PFS PbP Online Gameday #2-21: The Dalsine Affair (Inactive)

Game Master Derek Weil

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Technic Siege/Full Map

Right you are guys! Chalfon is down and out, you can decide what to do with him next.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu checks Chalfon for items of interest, and his pockets for loose change.

"Hey." He says to Mu, waving Malfeas's wand absently. "You still want magic armor?"

Grand Lodge

Monk 5

”No moah!”, Mu fumes, as all the young kids seem to have taken care of the job.

Perception listen for guards: 1d20 + 3 ⇒ (8) + 3 = 11

Grand Lodge

Male Human Zen Archer 4, HP: 27/27 | AC: 18, Touch: 18, Flatfooted: 15 | Fort +6, Ref +7, Will +9 | CMD: 23 | Init: +8 | Perception: +11 | Ki Pool: 6/6

As Shu waves his wand around, Malfeas deftly plucks it from his hands and returns it to his pack. "Thank you for that." is all he says as he begins to search the room for ways out, and the artifacts they were sent to recover.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Eolowyn listens at the door to check if the combat has alerted the guards that were outside.

Perception, add 2 vs humans: 1d20 + 6 ⇒ (19) + 6 = 25

She tries to hush the others "keep it down guys, there are still guards out there"

You also forgot +3 damage from Eolowyn's attack (+5 vs humans within 30')


Technic Siege/Full Map

Yes, sorry! Chalfon is good and dead now, and I'm glad it worked out for you guys.

Malfeas' careful search reveals all of Muesello’s items that were taken during the raid, successfully completing the mission given to you by the venture-captain. With these key pieces of evidence missing, the Pathfinder Society can no longer be linked to the Dawnflower Blossoms.

With a little further exploration of the Dalsine home, the team uncovers Chalfon’s diary, which verifies what you learned from Akurret and proves that the Society is without guilt in Baron Jacquo’s death or the other recent conflicts in Oppara.

You are able to make your out out the back entrance again, and book passage to Absalom on the next ship. You report back to the Grand Lodge with your findings.

As for the Shadow Lodge plot to bring the conflict within the Society’s factions to all- out war, both Qadira and Taldor factions recognize that their respective heads were manipulated by the Shadow Lodge, and the Grand Lodge helps smooth things over, ensuring that all members of the Pathfinder Society maintain a level of cooperation necessary to end the Shadow Lodge threat once and for all.

The End.

Congratulations on completing The Dalsine Affair! I'll need e-mail addresses from Mu and Shu to send your chronicles, I have eveyone else's. I hope that you all had a good time, it was fun for me to run this one!

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

That was quicker than expected! Thanks for running this GM. I had fun, although I must admit I still need to find my voice with Eolowyn.

One question: did we succeed in the secondary mission?


Technic Siege/Full Map

You did indeed. The secondary mission was to avoid dealing lethal damage to the Porthmos Militia (during the raid in the opening scene), so by avoiding the fight, you succeeded!

Grand Lodge

Male Human Zen Archer 4, HP: 27/27 | AC: 18, Touch: 18, Flatfooted: 15 | Fort +6, Ref +7, Will +9 | CMD: 23 | Init: +8 | Perception: +11 | Ki Pool: 6/6

I'm wondering wth was up with tha magus, he was on the verge of roflstomping the party. I had fun, but I'm not a huge fan of "NPC appears, PC is dead" kind of fights.

I can see two fights that we skipped, and 5 fights in a scenario is pretty average. The initial militia fight and then the dogs, skipping them shortened the scenario significantly.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

I forgot about the militia, and the spider was a breeze, so in my mind we where only at the second or third encounter.

No day job roll for Eolowyn, she is not good enough to join the hunters lodge yet ;)

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3
Malfeas Rayne wrote:
I'm not a huge fan of "NPC appears, PC is dead" kind of fights.

What PC? Do you mean the dead Baron Jacquo?

Grand Lodge

Male Human Zen Archer 4, HP: 27/27 | AC: 18, Touch: 18, Flatfooted: 15 | Fort +6, Ref +7, Will +9 | CMD: 23 | Init: +8 | Perception: +11 | Ki Pool: 6/6
Old Shu wrote:
What PC? Do you mean the dead Baron Jacquo?

I'm referring to the fact that Derek rolled under averages on the initial strike on Walter and brought him to 1 HP. A good roll and he's KO'd quickly. Yes, this fight went better than the horror stories I've heard about, but in general I dislike super bursty boom NPC's. We did good.

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Good use of the opportunity that you were afforded by the eagle drawing an AoO, Malfeas.

Day Job with Crafter's Fortune: 1d20 + 17 ⇒ (5) + 17 = 22 Not sure what that is, I'll look it up at home.

Johann stays in Taldor for a while, peddling his patent alchemical remedies with great success, and selling his formulas and invention blueprints to local alchemists.

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Oh, by the way, did Chalfon have a spellbook? Shu and Johann might be interested in looking through it. If he doesn't have a spellbook explicitly written out, he would presumably have one with at least the spells he has prepared in it.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Another great job Derek. Thanks!

And nice running with all of you too!

Looking forward to Derek's next one....


Technic Siege/Full Map

You can be grateful I'm an idiot - those shocking grasp attacks should have done 1d6 PER CASTER LEVEL, and Chalfon was a level 4 magus... So maybe I'll avoid running this one again for awhile. Those crits are just brutal.

Johann locates Chalfon's spellbook, and sees the following in addition to all level 0 spells:

burning hands, chill touch, magic missile, mount, obscuring mist, silent image, reduce person, true strike

2nd—cat’s grace, invisibility
1st—corrosive touch, shield, shocking grasp

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Johann will decipher the spells of True strike, Cat's Grace, and Invisibility. Taking 10 on spellcraft gives 17 which is sufficient to learn level 2 spells. He will write these into his formula book for 90gp total.

Johann studies the book in depth, making copies of the few spells he thinks can be turned into alchemical extracts. He then passes the book on to Shu, who he expects can make far better use of it.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Can you learn a 2nd level spell if you can't cast it yet?

Anyway, Shu will take 10 (for 17) to learn the following first level spells: magic missile, mount, obscuring mist, silent image, reduce person, and shocking grasp.

Grand Lodge

Male Human Zen Archer 4, HP: 27/27 | AC: 18, Touch: 18, Flatfooted: 15 | Fort +6, Ref +7, Will +9 | CMD: 23 | Init: +8 | Perception: +11 | Ki Pool: 6/6

I didn't want to call you on it, but yeah, Walter should have taken like 10d6 total damage. Softballer ;)

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Yes, you can write it into your spellbook with an appropriate spellcraft check. There's someone who's posted on the boards recently with a Wizard 1/Rogue 6 who has 6th-level spells in his spellbook, I guess just for bragging rights.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

You can then scribe higher lvl scrolls and make a UMD check or CL check to cast them.

And that still hurt...alot...lol!

Liberty's Edge

M Gnome Alchemist (Preservationist) 9 | HP 57/57 | AC 23 T 15 FF 19 | CMB +5; CMD 19 | Ft +8 (+2 vs poison) / Rf +11 / Wi +5 (+1 vs enchantment spells & effects)| Init +4 | Per. +14 | Bombs 21/21

Nope, have to prepare spells to produce a scroll, and in PFS we can't scribe scrolls anyway.

Sovereign Court

Male 1/2 Orc Inquisitor 2/ Ranger[Trapper] 2 hp 29/29 AC 24 Init +4 Fort +10 Ref+8 Will +8 Precept+13 Sense Motive +8

Sorry, I meant the reason a Wiz1/Rogue6 would want them...

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