pai, though.

    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

    Pai would have loved to investigate those teleporters. She still considers herself the first
    Gnome to ever explore the Whatchamacallit Tapestry! She'd have loved to be the first through one of these!


    The Flaxseed Pathfinder Lodge

    Yes, I meant Ash. Pai is in my other game. Getting my gnomes mixed up....

    Scarab Sages

    Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

    Seriously though, all ability checks are probably the dumbest checks in the whole game. What are the odds, if reality is taken place, that a weak wizard manages to crush down a door requiring a DC 20 while the olympian superstrong rolls a total of 5, meaning he couldn't push down a log?

    In a game of heroes and magic, ability checks only make everything comical.


    The Flaxseed Pathfinder Lodge

    You make a good point but:

    Dhastrach Orisialis wrote:
    In a game of heroes and magic, ability checks only make everything comical.

    Sometimes this makes it worth the trouble, haha.

    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

    Meanwhile Shel is currently banging her head on the locked window out of frustration.

    Shadow Lodge

    ||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
    EndlessForms wrote:

    You make a good point but:

    Dhastrach Orisialis wrote:
    In a game of heroes and magic, ability checks only make everything comical.
    Sometimes this makes it worth the trouble, haha.

    They do make a certain degree of sense, depending on how you look at it. Everything has a weak spot, so it could make sense that a low Strength Wizard, using more brain then brawn and a good deal of luck could break something that a high strength Barbarian just failed to do. But that should not be that common.

    A really good supplement to this general rule might be that (outside of combat maybe) you simply add # to your Str SCORE and if that's good, you simply auto succeed, if not, you need to roll and a high roll might mean you find good leverage, use additional tools, or the like.

    Now, I just pulled some numbers out of nowhere, so that might not actually make a good example, but if # = 0 or # = 5, that seems like it should be fairly realistic. An 18 Str +5 character could break a strong wooden door, while an 18 Str +0 one would need to roll, but likely be able to. Everyone 16 Str or less would need a Nat 20 or some tools to pull it off, which plays into the "there is always a chance" idea.

    Silver Crusade

    HP: 82/82 || AC: 23, FF: 22, T: 11, CMD: 20 || F:+8, R:+4, W:+11 || 30ft Move, Init +5, Perc +5 (darkvision, Auto Dispel Darkness of 4th or lower) || Common (Taldan) & Celestial, LG Male Archon-Blooded Aasimar Warpriest 9.0 PFS 5,274-21, Bastard Sword: +11/+6, 1d10+7 19x2, <PA +9/4, 2d10+13> , 5,274-12

    Hey everyone. I am in the military and just found out today that I am going out to the field for training tomorrow night until the 22nd. I apologize, I just found out today.

    I do not know if I will have any internet access (on my phone), and if I do, I will make every effort to post and check in. But I honestly do not know if I will or not until I get there. Again, I apologize.

    Please bot me as needed and if I am able I'll post when I can.


    The Flaxseed Pathfinder Lodge

    No problem! Good luck and thanks for letting us know.

    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

    I think the boons from this scenario are pretty darn cool. This is one of my favorites I've been through recently.

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