GM mechaPoet's PbP Gameday 2: The Confirmation (Inactive)

Game Master mechaPoet

Combat Maps

Skeletons!


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Grand Lodge

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Male Human Bard 1
Stats:
Init: +1; Perception: +4; AC 16; touch 12; flat-footed 14; HP 10/12; CMD 14/CMB +3; Fort +1, Ref +2, Will 0; Performances: 6/7

Izotu Hyr will sing of Vogma's ferocity like she was the fearsome bullete of the Whistling Plains. He responds and bows deeply.

Dark Archive

Female Half-Orc Fighter 1

Vogma takes a swig of wine, then smiles at Izotu Hyr with a broad, jagged grin as she holds out the half-full bottle.

"Ha! Very good, very good, I like old man very much. You thirsty? Here, drink."

Waving the bottle toward her other soon-to-be companions, the sweaty-smelling half-orc extends the same courtesy to them.

"You thirsty, devil-man?" Angel-lady? Girl? Elf-face? Good wine here, yup. Drink."

Dark Archive

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Human (Kellid) Witch 5
Spoiler:
HPs 20/20 AC:12,T12,FF10, Fort +3, Ref +3, Will +4 (+7vsDemons) Init+6 Perception +4

Bobbette goes quickly to get some more supplies, as she looks back she glares at the large half-orc woman, Her mind whirls as she thinks to herself, She seems too consumed with violence, she may pick a fight to far. She suddenly turns, "Anyone else?..."

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

"I'll go with you," Aryn says, and follows Bobbette. Once they're at the stores Aryn, sells a silk rope (lv1: full price of 10gp refunded) buys a potion of Shield of Faith (50gp) and a potion of Cure Light Wounds (50gp).

Liberty's Edge

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Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

No, thank you. Culsar declines the offer of drink as he already had enough to satisfy him this day. We should prepare for our journey.

Dark Archive

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Male Half-Elf Archer 1 | 6/11 hp | AC 13 t12 ff11 | F3 R2 W6 | Init +2 | Percep +6 LLV

I will accompany you as well ladies, if you don't mind.

Attilio has no shopping to do, he just wants to be away from the crude orc.

Dark Archive

Female Half-Orc Fighter 1

Vogma heard the concerns about swarms, but it sounds to her as if people have got alchemists' fire covered. She's ready to go as soon as folks have made their purchases.


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Out of Anarchy Map

Janira seems a bit shocked by Vogma's introduction as well, but recovers her excitable smile quickly. "Good to have you with us, Vogma!" she greets, digging around in her own pack. She pulls out some more paper and writing supplies, and hands them off to the half-orc. "Now, if there's nothing else, let's head out! Those of you who wish to make purchases, meet us at the west gate soon. We'll be walking the whole way, and daylight is precious!"

Once the party is ready, Janira leads them out through the city, heading west. Once the supplies are bought, they set off across the Cairnlands on a well-worn path toward Diobel. The trek provides a great opportunity for Janira to talk with her Initiates about Master Shaine's lessons on the history of Absalom. The journey is largely uneventful, but Janira points out landmarks such as ruined siege towers, distant mountains, and distinct flora and fauna. She also catches Vogma up on the mission briefing, if she hadn't heard it in the Pig's Paunch, and encourages the woman to tell the group a little more about herself, other than her mightiness. Once the sun goes down, Janira has everyone help with setting up camp.

With this rest, you all will have a chance to rest, and spell casters will be able to prepare whatever they feel will be necessary in the morning. Please post whatever spells you wish to prepare in the morning; also, anyone in medium or heavier armor will have to remove it if they don't wish to be fatigued in the morning.

Dark Archive

Human (Kellid) Witch 5
Spoiler:
HPs 20/20 AC:12,T12,FF10, Fort +3, Ref +3, Will +4 (+7vsDemons) Init+6 Perception +4

"I've heard it said that a good general always keeps watch at night as well as the day. Do we need to keep watch this night as well? If so do we have a specific order. i know I don't see in the dark and have difficulty seeing in the twilight too." says Bobbette, remembering he times with the Chelaxian armies.


Out of Anarchy Map

We'll hand-wave the watch for the night--there are no night encounters at this point, so we can just say it happened and the night passes uneventfully.

Grand Lodge

Male Human Bard 1
Stats:
Init: +1; Perception: +4; AC 16; touch 12; flat-footed 14; HP 10/12; CMD 14/CMB +3; Fort +1, Ref +2, Will 0; Performances: 6/7

Izotu Hyr listens intently to the hafling's stories of the land and of it's the past. His mind drifts to the great battles fought and the fallen souls buried that must occupy the hills.

He stays quiet as they set camp. As the sun sets, turning the evening sky into a blaze of red and then fading into violet, Izotu Hyr sits motionless near the campfire. He appears to be in deep contemplation as he begins to sing softly with no other accompaniment except that of the night sounds.

.....

Ah he yeh te oh yeh
Wah yeh eh te oh yeh

Ah he yeh te oh yeh
No wah yeh eh te oh yeh...

Performace(Sing): 1d20 + 7 ⇒ (8) + 7 = 15

Dark Archive

Female Half-Orc Fighter 1

In response to Janira's inquiries during the journey, Vogma mentions that she's a gladiator by trade and has been fighting for audiences since she was a child. Her orcish accent seems slightly less pronounced than it did back at the tavern. Vogma is happy to take night shifts on guard, citing her darkvision as to why she's a wise choice.

Dark Archive

Female Half-Orc Fighter 1

As Izotu sings, Vogma listens appreciatively for awhile before she rises to her feet and strikes a dancer 's pose. Then, as the bard continues in his sweet voice, the 300 lb half-orc begins a slow, seductive dance.

Perform, Dance: 1d20 + 0 ⇒ (19) + 0 = 19

Grand Lodge

1 person marked this as a favorite.
Male Human Bard 1
Stats:
Init: +1; Perception: +4; AC 16; touch 12; flat-footed 14; HP 10/12; CMD 14/CMB +3; Fort +1, Ref +2, Will 0; Performances: 6/7

Izotu Hyr quietly finishes his song. He briefly watches the dancing half-orc through the flames of the campfire and chuckles softly as he rolls over on his bedroll.

Dark Archive

1 person marked this as a favorite.
Human (Kellid) Witch 5
Spoiler:
HPs 20/20 AC:12,T12,FF10, Fort +3, Ref +3, Will +4 (+7vsDemons) Init+6 Perception +4

Bobbette closes her eyes and looks away as the half-orc dances. She shakes her head wondering Watch her, is she a demon in disguise, it has been known... She goes to sleep uneasily with the half-orc near-by.

Dark Archive

Male Half-Elf Archer 1 | 6/11 hp | AC 13 t12 ff11 | F3 R2 W6 | Init +2 | Percep +6 LLV

A very interesting style of music Izotu. Perhaps tomorrow you can tell me about it.


Out of Anarchy Map

As the party progresses deeper into the forest, the trees towering overhead begin to shield most of what remains of the day’s sun and the vegetation beneath grows denser. Janira pauses a moment and pulls out an intricate silver compass emblazoned with the Pathfinder Society logo: the Glyph of the Open Road. “I received this wayfinder when I successfully completed my Confirmation. Should we be successful on our journey, you will get your own as well.” She flips open the device and holds it in front of her; the initials J. L. are engraved into the inside of the device’s lid.

After studying the compass inside for a moment, she remarks, “We’re on the right path. We need to keep heading northwest past those large rocks up ahead.” Most of the trees in this section of the forest have trunks that are too big for any creatures to share their space. Sporadic patches of light undergrowth provide areas for creatures to hide while restricting movement for those passing through. A large rock outcropping to the east rises nearly 20 feet above the forest floor, and a small sinkhole to the northeast drops off sharply, descending to the ground 10 feet below.

GM Roll:
1d6 ⇒ 2

Suddenly, a loud creaking fills the air. A large tree comes crashing down near the expedition, sending a crashing shudder through the air and ground. The crash is met with another sound: a low buzzing that fills the air to the east. From a cluster of trees to the east, a black cloud of insects descends; Janira shouts out, "Kortos Mosquito swarm! Get ready!"

Janira starts an inspiring tale: “And it was Selmius Foster’s race against a marid and efreeti on the isle of Jalmeray, which taught us that nothing is truly impossible and every situation can end in victory!” Then then reaches into her pack and draws out a flask of alchemist's fire.
Inspire Courage for +1 competence bonus to attack and damage for all PCs.

-----

Initiative!
Swarm: 1d20 + 1 ⇒ (5) + 1 = 6
Janira: 1d20 + 6 ⇒ (20) + 6 = 26
Aryn: 1d20 + 6 ⇒ (7) + 6 = 13
Attilio: 1d20 + 2 ⇒ (16) + 2 = 18
Bobette: 1d20 + 6 ⇒ (13) + 6 = 19
Culsar: 1d20 + 3 ⇒ (5) + 3 = 8
Izotu: 1d20 + 1 ⇒ (2) + 1 = 3
Vogma: 1d20 + 7 ⇒ (15) + 7 = 22
(Familiars will go on their master's turns)

1. Janira, Vogma, Bobbette, Attilio, Aryn, Culsar are up!
2. Swarm
3. Izotu

Effects: Inspire Courage (+1 atk and damage)

A link to the battle map is at the top of the campaign info. I will add in everyone's icons shortly, then the PCs can go in any order (except Izotu, who goes after the swarm--sorry, Izotu).

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Hmm, can a swarm be misfortuned? I never thought to ask.


Out of Anarchy Map

No, unfortunately: "A swarm is immune to any spell or effect that targets a specific number of creatures." The misfortune hex specifies that it affects "a creature," and there are roughly 5,000 mosquitos in this swarm.

Map is now up and updated with icons.

"I don't think blades and arrows will be much help here," Janira calls over the buzzing. "Someone take this flask, and set those bugs ablaze!"

Janira has retrieved the alchemist's fire already, so anyone who needs it can get it from her as a free action.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar will grab the flask, move to the east and fling it toward the swarm! Aiming to the lower left square, the closest one.

Fling!: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5 for Direct Hit: 1d6 ⇒ 6

Pretty sure that missed the forest but I'm not sure if I'm aiming for the creature on the square in this case. Direction if missed: 1d8 ⇒ 5 That might be 1 point of splash damage.


Out of Anarchy Map

Actually, because of the way I counted splash misses, it doesn't hit the square you were aiming for, but it does hit another square in its space (it is a 10x10x10 cube, by the way.

Culsar flings the flask into the mass of bugs, and although he overshoots his aim, it still sails deep enough into the swarm to explode and vaporize a hefty portion of mosquitos, which fall charred to the ground.

Swarm damage taken: (6+1)*1.5 = 10

Dark Archive

Human (Kellid) Witch 5
Spoiler:
HPs 20/20 AC:12,T12,FF10, Fort +3, Ref +3, Will +4 (+7vsDemons) Init+6 Perception +4

Bobbete takes both her flasks out of her backpack and moves forward ready to throw one at the swarm, the other she holds out for someone else to use.

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Aryn moves just past Bobette and takes the flask of Alchemist's Fire she holds out. "Fire in the hole!"

Throw, 2nd range increment: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13 Damage: 1d6 ⇒ 5


Out of Anarchy Map

I'm assuming that you're targeting the closest square of the swarm to Aryn, i.e. the southwest corner of it.

Aryn tosses the vial, but it goes a little wide...
1d8 ⇒ 5 1 = left of the square, then clockwise with higher numbers.
It passes through the wider-spaced bugs at the front of the swarm, and lands with a crash and a gout of flame towards their back ranks. As another couple thousand of mosquitos are consumed in the fiery blast, the swarm dissolves, as the remaining ones scatter into the trees.

Janira laughs with joy and claps in victory and applause. "Congratulations on your first victory together!" she praises, beaming at the Initiates. "I'm sure this is only the first of many, as long as you keep up that kind of teamwork and cooperation!"

Once she ascertains that no one is hurt, she tightens the straps on her pack and prepares to set off again. "There's no time to rest on our laurels, here, unfortunately. We ought to get going if we want to reach the cave before dusk. The Gillmen won't wait for us, you know."

As the group continues to travel through the wilderness, they find trails blocked by fallen objects, shortcuts overgrown, and other minor delays that cost them precious daylight. Hopefully one of them is a decent wilderness navigator...

Make a Survival check to avoid delay.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Survival Aid Another, unless we all need to make one: 1d20 ⇒ 9


Out of Anarchy Map

Nope, I just need one of you to succeed. I, uh, I guess no one here has much of a reason to have a particularly high wisdom modifier, eh?

Dark Archive

Male Half-Elf Archer 1 | 6/11 hp | AC 13 t12 ff11 | F3 R2 W6 | Init +2 | Percep +6 LLV
GM mechaPoet wrote:
Nope, I just need one of you to succeed. I, uh, I guess no one here has much of a reason to have a particularly high wisdom modifier, eh?

It's actually my primary stat. Unfortunately, I don't have survival trained.

Survival: 1d20 + 4 ⇒ (6) + 4 = 10

And also, the dice roller hates me.

Grand Lodge

Male Human Bard 1
Stats:
Init: +1; Perception: +4; AC 16; touch 12; flat-footed 14; HP 10/12; CMD 14/CMB +3; Fort +1, Ref +2, Will 0; Performances: 6/7

Survival Untrained: 1d20 ⇒ 12

Dark Archive

Female Half-Orc Fighter 1

Survival: 1d20 + 0 ⇒ (18) + 0 = 18

Dark Archive

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Human (Kellid) Witch 5
Spoiler:
HPs 20/20 AC:12,T12,FF10, Fort +3, Ref +3, Will +4 (+7vsDemons) Init+6 Perception +4

Survival 1d20 + 1 ⇒ (16) + 1 = 17 aid another

Dark Archive

Human (Kellid) Witch 5
Spoiler:
HPs 20/20 AC:12,T12,FF10, Fort +3, Ref +3, Will +4 (+7vsDemons) Init+6 Perception +4

Bobbette:

1 x Alchemists Fire

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Survival, Aid Vogma: 1d20 - 2 ⇒ (1) - 2 = -1 Yup, my aid will save the day.


Out of Anarchy Map

Vogma is able to navigate through the wilds, cutting through thick underbrush where needed and blazing a trail straight to the Kortos Mounts.

The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead.

“Here! The cave entrance is behind those vines,” Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface.

“This is where I saw the gillmen enter.”

As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth.

The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group.

Janira screams, “A minotaur! There’s little chance we can stand against it. Take this bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!” She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.

Dark Archive

Male Half-Elf Archer 1 | 6/11 hp | AC 13 t12 ff11 | F3 R2 W6 | Init +2 | Percep +6 LLV

Huh. I would not have expected such a brave sacrifice from most people. Let's get ourselves safely inside so that she doesn't die in vain.

Dark Archive

Human (Kellid) Witch 5
Spoiler:
HPs 20/20 AC:12,T12,FF10, Fort +3, Ref +3, Will +4 (+7vsDemons) Init+6 Perception +4

"Let's heed her words." says Bobbette as she moves quickly into the caves. As the caves darken she casts a spell to aid her sight as two balls of light circle above her.

Casts dancing lights..

Dark Archive

Female Half-Orc Fighter 1

Vogma, being lawful, follows Janira's direction and enters the cave.

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

It pains Aryn to see Janette run off toward the minotaur, but she does as told and follows the others inside the cave.

"Take care!" Aryn calls out to the halfing, "Please return to us!"

Grand Lodge

Male Human Bard 1
Stats:
Init: +1; Perception: +4; AC 16; touch 12; flat-footed 14; HP 10/12; CMD 14/CMB +3; Fort +1, Ref +2, Will 0; Performances: 6/7

Run like the wind, Janira! Izotu says as he heads to the cave entrance.


Out of Anarchy Map

I feel like 5/6 is a pretty good vote for going in the cave, so I'll just assume that Culsar follows (not that he's taking too long or anything, I just want to get the scenario moving!).

As the group ducks behind the concealing vines, the last anyone sees of Janira is the minotaur chasing after her through the trees, fighting its way through the dense undergrowth as she calls out to it in Giant. Soon the cacophony of the chase fades and the sounds of the forest slowly return to normal. The cave is five feet wide and extends at least twenty feet into the rock before broadening into a wider tunnel.

Janira's bag is full of useful gear, all helpfully labeled.

Contents of Janira's Bag:
Potion of barkskin, potions of cure light wounds (2), potion of feather step, potion of vanish, scroll of entangle, scroll of gust of wind, scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges), acid, alchemist’s fire, holy water, smokestick, tanglefoot bag, thunderstone, antitoxin, sunrods (2).

There are, in total, 21 items here; some are more team-oriented than others, and some are only usable by certain characters. So feel free to claim up to three (3) items.

Scrolls:
Just a review of how scrolls work:

-They're labeled, but you still need to decipher the writing. This can be done with the read magic spell, a DC 20 + spell level spellcraft check, or a DC 25 + spell level use magic device check.
-Once deciphered, you can activate the scroll. If the spell isn't on your spell list, you'll need a use magic device check.
-For the Mage Armor scroll that's at CL 6, you'll need a DC 7 caster level check. If you fail that, it's a DC 5 wisdom check to avoid a scroll mishap. But that probably won't happen. But it could. It almost happened to my character who's playing in this, before we realized she couldn't decipher it.

Grand Lodge

Male Human Bard 1
Stats:
Init: +1; Perception: +4; AC 16; touch 12; flat-footed 14; HP 10/12; CMD 14/CMB +3; Fort +1, Ref +2, Will 0; Performances: 6/7

Interesting selection of scrolls/wands for a bard...

Izotu Hyr will hold this wand that assists the injured, smokestick and the tanglefoot bag. We may find them useful. He says as he flips through the scrolls. Izotu Hyr can use an old incantation to decipher these scrolls, but the magic within are little use to Izotu Hyr.

GMm, will you allow me to cast Read Magic and decipher the scrolls for someone that can use them?

Dark Archive

Female Half-Orc Fighter 1

Vogma grabs a cure light wounds potion, holy water, and a smoke stick.

Dark Archive

Male Half-Elf Archer 1 | 6/11 hp | AC 13 t12 ff11 | F3 R2 W6 | Init +2 | Percep +6 LLV

Then I will carry the acid, the alchemist's fire and the thunderstone.


Out of Anarchy Map

Unfortunately, read magic is restricted to the caster, so you can't decipher scrolls for someone else. And since this is a PFS scenario, I'm sticking to RAW as much as I can. As far as her selection goes, she's got a pretty decent UMD score, not to mention I think she picked up a lot of this with the intent of giving things to all of you to help with your Confirmation.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar darts into the cave without a moment's notice. He wants no part of what that creature is bringing. He would like the wand of Burning Hands as well.


Out of Anarchy Map

Feel free to still claim things from the bag, just moving to the next part of the scenario.

The cave stretches deep into foothills of the Kortos Mounts. The tunnel varies from three- to ten-feet wide, but usually allows a spacious single-file walk. The caves are damp; water drips from stalactites and there is a distant rushing of underground streams audible as the Initiates progress. The caves’ walls are patterned with blue-green luminescent fungi that provide dim light. Petroglyphs—most depicting marine animals or spiral shapes—periodically decorate the tunnels’ walls, becoming increasingly frequent as one delves deeper into the caverns. The rough surface of the carvings provides a natural platform for the fungi, causing it to grow thicker and making the carvings glow slightly brighter than their surroundings.

GM Rolls:
1d6 ⇒ 6

The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large 10-foot-square hole spans the cave’s width and stretches ten feet down. At the bottom of the pit lies a small bundle of cloth amid a number of jagged metal spikes that cover the entire bottom of the pit.

DC 10 Knowledge checks can be made untrained

DC 10 Survival or Kn (Dungeoneering):
This pit was artificially created.

DC 15 Survival or Kn (Dungeoneering):
In addition to being artificial, this pit is at least a year old.

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Aryn takes the potion of barkskin, a potion of cure light wounds, and the potion of vanish before moving on.

Survival: 1d20 - 2 ⇒ (5) - 2 = 3

"Whoa, that's a big pit..." Aryn takes her time removing her breastplate, and ties it to her backpack with her silk rope.

This should make jumping easier.

First taking a few steps back Aryn runs toward the hole, and leaps over it.

Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18

Once on the other side Aryn unties and dons her breastplate. "Is there a place you could tie this up to on your side?" Aryn asks, and looks for such a place on her own side. If she finds such a place, she ties one end of the rope to it.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

"If anyone feels more secure climbing than jumping, here's the other end of the rope. Even if you can't tie it up on your side, you should be able to tie it to yourself. Hopefully it'll prevent you from ending up in those spikes, if you happen to fall." Aryn tosses the rope to the other side of the hole. If anyone ties it to himself Aryn will stand ready to pull them up, if they happen to fall.

Using a ranged attack roll for the toss?: 1d20 + 3 ⇒ (8) + 3 = 11

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar simply runs up and jumps over the pit to join Aryn on the other side. Take 10 for 13 to make the leap.

Grand Lodge

Male Human Bard 1
Stats:
Init: +1; Perception: +4; AC 16; touch 12; flat-footed 14; HP 10/12; CMD 14/CMB +3; Fort +1, Ref +2, Will 0; Performances: 6/7

Izotu walks up to the pit and looks around.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Knowledge(Dungeon): 1d20 + 2 ⇒ (19) + 2 = 21

Hmmm...This pit was made by someone, but it looks as if it was done sometime ago.

The old man takes a few steps back and then leaps into the air.

Acrobatics: 1d20 + 4 ⇒ (9) + 4 = 13

Dark Archive

Female Half-Orc Fighter 1

Vogma takes a running leap. Can she propel her 300 lb bulk far enough to clear the pit?

"Gangway!"

Acrobatics: 1d20 + 3 ⇒ (3) + 3 = 6

If Vogma fails to make the leap, here's her roll to grab hold of the other side having missed the jump.

Reflex: 1d20 + 3 ⇒ (5) + 3 = 8

If she falls, here's her roll to soften the fall.

Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19


Out of Anarchy Map

Unfortunately, you can't attempt to soften the landing unless you're purposefully jumping down--not when you fail to clear a vertical pit.

Aryn leaps over the pit and throws a rope to the other side. The pit isn't quite deep enough to allow anyone to swing across on the rope without hitting the spikes on the far edge of the pit, but it could possibly help with aiding someone's jump, if they're pulled while leaping.

Three of the initiates ignore the rope, though; first Culsar clears the jump, followed by Izotu. The slippery ground makes it difficult, but they just barely make it to the other side. Because of the wet ground, Acrobatic checks are 2 harder than usual. Vogma takes a run at the edge, but slips a bit and doesn't quite get enough air.

Falling damage: 1d6 ⇒ 4
Spikes: 1d4 ⇒ 3
Spike attack: 1d20 + 10 ⇒ (11) + 10 = 21
Spike attack: 1d20 + 10 ⇒ (3) + 10 = 13
Spike attack: 1d20 + 10 ⇒ (15) + 10 = 25
Spike damage (2): 2d4 + 2 ⇒ (4, 4) + 2 = 10
Total damage: 14

Vogma lands hard in the pit, getting caught on two of the large spikes and narrowly avoiding being impaled by a third. She's breathing, but not moving, and dark blood starts to pool under her.

I'll take actions before Vogma has to start making checks to stabilize.

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