[PFS] GM Derek W's Fangwood Keep (Inactive)

Game Master Derek Weil

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Technic Siege/Full Map

Two skeletons advance on Hawkwren and attack with broken morningstars.

Attack 1: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d8 + 3 ⇒ (7) + 3 = 10

Attack 2: 1d20 + 5 ⇒ (14) + 5 = 19

The first skeleton lands a crunching blow to Hawk's chest, the second narrowly misses.

The woman incants a spell, then vanishes!

Now Up:

Xathaliel
Witley
Telurion
Birgit
Hawkwren

EDIT: SCHIE@@E! Thanks for the catch Hawkwren, I hope it doesn't hurt too much...

Confirm?: 1d20 + 5 ⇒ (12) + 5 = 17

...not confirmed. Whew. I'm a bit jumpy becuase I killed two PC in my FLGS games recently, and one was on a confirmed crit with a quarterstaff, naturally wielded by a shillelagh'ed druid!

Liberty's Edge

AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

Need to confirm that crit, boss. As much as it pains me to say it.

Hawkwren swings his blade hard at the skeleton to his right, then steps to the left.

Attack: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage: 2d6 + 1 ⇒ (6, 2) + 1 = 9

Grand Lodge

Stats:
  • 30/33 HP
  • AC: 17, FF: 13, T: 17
  • F: +5, R +8, W+6
  • Per: +10, SM: +6
  • Init +12
  • 55ft Move Speed
  • Ki Pool used: 1/4
  • Elf Zen Archer 5

    At least it's broken, meaning the reduced damage it's at...

    Xathalial desiring both not to deal with cover and to distract the skeletons (which he encounter a quadruped one in another scenario), will attempt a half-speed-of-25-feet Acrobatics past the two visible goons!

    Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27

    If successful, he will try to get to the square Northwest 1, west 2 (like, if the left skeleton were to move up 5 feet and west 10 feet.) Once there, he will fire his bow once at the skeleton on the east!

    Bow (PBS, DA): 1d20 + 9 - 1 + 1 ⇒ (14) + 9 - 1 + 1 = 231d8 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7 As always, 100% regular arrows.


    Status:
    HP 38/38

    Trying to get behind the closer skeleton on the right (to the east of it).

    Wit sprints up the hallway and rolls, attempting to set up flank with Hawk.

    Move Action: Move to set up flank, using Acrobatics to avoid AoOs
    Acrobatics to move at full speed (AC 23 on AoOs): 1d20 + 6 ⇒ (20) + 6 = 26
    Standard Action: Unarmed Strike
    Attack (+2 if flanking): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
    Damage: 1d6 + 1 ⇒ (6) + 1 = 7
    Electric Damage: 1d6 ⇒ 3

    Edit: Thanks Adebisi!

    Grand Lodge

    AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

    Don't forget bless to your attacks.

    Silver Crusade

    Male Human Fighter Lvl 2 (Lore Warden) / Ranger Lvl 1 | HP: 25/25

    Can't access the map from my phone for some reason... Telurion will look for a flanking opportunity if possible.

    Telurion swings at the closest skeleton.

    Bardiche attack w/ reach: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23Damage: 1d10 + 9 ⇒ (2) + 9 = 11

    Knowledge (Religion) to know more about the skeletons: 1d20 + 6 ⇒ (13) + 6 = 19


    Technic Siege/Full Map

    Xath and Witley spring in to action, nimbly dodging past their foes. Xath's arrow strikes the skeleton, but does not harm it very much. Witley moves around the eastern skeleton and lands a hard punch that also shocks it a bit. Telurion's blade bites off a chunk of bone, but the skeelton holds together, if only barely!

    Now Up:

    Birgit
    Abebisi

    bad guys

    Grand Lodge

    AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

    Adebisi will move up behind Hawkwren and channel to harm undead.
    Damage: 1d6 ⇒ 3 Will Save DC 9 for half.


    Technic Siege/Full Map

    The skeleton to the east (between Wit and Hawk) collapses in a pile of bones as Adebisi's energy washes over it.

    Will save #2: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8
    Will save #3: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13

    The other two are just slightly injured (take 3 & 1 damage respectively).

    The one by Hawkwren swings again.

    Attack #2: 1d20 + 5 ⇒ (11) + 5 = 16

    But the attack misses!

    The third skeleton moves to the south and strikes at Witley.

    Attack #3: 1d20 + 5 ⇒ (18) + 5 = 23
    Damage: 1d8 + 3 ⇒ (2) + 3 = 5

    This blow wounds the halfling a little.

    The the woman re-appears about 10' away from Xathaliel. A wave of dark energy washes out from her, causing all but Adebisi and Birgit to gasp in pain. She follows up by casting a spell at Hawkwren that makes him feel like he's becoming beguiled.

    She just channeled negative followed by a charm person. She can do this due to her Fast Channel feat, which makes channeling a mov action. I need will saves from everyone except Adebisi and Birgit, and a second Will Save from Hawk.

    Channel Negative, Will save DC 16 for half: 3d6 ⇒ (4, 2, 1) = 7

    Map update in AM.

    Sovereign Court

    (HP 30/30; DR 1/Cold Iron, Cold Resistance 5; AC 13, FF 12, T 11;F +4, R +5, W +9; Perception +04, Init +05)

    Birgit will target the woman with the slumber hex dc 15


    Status:
    HP 38/38

    Will save: 1d20 + 6 ⇒ (4) + 6 = 10

    Grand Lodge

    Stats:
  • 30/33 HP
  • AC: 17, FF: 13, T: 17
  • F: +5, R +8, W+6
  • Per: +10, SM: +6
  • Init +12
  • 55ft Move Speed
  • Ki Pool used: 1/4
  • Elf Zen Archer 5

    Will: 1d20 + 6 ⇒ (20) + 6 = 26 30/33 hp, 1/4 used by end of turn.

    Xathalial, now seeing the magic person, will fire a bunch of arrows (5' stepping to avoid cover, if needed)! He activates his Braid of 100 Masters & his Ki pool for maximum hurt!

    All are "Flurry of Blows (DA, PBS, Ki for extra attack, Braid for 1.5 Str.)
    Attack 1: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 181d8 + 3 + 4 + 1 + 1 ⇒ (1) + 3 + 4 + 1 + 1 = 10
    Attack 2: 1d20 + 8 ⇒ (1) + 8 = 91d8 + 9 ⇒ (7) + 9 = 16
    Attack 3: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 9 ⇒ (7) + 9 = 16 Oh, nooooo, bad rolls. T'is the curse of the monk to have a Flurry of Misses.

    Silver Crusade

    Male Human Fighter Lvl 2 (Lore Warden) / Ranger Lvl 1 | HP: 25/25

    GM Derek W, any details that Telurion knows about the skeletons with his Knowledge (Religion) roll? MAybe he should swap weapons?

    Will Save: 1d20 + 1 ⇒ (3) + 1 = 4

    Terion grits his teeth, as the wave of unholy energy flows painfully through him - "Someone take her DOWN!" - he growls, swinging at the skeleton again.

    Bardiche Attack: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9Damage: 1d10 + 9 ⇒ (10) + 9 = 19

    Status -> HP:18/25


    Technic Siege/Full Map

    Telurion:
    Sorry man! Your check definitely entitles you to some info! These are bugbear bloody skeletons. They are resistant to channeled energy and are more vulnerable to bludgeoning weapons than other types. They are immune to cold damage.

    Birgit tries her hex.

    Will save: 1d20 + 9 ⇒ (17) + 9 = 26

    The woman stays awake!

    Xath's first arrows hits the woman, but his next two shots fly wide!

    Telurion swings at the skeleton again, but his blade scrapes only the floor!

    Now Up, Round 2:

    Witley <<
    Hawkwren <<

    Round 3:

    Adebisi <<
    Birgit <<

    skeleton 1: 3 damage
    skeleton 2: 1 damage
    woman: 10 damage

    Grand Lodge

    AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

    Adebisi will cast his second snap dragon fireworks of the day on the evil woman.

    Fire Damage: 1d4 ⇒ 1 + Dazzled. Reflex for half damage and negate dazzled.

    Liberty's Edge

    AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

    Hawk tries to evade the skeleton and head for the woman, sword a swingin'!

    Acrobatics!: 1d20 + 2 ⇒ (12) + 2 = 14

    Attack: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
    Damage: 2d6 + 1 ⇒ (2, 2) + 1 = 5


    Technic Siege/Full Map

    Hawk Will Save v. channel: 1d20 + 3 ⇒ (6) + 3 = 9

    Hawk Will Save v. charm: 1d20 + 3 ⇒ (6) + 3 = 9

    Hawk, you take 7 damage from her channeling. But I'm not going to let you be charmed/dominated by my roll - roll your own and if you pass consider it a present!


    Status:
    HP 38/38

    Wit decides to deal with the skeleton at hand, kicking at the hopefully brittle bones of the undead creature.

    Full Round Action: Flurry of Blows
    Attack 1: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
    Damage: 1d6 + 1 ⇒ (1) + 1 = 2
    Electric: 1d6 ⇒ 6
    Attack 1: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
    Damage: 1d6 + 1 ⇒ (4) + 1 = 5
    Electric: 1d6 ⇒ 4

    Liberty's Edge

    AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

    Doh, forgot about that!

    Will: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 +2 for enchantment resistance.


    Technic Siege/Full Map

    As Hawkren moves, the skeleton takes a swing at him.

    AOO: 1d20 + 5 ⇒ (13) + 5 = 18

    While the ranger couldn't avoid drawing the attack, he deftly twists out of the way as the morningstar swings by his ear!

    Hawkren movesinto position, but spent a good deal of effort getting here. He can't get much force behind his sword cut, and the woman merely leasn to the side as the balde slices air.

    Witley aims a hard kick at the skelton, which connects for a solid hit followed by a jolt of electricity coursing through the bone-bear. His second attack is a bit hurried, and he can't connect.

    Adebisi casts his spell.

    Ref save: 1d20 + 4 ⇒ (10) + 4 = 14

    The woman snaps her eyes shut at the last instant, and is not dazzled, but her eyebrows and hair are singed! Take. the minimun 1 damage


    Technic Siege/Full Map

    Now the skeletons attack.

    #2 on Hawkwren: 1d20 + 5 ⇒ (20) + 5 = 25
    EDIT: Confirm?: 1d20 + 5 ⇒ (7) + 5 = 12
    Damage: 1d8 + 3 ⇒ (8) + 3 = 11

    #3 on Witley: 1d20 + 5 ⇒ (10) + 5 = 15

    The skeleton Hawk passed lands a blow, but the other one can't get the small, agile halfling monk.

    The woman steps back and channels dark energies again.

    Channel negative, Will DC 16 for half dmg: 3d6 ⇒ (4, 4, 3) = 11

    She now tries to casts a spell, and the party feels a sense of dread and forboding try to wash over them.

    She casts bane. A second Will Save, DC 16 to avoid the effect. Otherwise, it cancels Adebisi's bless for you.

    Now up, Round 3:

    Witley
    Hawkwren
    Xathaliel
    Telurion

    You may post in any order. Don't forget to roll 2 Will saves, please!

    EDIT: What can I say Hawkwren, the dice roller really likes you!

    Liberty's Edge

    AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

    You have, YET another crit to confirm boss. *cringe*

    Grand Lodge

    Stats:
  • 30/33 HP
  • AC: 17, FF: 13, T: 17
  • F: +5, R +8, W+6
  • Per: +10, SM: +6
  • Init +12
  • 55ft Move Speed
  • Ki Pool used: 1/4
  • Elf Zen Archer 5

    At first, I thought "Whoa, quickened spells," but remembered are pretty close to that in tier for a cleric foe, do ho ho.

    Will vs Bane, channel: 1d20 + 6 ⇒ (11) + 6 = 171d20 + 6 ⇒ (14) + 6 = 20 25/33 HP

    With the woman still visiable and in clear line of effect, Xathalial fires a ki-powered barrage again!

    Flurry of Blows, Bless, DA, braid, ki pool (extra attack), PBS
    1: 1d20 + 7 + 1 - 2 + 1 ⇒ (13) + 7 + 1 - 2 + 1 = 201d8 + 3 + 4 + 1 + 1 ⇒ (6) + 3 + 4 + 1 + 1 = 15
    2: 1d20 + 7 + 1 - 2 + 1 ⇒ (8) + 7 + 1 - 2 + 1 = 151d8 + 3 + 4 + 1 + 1 ⇒ (1) + 3 + 4 + 1 + 1 = 10
    3: 1d20 + 7 + 1 - 2 + 1 ⇒ (1) + 7 + 1 - 2 + 1 = 81d8 + 3 + 4 + 1 + 1 ⇒ (1) + 3 + 4 + 1 + 1 = 10


    Status:
    HP 38/38

    Will save v. Channel: 1d20 + 6 ⇒ (15) + 6 = 21
    Will save v. Bane (with +1 from Bless): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

    I must get to that confounded woman! But, the business at hand first.

    Wit once again assaults the skeleton in front of him.

    Full-round Action: Flurry of Blows
    Attack 1: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
    Damage: 1d6 + 1 ⇒ (4) + 1 = 5
    Electric Damage: 1d6 ⇒ 1
    Attack 2: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
    Damage: 1d6 + 1 ⇒ (2) + 1 = 3
    Electric Damage: 1d6 ⇒ 4

    Liberty's Edge

    AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

    Will vs Channel: 1d20 + 3 ⇒ (13) + 3 = 16
    Will vs Bane: 1d20 + 3 ⇒ (6) + 3 = 9

    Hawkwren feels Adebisi's blessing drain away as he feels his blood draining away. 1/36 hp

    He takes a step to the northeast and flicking his wrist, produces a wand. He taps himself with the wand, getting a little healing.

    CLW: 1d8 + 1 ⇒ (8) + 1 = 9

    10/36 hp


    Technic Siege/Full Map

    Xath's arrow hits the woman squarely, leaving a deep wound in her chest, but not quite finishing her.

    Witley kicks and butts the skeleton, sending it crumbling to the ground in a pile of bone.

    Hawkwren steps back and heals himself a bit.

    Telurion Will Save v. channel: 1d20 + 1 ⇒ (17) + 1 = 18
    Will v. bane: 1d20 + 1 ⇒ (9) + 1 = 10

    Telurion takes 5 damage from the channel, but feels the power of Adebisi's blessing slip aways. He then slashes at the remaining skeleton with his bardiche!

    Bardiche Power Attack: 1d20 + 7 ⇒ (10) + 7 = 17
    Damage: 1d20 + 9 ⇒ (2) + 9 = 11

    The cut lops off more bone, but doesn't hit like Wit's crushing punches and kicks.

    Now up:

    Adebisi
    Birgit

    skeleton - 9 damage taken
    woman - 26 damage taken

    Grand Lodge

    AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

    Adebisi will fire another firework at the woman with his move action
    Fire: 1d4 ⇒ 4 Reflex DC 15 for half and to negate dazzled.

    He will then fire a telekinetic fist at the woman.
    Touch Attack: 1d20 + 3 + 1 - 4 ⇒ (18) + 3 + 1 - 4 = 18 Including Cover
    Damage: 1d4 ⇒ 3


    Technic Siege/Full Map

    Reflex Save: 1d20 + 3 ⇒ (20) + 3 = 23

    The woman aovid the worst of Adebisi's fireworks, but the fist hits home.

    Seeing her chance, Birgit steps forward and launches a flurry of snowballs at the woman.

    As she does, the skelton tries to strike her.

    Skeleton AOO: 1d20 + 3 ⇒ (6) + 3 = 9

    Damage: 4d6 ⇒ (4, 2, 2, 5) = 13

    Reflex Save: 1d20 + 3 ⇒ (8) + 3 = 11

    The strange female cleric falls to the ground, covered in fluffy white powder!

    The remianing skeleton tries to strike at Witley. As it does, he draws the attention of Telurion.

    Attack: 1d20 + 8 ⇒ (12) + 8 = 20
    Damage: 1d10 + 6 ⇒ (6) + 6 = 12

    Another buch of bones breaks off, but the thing keeps moving!

    It attacks Witley.

    Attack: 1d20 + 8 ⇒ (19) + 8 = 27
    Damage: 1d8 + 3 ⇒ (7) + 3 = 10

    Group is up. I haven't update the map, bu tthe skeleton is in the square NW of Witley.

    Silver Crusade

    Male Human Fighter Lvl 2 (Lore Warden) / Ranger Lvl 1 | HP: 25/25

    "Damn!" - Telurion growls - "I need a hammer against these things! Slashing them is no good"

    He does keep on attacking the skeleton next to Wit relentlessly

    Bardiche PA: 1d20 + 7 ⇒ (8) + 7 = 15Damage: 1d10 + 9 ⇒ (8) + 9 = 17<- Any flanking?

    Status -> HP:13/25

    "At least that one is down" - he nods towards the caster, now on the floor - "Good job boys and girls"

    Grand Lodge

    AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

    Adebisi will fire his last round of fireworks at the skeleton.

    Fire Damage: 1d4 ⇒ 2 Reflex 15 for half damage and negate dazzled.

    Adebisi will follow it up with a tap from his CLW wand on Telurion.
    Healing: 1d8 + 1 ⇒ (4) + 1 = 5

    Liberty's Edge

    AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

    Dropping his wand and moving back to the final skeleton, Hawkwren swings hard at the skeleton with his blade.

    Attack: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
    Damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11


    Technic Siege/Full Map

    Telurion's latest blow finally jars enough bone loose that the skeleton can no longer hold itself together. It collapses into a pile of bone, just as Adebisi and Hawkwren ready themselves to strike.

    The group examines the woman's body. She is beyond your aid, her soul having been severed from flesh at last by Birgit's icy spell.

    COMBAT OVER

    I'll work on a re-cap post in the morning, but congratulations guys, you did it!

    Sovereign Court

    (HP 30/30; DR 1/Cold Iron, Cold Resistance 5; AC 13, FF 12, T 11;F +4, R +5, W +9; Perception +04, Init +05)

    Evil Eye hexing, -2 to AC

    Silver Crusade

    Male Human Fighter Lvl 2 (Lore Warden) / Ranger Lvl 1 | HP: 25/25

    Dang, this group was really TIGHT.


    Technic Siege/Full Map

    As the Pathfinders take stock of the situation, they realize the dead woman must have been Elessia, the one rumored to be working with Pavo Vos in the operation to take over Fangwood Keep.

    Birgit and Adebisi approach the strange-looking arcane engine an find in it a narrow volume bound on green leather with a silver inlay shaped in the forms of letters of the alphabet. It gives off a moist, earthy smell, like a forest after a light rain.

    After careful study, the two magical heroes decide it is safe to remove this book for closer inspection. They take their time, and discover that it is, or at least was, a book of infinite spells.

    Book of Infinite Spells:
    Book of Infinite Spells

    Aura strong (all schools); CL 18th

    Slot none; Weight 3 lbs.

    Description

    This work bestows upon any character of any class the ability to use the spells within its pages. However, any character not already able to use spells gains one negative level for as long as the book is in her possession or while she uses its power. A book of infinite spells contains 1d8+22 pages. The nature of each page is determined by a d% roll: 01–50, arcane spell; 51–100, divine spell.

    Determine the exact spell randomly.

    Once a page is turned, it can never be flipped back—paging through a book of infinite spells is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed. When the last page is turned, the book vanishes.

    Once per day the owner of the book can cast the spell to which the book is opened. If that spell happens to be one that is on the character's class spell list, she can cast it up to four times per day. The pages cannot be ripped out without destroying the book. Similarly, the spells cannot be cast as scroll spells, nor can they be copied into a spellbook—their magic is bound up permanently within the book itself.

    The owner of the book need not have the book on her person in order to use its power. The book can be stored in a place of safety while the owner is adventuring and still allow its owner to cast spells by means of its power.

    Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions. The chance of a page turning depends on the spell the page contains and what sort of spellcaster the owner is.

    Condition Chance of Page Turning
    Caster employing a spell usable by own class and level 10%
    Caster employing a spell not usable by own class and level 20%
    Nonspellcaster employing divine spell 25%
    Nonspellcaster employing arcane spell 30%

    Treat each spell use as if a scroll were being employed, for purposes of determining casting time, spell failure, and so on.

    Destruction

    The book of infinite spells can be destroyed when the current page contains the erase spell, by casting the spell on the book itself.

    Birgit and Adebisi immediately recognize the immense significance of their find. This book is a precious artifact, its creation beyond the means of any currently living magic user. They can tell that even though only 18 pages of spells remain in the book, it is a treasure beyond value. The society will DEFINITELY want to study this!

    Grand Lodge

    AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

    Exciting! Were there any spellbooks among the treasure that we found that spells can be copied from?

    Liberty's Edge

    AC27/Touch17/Flat22/CMD29||HP77[77]|Fort:+9;Ref:+12;Will:+6(+2 vs enchant)|Percept+19|Init+5 Half-Elf Ranger (Urban Ranger) 9

    Thanks a bunch GM.

    Grand Lodge

    Stats:
  • 30/33 HP
  • AC: 17, FF: 13, T: 17
  • F: +5, R +8, W+6
  • Per: +10, SM: +6
  • Init +12
  • 55ft Move Speed
  • Ki Pool used: 1/4
  • Elf Zen Archer 5

    Uguu, them boons; Xathalial (in-character) has no reason to run a fort, but it's the boon he's getting. If anyone else is taking the fort, Xath can run assistance, but flavor-wise, he's not in-charge.

    "It is good that we have gotten this fort back. We should inform the Marshall Gavirk that this place is freed."


    Technic Siege/Full Map

    Not sure. I'll check through the module. One of the boons on the chronicle allows you to scribe and spells of 4th level or lower as long as the total level of spells scribed is less than 8 (i.e. yuo can scribe 4 2nd level spells). You pay just scribing. No Spellcraft roll, it appears.

    You only get to run the fort by spending the PP. which you then eventually earn back. I can see why spells aren't much use to a Zen Archer!

    Grand Lodge

    Stats:
  • 30/33 HP
  • AC: 17, FF: 13, T: 17
  • F: +5, R +8, W+6
  • Per: +10, SM: +6
  • Init +12
  • 55ft Move Speed
  • Ki Pool used: 1/4
  • Elf Zen Archer 5
    DM wrote:
    That costs PP, you dummy

    Oh, derp! I reed gud.

    GM Derek W wrote:

    Not sure. I'll check through the module. One of the boons on the chronicle allows you to scribe and spells of 4th level or lower as long as the total level of spells scribed is less than 8 (i.e. yuo can scribe 4 2nd level spells). You pay just scribing. No Spellcraft roll, it appears.

    You only get to run the fort by spending the PP. which you then eventually earn back. I can see why spells aren't much use to a Zen Archer!

    It would still use the regular scribing rolls, but all you pay for is the ink cost; not the "extra payment for my valuable wizard time" cost(though if you can't T10 on spellcraft to autosuceed, what are you doing as a Wizard? Going Eldrich Knight or something?) The best use of this I can see is getting 2 4th-level spells far earlier than you should so that when you CAN prepare them, you have more than 2 options.

    Though his question is more of about if they have books to use for scribe-from-stolen-spellbook price scribing. If this lady is a class with a spell or formula book, she should have one (even if it's not in her items list. There's a Brock clarification somewhere saying "All prepared spell classes that use books have books with all spells prepared if they don't list any additional spells in their book." It was a big hubub with one particular S2 scenario that killed a lot of low-level characters with Shocking Grasps, since it didn't list it in the end bosses loot, nor are they every on any chronicle sheets.


    Technic Siege/Full Map

    I get you. Thanks for the clarification. I took a look through the module. There are only two spellcasters. The goblin snake, who's a sorceror and the end boss who's a single-classed cleric. I've run that Season 2 scenario twice now. And yes, that shocking grasp can be BRUTAL when it crits. Good thing for the PC's I messed up the caster levle on the damage rolls!

    The Pathfinders quickly exit the keep with the amazing spellbook in hand. They amke their back to Tamran. On the way, Pavos Vos tries in vain to ambush his foes. The team swiftly re-captures him and brings him before Marshall Gavirk in Tamran to stadn trial.

    Gavirk sends the Pathfinders out with a large detachment of Nirmathi rangers. This larger force completely destroys the basement level of Fangwood Keep, after extricating the grodair and barrow hound and finding a wizrd who might be able to aid them in returning home.

    You are congratualted on your success by Marshall Gavirk and Aram Zey upon your return to Tamran, and are rewarded with a short leave in addition to your considerable pay from this venture.

    THE END!

    Grand Lodge

    AC 16* T 13 FF 14* | HP 31/31 | F +7 R +3 W +10 | Init +3 | Perc +4 Darkvision Aasimar Cleric 2/ Wizard 1

    Yay! Thanks for double checking for spell books.

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