GM Pathmaker's "The Confirmation" (Inactive)

Game Master Pathmaker

***Map B5***


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Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

As Ragnar looks to each direction and matter-of-factly says "Zombies," Dieb executes a classic "Duck-in-the-Pond" maneuver.
He retreats to the rear of the cave and prepares to saturate the bottle-neck with deadly force.
"Come back here, good Ragnar, and join me in a unified front so we might eradicate such unliving pests at leisure."

OOC: Move action back, and Ready Action: cast Acid Splash at the first zombie that appears.

Ugh, and why I took Light instead of Disrupt Undead I'll never know! You must excuse me I'm...I'm not that bright.

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Ragnar moves back to beside Deib ready to beat down on Zombie

Can I ready my action and attack in melee, i'm unsure of that rule, if so I do that


Ragnar Pathclearer wrote:


Ragnar moves back to beside Deib ready to beat down on Zombie

Can I ready my action and attack in melee, i'm unsure of that rule, if so I do that

Remember to move your icon. Yes, you can move back and wait for zombie to come in range, then attack with readied action. You would just roll it in advance.


Ragnar backs up and trades blows in the bottlenecked cave against the advancing dead.

bite: 1d20 + 4 ⇒ (17) + 4 = 21 >>damage: 1d6 + 4 ⇒ (3) + 4 = 7 hit!

Deib and Ragnar?

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Ragnar grasps his sword in two and attacks the zombie

Attack Longsword 2 Handed: 1d20 + 3 ⇒ (7) + 3 = 10
Damage Longsword: 1d8 + 3 ⇒ (8) + 3 = 11

I'll leave you to move the Zombie or me if i've moved incorrectly


I moved you back; if your intent was to back up and attack when they came in, thats as far as you can go, else they wont be in range.

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

All good except I missed and they didn't. .gah mummy rot..


Ragnar's swing goes wide, as the lead zombie takes a big bite out of his neck.

[All PCs UP!]

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Ragnar takes a 5 foot step back out of the Zombies threat range and then moves back to beside Dieb.. all the while clutching his injury and bleeding...

He then prepares to attack any zombie that moves up to him Ready Action - Standard left

Ragnar Longsword Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Longsword Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Gah! I'm getting left behind. =)

Arcing sigils. Death and Acid.

Ranged touch attack nearest zombie: 1d20 + 2 ⇒ (15) + 2 = 17

Acid damage: 1d3 ⇒ 3

To da face! =D

Grand Lodge

HP: 21/21 | AC:16 | T:10 | FF:16 | CMD:15| Fort:+5 | Ref:+1 | Will:-1 | Init: +0 | Perc: +3 | Sense Motive: +4 Human (Mwangi/Tian-Min mix) Samurai (Sword Saint) Ronin 2

Digger draws his naginata daintily and strikes at the nearest zombie as well. attack: 1d20 + 6 ⇒ (20) + 6 = 26damage: 1d8 + 4 ⇒ (1) + 4 = 5 crit confirmation: 1d20 + 6 ⇒ (20) + 6 = 26crit damage: 3d8 + 12 ⇒ (4, 5, 5) + 12 = 26WOOHOO!

"Hells have no fury like a woman's weapon scorned," he deadpans.

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Brains!! Woo! Hoo! shouts Ragnar


Ragnar: you stated 5' move but moved 10', this would provoke AoO; or you can Withdraw and not provoke but can't attack.

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

i'll break it down better next time, I said 5 foot step "then" move to beside Dieb

Action 1 - 5 foot step back (now out of Aoo range of Zombie)
Action 2 Move Action - Move beside Dieb
Action 3 Delay til after Zombies Init
Attack Zombie if it engages me

If I got it wrong all good, i'll just do a 5 foot step back in front of Dieb and delay to attack if a zombie moves up to me


Ah ok. You can't do a 5' step AND move AND attack. It's a 5' step with a full-round action OR a move and attack.

Dieb melts a part of the lead zombie's face off, as Digger runs in from nowhere and slices the deader in half. Ragnar backs up and waits for the second to come in, then takes left arms off. It slams the fighter with the remaining arm.

1d20 + 4 ⇒ (7) + 4 = 11 >>damage: 1d6 + 4 ⇒ (2) + 4 = 6 miss

[1 AoO for Digger, then all PCs UP]

Grand Lodge

HP: 21/21 | AC:16 | T:10 | FF:16 | CMD:15| Fort:+5 | Ref:+1 | Will:-1 | Init: +0 | Perc: +3 | Sense Motive: +4 Human (Mwangi/Tian-Min mix) Samurai (Sword Saint) Ronin 2

aoo: 1d20 + 6 ⇒ (5) + 6 = 11damage: 1d8 + 4 ⇒ (8) + 4 = 12Digger misses this time.

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Fuzzfoot takes a shot with his crossbow at the zombie.

Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 ⇒ 3

Grand Lodge

HP: 21/21 | AC:16 | T:10 | FF:16 | CMD:15| Fort:+5 | Ref:+1 | Will:-1 | Init: +0 | Perc: +3 | Sense Motive: +4 Human (Mwangi/Tian-Min mix) Samurai (Sword Saint) Ronin 2

"Cmon, ylittle," Digger mutters as he steps back and attacks the second zombie. attack: 1d20 + 6 ⇒ (12) + 6 = 18damage: 1d8 + 4 ⇒ (1) + 4 = 5


Fuzzfoot puts a bolt into it's side as Digger takes it down with his polearm.

combat over

-Posted with Wayfinder

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Brains!!! Whew! I think it's time for this healing potion says Ragnar.

cure light potion: 1d8 + 1 ⇒ (6) + 1 = 7

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

"Good job, Team. Good job all around!

Dieb searches the bodies, then pokes his head inside the room they were just in. If no more zombies start eating his face, he searches the dhampir.


Turning over the dead dhampir reveals a journal that details plans to start an army of undead made from the “fish people” who have been frequenting this cave. Apparently his creations had turned on him despite his protective gear. There are no other exits from this cavern.

bracers of armor +1, a ring of protection +1

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Dieb discusses the implications of the journal with the rest of the party, and the puts in his backpack so it can be given to the organization later.

He adds, "Friends, we have a find here of some importance. This will please them to see such a thing, but it speaks not to the activities of the gillmen at large. We must needs continue digging afore we return.
So, too, I hate to appear under the influence of avarice in asking to keep the bracers, but it appears I am the only one without other panoply to protect me. But here, someone please take this ring and use it in health."

Dieb puts on the bracers and holds the ring out for someone to take.

That done, he adds, "Before we return and take the other fork, let us take a moment's pause and make sure this room holds no further secrets."

Dieb gives the room a general examination.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13


Dieb's AC is pretty horrible.

The rough walls would make anything concealed difficult to find. At a quick look there appears to be nothing else of note in this place.

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

"Then let us sally forth and see what awaits us along the other path."

Hmmmm, who will take it? The short one with the hairy feet? The human warrior seeking to prove his quality? Or the surly man with the big axe-like blade? Who will take The Ring? =-D

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

how does treasure generally get divided in pfs? Players take stuff as we go and then whatever they want to keep at the end is taken from their share of the total?

Ragnar look around the room as well and then waits for party consensus on the ring.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12


PC deathmatch, winner takes all

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Darn it, I just used my healing potion... damn zombies

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

One way to do is that, after the module is done, the value of stuff is added up, and whoever has more in magic items takes that much less in gold. For instance, if ever *cough* the jewels on the *hack* miniature city were *wheeze* taken by us *cough* then, the rest of the party would probably get those, and Dieb would not, in recompense for him taking items. i.e. if there are 4 people, and there is a magic item worth 1000, and 2400 in gp, then one person gets the item, and the other 3 split the money.
Oh, and _then_ there's a deathmatch, winner take all. I should probably mention that, huh?

As the others debate the philosophical and economic implications of take the one Ring, Dieb hands it to Ragnar, and follows him to the fork of the cavern.

I do not wish the gillman priest ill," he says, "but we must needs press on, and thusly cross his path, as no other route seems available to us."


Haha, Ragnar. Although incorrect, thanks for the answer Dieb. PFS Organized Play rules is very lengthy and specific on treasure; you should download the free pdf and read for yourself.

Simplified: Any items the PCs find during the adventure may be used by them for the rest of the adventure, no PC can permanently add it to their PC sheet. Found items gets listed on the Chronicle, if a PC has enough money to buy it, they can; it is available for each character.

Any monetary items, like gems or gold found is just 'narrative fluff'. Each encounter in a scenario has a gold value, if you win or fail the encounter, it gets totaled and given on the Chronicle.

If they use any monetary items, like gems or gold to pay for spells, bribes, etc. you have to track that gold value and deduct it from the gold given at the end of the encounter.


You return to the main cavern to discover that Uori is no longer there; the only thing remaining is the diorama of Absalom.

[Map]

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

"These poor gillman are being forced into an army, and now they think it is us. We should try to communicate with them further.

Can anyone breathe underwater?"


The clear water pool is only waist high, the diorama rises six feet out of the center.

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

"It appears there is nothing more of import here. Shall we continue?"

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Ragnar puts on the ring.

Ragnar has a quick look at the diorama to see see if he can discern anything from it.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

"We probably want to note down the specifics of this diorama on paper, it's probably some sort of map or at least shows ancient buildings"


The soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west.

Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it.

Beyond of what you already know, there is nothing else of note in this area.

PCs?

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Dieb assists Ragnar in his scetch of the small city, pointing out points of interest or details he may have missed.

Dieb casts Detect Magic on the whole thing, just in case.

If nothing else of interest shows up, Dieb suggests that they take the other passage, and follows the ranger out.

Oh! Lolz! And Faramir was a ranger. ha!


(Dieb make a Kn Arcana check)

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

I'm no Ranger.. I'd have heaps more skills if I was a Ranger

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Oh, sorry. It's just that your pic looks like a ranger. A ranger named Dennis. Of course I didn't know you were called Dennis.

1d20 + 4 ⇒ (8) + 4 = 12

Ugh. Never enough skill points.


Dieb determines that the model city radiates with divine magic although cannot make any more sense of the diorama.

Taking the western passage... The persistent glow of the bluish fungi dimly lights the way deeper below the Kortos Mounts. The tunnels broaden to reveal a shallow river that bisects an immense tunnel stretching to the north and south. To the east a small passage exits the chamber at a steep incline. But standing between you and it is a small party of mites with a giant centipede crawling along with them like a pet. Upon seeing your party, they point out in alarm and start jabbering.


Dig: 1d20 + 0 ⇒ (20) + 0 = 20
Fuzz: 1d20 + 3 ⇒ (18) + 3 = 21
Dieb: 1d20 + 5 ⇒ (5) + 5 = 10
Rag: 1d20 + 3 ⇒ (14) + 3 = 17
creatures: 1d20 + 2 ⇒ (2) + 2 = 4

[Map and all PCs up]

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

Dieb ugily sneers an ugly sneer while his hands weave a familiar pattern of ichor and acid. He says,"Those creatures are revolting, irritating players of pitiful parlor tricks. Let us have done with them and be about our business."
He targets the closest mite.

Acid Splash reaching out and touching them not too harshly: 1d20 + 2 ⇒ (6) + 2 = 8

damage: 1d3 ⇒ 1

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Ragnar draws his bow and knocks an arrow ready to fire if the Mites prove hostile.


[If you are declaring readied action, make the rolls now.]

Silver Crusade

Male Human Fighter HP:12/12 | AC: 18/20 | T: 13 | FF: 15 |CMB 3| CMD: 16 | Fort: +4 | Ref: +5 | Will: +1 | Init: +3 | Perc: +5

Bow attack and damage: 1d20 + 4 ⇒ (1) + 4 = 51d8 ⇒ 8


Haven't heard from Digger in 3 days, Fuzzfoot, moving on.

Dieb's acid glob drops into the creek as Ragnar waits for melee. The mites becomes agitated and sudden sense of doom fills the air!

need Will saves from Digger and Fuzz

[all PCs up]

Dark Archive

M Elven Arcanist 1 hp6/6 init: +5 Spells: 1st:2/3 AC:12 AR4/5

And you must admit, I mean, 'Ragnar the Ranger' does have a certain ring to it. =)

"I feel a sudden sense of DOOM filling the air. We must needs vanquish them afore they unleash some malignant violence against us. I share your sense diplomacy, good Ragnar, but trust me, civil thoughts are wasted against vermin such as these. Totschlag!"

Again targeting the closest mite.

Why always with the acid and the touching: 1d20 + 2 ⇒ (18) + 2 = 20

the touching and the HURTS US: 1d3 ⇒ 1

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

WIL Save: 1d20 + 4 ⇒ (8) + 4 = 12

Assuming that Fuzzfoot is still in charge of his actions... he aims his crossbow, ready to fire at a mite if they attack.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 ⇒ 1
Confirm Crit: 1d20 + 4 ⇒ (12) + 4 = 16


*** This Pathfinder Society session of the Confirmation event #8jlhu, will terminate immediately due to low player participation. Only one-two players are posting regularly in a game slated for five; as GM, I cannot let it further take more of his time or mine. It takes an immense amount of preparation to write, monitor, regulate, create maps; I would advise for your future gaming reputation within PFS community to consider other's behalf before joining another event.

Dark Archive

test

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