PFS Quest Fane of Fangs (private) (Inactive)

Game Master Paladin of Baha-who?

--Map--


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Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Hundreds of years ago, the daemonic harbinger Anogetz attempted to conquer the Southern Fangwood with hordes of crazed animals and cruel fiends. The faithful of Erastil, god of hunting and patron of frontier settlements, fought back, and legend says that when they cornered the cult of Anogetz in its temple, Erastil himself fired a great arrow that split the daemon’s unholy altar in two. This arrow has been a key part of a ritual that has kept the daemons from returning. Until two months ago, Erastilian priests have performed this ceremony in the reconsecrated temple on the night of the new moon, but the relic recently went missing.

This is a run of the quest Fane of Fangs for a previously recruited PFS group.

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

Merisiel reporting for duty.


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

Sanjay (Sajan) is also here, bowing calmly to his fellows.


And Amiri


A white-haired gnome looks up at the gathered group. "So they lost the relic eh? That's most unfortunate. We should do something about that."

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The Pathfinder Society offered to assist the priests, and sent the PCs to retrieve the massive arrow. After following the trail through the Fangwood forest for a week, you found it -- the thieves were just a few vandals who broke in, and when the armed and dangerous adventurers came upon them, they abandoned it and fled for their lives. Feeling slightly cheated that the quest to recapture the arrow was so anticlimactic, the stalwart band have hurried to return to the temple, so that the priests Enogas and Larya may take custody of the relic and enact the ritual to reconsecrate the altar.

The arrow is so large that it functions as a spear to a medium character. Wielded as a weapon, it acts as a +1 spear that can be used to cast know direction at will.

You have arrived at the Erastilian shrine, once known as the Fane of Fangs, just as dusk is falling. The symbol of "Old Deadeye", a bow made of elk antlers, nocked with an arrow, is emblazoned on each of the set of towering oaken doors that lead into the temple. The left one of these doors is slightly ajar, and the path leading there shows signs of recent traffic.

Survival or Perception checks please.


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

Sanjay is not disappointed by the easy recovery of the arrow-- as he sees it, it would be pleasant if all tasks that the Society orders could be resolved with a minimum of bloodshed and chaos.

As he walks with the others towards the Erastilian temple, he remains, as always, observant of what transpires around him.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28


The gnome nods as he walks over to the man. "Aye, you be right Sajan. If all missions were as easy as the retrieval with nothing going amiss, it would be great. No one would die and we would get to accomplish more. Can't be too careful though. I totally forgot to use the scroll you brought this morning. I think we should be rather safe than sorry and might as well use it now." The gnome gets out the scroll and chants quickly. "Alaza protxen romra egam!"

Cast mage armor on Sajan

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

M5, as the younger of the Merisiel twins as taken to being called looked at the shrine from the shelter of the woods.
perception: 1d20 + 11 ⇒ (15) + 11 = 26

"Shouldn't there be... priests around?" she asks.


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

Sanjay arches his brows at Balazar. "We have safely retrieved our item, and now we return to the temple-- what need could we have of protections now? Still, I will not argue with you, my friend."

He gives a small bow to the gnome, and consents to the scroll's usage contingent on final verdict in discussion thread to see whether we have those.


Survival: 1d20 + 9 ⇒ (16) + 9 = 25

"Yes, unless you're expecting the priests to mob him with joy for retrieving their arrow." Amiri adds, looking dubiously at the weapon in question.

"Though would love to see the bow that shot that." She adds.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The monk, the younger of the elf ladies, and the barbarian warrioress all notice something odd about the footprints.

There are four distinct sets of footprints, two from humanoids wearing boots, and two from barefoot humanoids. No footprints seem to lead away from the temple.

I'll assume that characters will share their insights with the rest of the party in situations like this where there is ample time to do so.


Female Elf Rogue 5 (Unchained), hp 41/41, AC 20 (T 16, FF 15), Fort +3, Ref +9, Will +3, Perc. +11, Init. +8

"Strange, barefoot humanoids footprints", the older elf says. "As far as I know, Erastilian priests don't walk barefoot." She draws her rapier and slightly pushes the left door open, just enough so that she can peek into the room beyond.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13


Amiri chuckles. "A god of farmers and peasants. As likely to be barefoot as anyone." She says, though looks cautious despite her dismissive words.

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

"Odd thought that only half are barefooted."

'Five' Approaches the entrance carefully.

stealth: 1d20 + 12 ⇒ (3) + 12 = 15


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

"Perhaps the temple has local visitors from around here. They seem to still be present," Sanjay says calmly. "Let us go greet them."

His skin crackling with the spell Balazar called forth on him, Sanjay pads forward tothe door with the others.

AC now 22, for one hour.


"I'm with you! It's great to be able to do this." Balazar says excitedly. Then he sobers up. "Though I do wonder about these footprints you guys found. Maybe it was a good idea to protect ourselves after all? I've ran into many situations in my day where a situation looked to be all good before turning sour. I hope that is not the case here and that some unwanted guests have come to bother our priests. Anyway, I'll follow after the rest of you, I'm not much for melee myself." Balazar follows after Sanjay and the Merisiels.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Looking through the door, Merisiel sees the courtyard, much as you saw it weeks ago when first receiving the mission to hunt down the relic, except that two columns and a statue that had been intact at the time, now lie shattered on the ground. You recall that though old and weathered, none of the structures seemed in danger of imminent collapse.

A handsome, young man with dark skin is crouching by the fallen statue. You recognize him as Enogas, the acolyte of Erastil you met here previously.

He turns his head as the door is pushed open, and stands up, seeing the elf peeking though the doorway. "Ah! The adventurers. Uh... Mer... Merisiel, wasn't it? Are the others there? Do you have it?" he calls out across the courtyard.

Map is up. Icons for all of you are on there. Feel free to rearrange yourselves for when you enter the courtyard.


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

Sanjay takes a step towards the acolyte and offers him a little bow, hands clasped at his chest. "We are all here, yes. We have retrieved that which was sought.... but what has transpired in our absence?" he says, nodding towards the broken statue. "Has some violence intruded on what should be a peaceful house of worship?"

Though Sanjay's demeanor is calm, his eyes are alert and watchful, studying the acolyte closely.

Sense Motive: 1d20 + 11 ⇒ (18) + 11 = 29


Amiri moves over towards the broken column trying to determine what exactly happened, content to let Sanjay talk to the acolyte.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


"Most uncommon indeed that we were able to retrieve the arrow without problems. But are there problems here?" He stays back near the entrance, letting the others go ahead of him as the footsteps has made him wary.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Amiri or Perception DC 16:
In addition to the one statue and two columns lying in ruins on the ground, two other statues representing Erastil, elk-headed hunters with bows or spears, are defaced with crudely-carved fangs across their mouths.

If passing above check or its results are pointed out, Knowledge(religion) DC 15:
Fangs are a special sign of the daemon Harbinger Anogetz, known as The Fated Fangs.

Amiri or Perception DC 18:
Dark stains, looking like blood, have soaked into the mosses that cover the floor of the temple.

If passing above check or its results are pointed out, DC 14 Heal check requiring detailed examination:
The blood was spilt only hours ago.

The acolyte nods grimly at Sanjay, looking down at the fallen statue before him.

"It is so, friend. This statue must have been pulled down by a heretic or foe of Erastil. It is possible they are still nearby."

Sanjay:
You sense no lie within his words.


"Blood, here." Amiri says suddenly, noticing the bloodstains.

She glances around warily, before stopping to examine it more closely.

Heal: 1d20 + 1 ⇒ (11) + 1 = 12

"How many others should be here?" She asks, glancing back towards the acolyte. "You may be right."

He draws her blade her eyes scanning the passages out of the room.

She will look for signs/tracks indicating where the source/cause of the blood may have gone? If a body, someone must of dragged it off perhaps? Possibly down one of the side passages? If just an injury, perhaps a blood trail? etc.

Survival: 1d20 + 9 ⇒ (8) + 9 = 17


Perception: 1d20 + 2 ⇒ (16) + 2 = 18

Heal: 1d20 ⇒ 9

"These statue looks like it's been vandalized with mark of fangs." Balazar points out before looking over at the acolyte. "Were any of your members hurt?"

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

perception: 1d20 + 11 ⇒ (12) + 11 = 23

'Five' circles the courtyard, looking for other signs of trouble.

"Are you not an acolyte of Erastil? Should you not be repairing this damage?"

She notices the blood. "How long ago did they come? Were you here? What did you see"

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Amiri:
You see a few blood spatters and faint tracks of what could be drag marks, or could be someone dragging their feet as they walk, leading down the stairs and into the inner reaches of the temple.

"Just myself and Layra. No, neither of us are hurt, and I don't know what any blood could be from. Maybe the perpetrator of this," he gestures at the statue, "was injured by a falling fragment of stone? Or maybe it was an animal, for all I know."

From inside the temple, the voice of a woman calls out. "Pathfinders, you have returned! Thank you!" A woman, slightly older than Enogas, with mousey-brown hair and tanned skin, is limping up the steps with the help of a staff. You all recall Layra, who was also present at the time you were given the mission. She dragged her left foot in a limp at that time, too, and her staff looks the same as when she leaned on it for support those weeks before. "As you can see some vandalism occurred while you were searching for the spear. Repair it? Certainly we will repair it, as soon as we have surveyed the full extent of the damage and sent to Molthune for the manpower needed. "

GM dice:

bluff: 1d20 + 10 ⇒ (17) + 10 = 27
Sanjay sense motive : 1d20 + 11 ⇒ (3) + 11 = 14
bluff: 1d20 + 10 ⇒ (5) + 10 = 15

-Posted with Wayfinder


Amiri relaxes a little at the sight of Layra, re-sheathing her sword.

"So they're gone then?" She asks.

"Why all the blood?" she adds, pointing back down the stairs the older woman just came up.

"Seems there was more excitement if you didn't go then if you did." She laughs at the irony.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

"I don't know who did all this. Perhaps they are still in the temple! We arrived just a short while ago."

Sanjay senses something may be off. The woman might be hiding something or know more than she is letting on.

GM dice:

bluff: 1d20 + 10 ⇒ (10) + 10 = 20 Sense Motive : 1d20 + 11 ⇒ (12) + 11 = 23

-Posted with Wayfinder


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Kn Religion: 1d20 + 8 ⇒ (6) + 8 = 14 sigh, off by one. Can I take ten? ;)
Heal: 1d20 + 3 ⇒ (5) + 3 = 8

Sanjay's eyes linger on the blood as well, a frown creasing his brow. He notices the fang-defacement as well, a bit disturbing, but doesn't know enough about religion to have solid notions of what that might mean. More study in the monastery is required.

He bows a little to Layla at her entrance. As she keeps talking, his small frown becomes more pronounced.

"With all due respect, priestess... is there something you are not telling us? I will pledge my blade to help seek out whatever vandals have done this to your lawful temple, but my heart tells me you know of something that you have not yet spoken of. Honesty is the foundation upon which the house of brotherhood is built."


"Blood tracks, vandalism and people hiding the truth. This is a most unfortunate situation. I'll detect magic to see if there are any more clues to this mystery. We have to get to the bottom of this. We will get to the bottom of this." He looks around as he starts chanting, covering the courtyard with his scanning for magic. "Acz spatrz uiore valfew nvaerg ovjre zdfanf"

Detect Magic

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Enogas walks past Sanjay, looking up at the statues that Balazar indicated. "Yes, fangs, I see..." he says.

Balazar does not detect any magical auras in the area of his cone. Not sure which direction you were facing, but there's none within range of you regardless.

Layra blushes a bit at Sanjay's words. "Ah, yes... well... Enogas and I were... already at the temple... this wasn't here when we entered... we were... slightly occupied. So... distracted, you might say, that we didn't hear any of this happen." Her blush is pretty intense at this point.

Enogas blinks at Layra's words. "You... you didn't have to tell them that!"

Balazar is still busy scanning the courtyard with his detect magic spell. The other four, however, all notice that Layra's face is not the right color at all for a blushing human. It's an odd magenta, like someone had heard about a blush turning your face pink, and took it a little too literally.

GM dice:

Layra bluff: 1d20 + 10 ⇒ (11) + 10 = 21
Sense Motive: 1d20 + 11 ⇒ (4) + 11 = 15
Enogas Bluff: 1d20 + 10 ⇒ (18) + 10 = 28
Amiri Perception vs. DC 24: 1d20 + 9 ⇒ (17) + 9 = 26
Sanjay Perception vs. DC 24: 1d20 + 11 ⇒ (13) + 11 = 24
Merisiel Perception vs. DC 24: 1d20 + 11 ⇒ (15) + 11 = 26
'Five' Perception vs. DC 24: 1d20 + 11 ⇒ (18) + 11 = 29

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

"Ahh Layra."

Says 'five'.

"You might want to sit down. You have gone quite an unnatural colour..."

Hand on weapon she emphasizes.

"A Very Unnatural Colour."

She adds with a mixture of concern and suspicion

"Are you feeling alright?"


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

Sanjay arches both brows at the explanation, and almost begins to offer a little apology-- before he notices the oddly-hued blush to Layla's cheeks.

"...." Sanjay takes a half-step back, wariness written in his body language and his eyes flicking between Layla and Enogas.

"What manner of magic is this?" he says, sharply. "Are you under some apprentice's trick?"

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

"An apprentice's trick?" says Layra, her voice suddenly becoming rough and chthonic. "N̛o͢, ̷n͡ot҉ àt̛ ̀a̕l̴l, bu҉t͡ ̢a̢ ҉t̨ri̷ck,͡ ͘oh̢ ̧y̛e͏s̀!"

Suddenly both Layra and Enogas's facial features and clothing appear to melt, turning into leathery, rugose flesh, dominated by grotesque and unsettling whorls and slits. Their arms lengthen, their backs hunch over, and they seem to move with a corrupted vigor.

Image link

init rolls:

Amiri init: 1d20 + 2 ⇒ (3) + 2 = 5
Balazar init: 1d20 + 1 ⇒ (1) + 1 = 2
Merisiel init: 1d20 + 8 ⇒ (11) + 8 = 19
'Five' init: 1d20 + 8 ⇒ (6) + 8 = 14
Sanjay init: 1d20 + 6 ⇒ (20) + 6 = 26
Green initiative: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Blue initiative: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

No surprise round, since you were all aware of them.

"T͠o̷o͘ ̢cann͟y͏,̡ to͝o ͡t͘ríg ̷fo͘r ̢me, ̨oh̨ yes,̕ ̨y̶ou̶ f͟o͏ol̸ ͞o͠f a m̸òn̢k,͡ ̴you'̡l͜l̶ ̴d͝i͜e f̀i͝rs͡t̷!͏" the one who was pretending to be Layra hisses, drawing a sword and striking out from a distance with the sword held in its grotesquely long arms. It hits the unprepared monk, slashing across his shoulder, and the creature steps back, clearly looking to defend itself. 19 damage to Sanjay.

Round one:
'Layra' (blue): draws a longsword and attacks Sanjay
Sanjay: May act
'Enogas' (green)
Merisiel
Five
Amiri
Balazar

GM dice:

attack: 1d20 + 8 ⇒ (19) + 8 = 27
confirmation: 1d20 + 8 ⇒ (8) + 8 = 16 This does not confirm due to mage armor.
damage with sneak attack: 1d8 + 6 + 2d6 ⇒ (5) + 6 + (5, 3) = 19


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

Sanjay hisses as the blade bites deep into his flesh, stinging pain. He grits his teeth, but rather than pursue 'her', he turns on the supposed 'acolyte', who is standing dangerously close to the less-hardy Balazar. His fists fly in a blur towards the whorled flesh of the creature.

"Balazar, pull back! By golden Irori, what are these formless creatures!?" he shouts to his teammates.

Flurry of blows vs Enogas's flatfooted AC; first attack a Stunning Fist: 1d20 + 8 ⇒ (15) + 8 = 23
Flurry of blows vs Enogas's flatfooted AC; second attack: 1d20 + 8 ⇒ (4) + 8 = 12

Damage, attack 1: 1d8 + 3 ⇒ (1) + 3 = 4
Damage, attack 2: 1d8 + 3 ⇒ (3) + 3 = 6

Stunning fist, DC 15, only effective if I actually deal damage to the target. I have a metagaming suspicion I may not manage that. >_____>

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

DC 14 Knowledge(Dungeoneering):
This is a faceless stalker, an aberrant shapechanger capable of imitating humanoid victims. Its rubbery body resists bludgeoning attacks, but slashing and piercing attacks work well.

DC 19 Knowledge(Dungeoneering):
A faceless stalker’s flexible body allows it to stretch its arms to several times their normal length, granting it extraordinary reach. It is also capable of grabbing foes of its size and draining their blood.

DC 24 Knowledge(Dungeoneering):
A faceless stalker carefully watches its prey for weaknesses and exploits those to deadly effect; it has a rogue's sneak attack ability.

Although Sanjay's fist strikes the creature dead on, its rubbery flesh seems to soften the blow, and his attempt to stun fails.

'Enogas' steps back, drawing a sword, but lashes forward with its long arm, slamming Balazar hard and grabbing him with its claw-like fingers. Pulling him close, the horrific creature jabs three sharp, barbed tongues into his shoulder, slurping his blood with a nauseating sound. 20 hp damage and 1 Con damage to Balazar, who is grappled. (I realize this sounds like I'm doubling up on actions, but this creature has Grab, which gives it a free grapple attempt when it hits with its slam, and blood drain, which automatically happens at the end of its turn if it's grappling.)

Round one:
'Layra' (blue): draws a longsword and attacks Sanjay
Sanjay: was kung fu fighting, those fists were fast as lightning
'Enogas' (green): slam, grab, blood drain
Merisiel
Five
Amiri
Balazar

Bold may act.

Spoiler:
slam: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
damage: 1d6 + 6 + 2 + 2d6 ⇒ (2) + 6 + 2 + (4, 6) = 20
grab: 1d20 + 11 ⇒ (11) + 11 = 22

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

Five will be delaying for a moment or two (but not to the next round) while her companions move to give her a chance to flank and sneak attack. I hope to post in the morning.


"Ack, no! It hurts! It's draining me!" Balazar exclaims before furrowing his brow in concentration, trying to focus on summoning otherworldly creatures to help him in his dire situation. He reaches deep within himself, in the place of power that connects him to Padrig.
concentration: 1d20 + 9 ⇒ (14) + 9 = 23
Going to wait with determining the summons and their positions until after the others have gone, but I want to know if this succeeds or not.

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

If you summon a creature to your right, it appears straight away, right? Merisiel can then go in and attack with flanking.


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5
Merisiel Level5 wrote:
Five will be delaying for a moment or two (but not to the next round) while her companions move to give her a chance to flank and sneak attack. I hope to post in the morning.

Five, why not Acrobatics-move (so you don't provoke from Green) into the square due west of Blue, and Ready to attack when Twin!Merisiel moves in east of of Blue for the flank? That way you both get your sneak attacks. :) Sorry, not trying to tell you (either of you!) what to do, just noting that when you have two rogues in the group, you want to maximize those opportunities.

Edit- woops, ninja'd-- but that strategy works too!


Yes that works, I'll provide flanking for both our rogues if possible. Though sadly since Balazar don't speak terran he can't summon small earth elementals and tell them to delay. But I think I'll summon them anyway.

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

I keep forgetting about acrobatics, and with +17... I can flank with Balazar himself

Skirting the edge of the columned courtyard, Merisiel quickly moves behind the creatures that has its hands busy around the neck of Balazar. Without mercy she plunges her rapier into the creatures back.

acrobatics to avoid AOO: 1d20 + 17 ⇒ (17) + 17 = 34
attack: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
damage: 1d6 + 5 + 3d6 ⇒ (1) + 5 + (5, 4, 1) = 16

Merisiel (the other one) can then flank with whatever is summoned. I think we need to work on one of these first and finish it quickly, they do a lot of damage and our healing is... not great.


"The creatures are resistant to blunt weapons. Use your sword Sajan!" Balazar shouts out, stating the obvious.

number of small earth elementals summoned: 1d3 ⇒ 2

I guess I'll still wait for the others to move first so the elementals can fill any free spaces.


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

(Balazar doesn't threaten, he's grappled. Can't flank with him. :( Keep in mind your cool Debilitating Injury, though!)

"So I see!" the monk shouts in response to Balazar's advice. He will draw his sword at the soonest chance.

Grand Lodge

Female HP 50/50; Reroll 1/1 @+2; INT damage 3 Rogue 6 (unchained): AC 23, touch 17, flat-footed 18; Init +8; Senses low-light vision; Perception +12; Stealth +13

In which case Five will delay, or if the GM allows it, move and delay. I've added a couple of earth elementals to the map for Balazar to place when he is ready to do so. It would be good to them them on before the rest of the part so we can take advantage of flanks. Good point on the debilitating injury. I'll go for Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by Merisiel.


Female Elf Rogue 5 (Unchained), hp 41/41, AC 20 (T 16, FF 15), Fort +3, Ref +9, Will +3, Perc. +11, Init. +8

If Balazar was grappled by Enogas (green), shouldn't he be adjacent to the green creature instead of the blue one?


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

I think our doughty GM might have slipped on colors, but those tokens are in the correct positions for where Enogas and Layla were prior to violence breaking out.

Five-- Move-and-delay isn't a thing in Pathfinder; move-and-ready is, where you specifically state an action contingency. If you move, and set your trigger as "I attack when an ally flanks with me", then either Merisiel can take the flank and you both get to attack with the flank, OR Balazar can just summon the creatures right into the flanking position and it still triggers your readied condition. It frees you up to not have to delay and wait for a flank condition to arise.


For all intents and purposes they are exactly the same though. They both move your initiative and result in the same actions. It's very clear what she's trying to do without getting technical about the types of actions she can do. Anyway still waiting on Rogue and Amri before posting...


Human Monk 5 | AC 22/18/19 - CMD 26 | HP 50/54 | Per +11 | F+7 R+7 W+5

Sticking this behind a tag because it's pedantic and I've already flooded the page with enough pedantic blue text:
Well, no, they're actually not the same at all, because move can't be used with delay, and delay means you wait and see how the battlefield changes, while ready means you commit to a course of action that only happens if the triggered condition goes off. In this case, with two rogues, it creates a sort of a loop where waiting for the other rogue to move via delay means that that rogue does not get or benefit from the flank, unless she in turn has the foresight to declare a readied action herself.

The game terms are two separate rules, and knowing the difference between them gives a player another tool in their tool box. I'm fairly sure that our GM isn't going to be an ass about these things, but I've run into GMs who can be, and who are rigid about 'no, you declared delay, so that's what happens', and it's a shame to not expound on your knowledge on the game rules and the tactics and how to best use them to your advantage when the chance presents itself, I think.

Sorry if I'm coming across like I'm lecturing, or being a backseat GM. I've been GMing far too much PFS lately, and we've had a rush of new players who I've been trying to impart rules knowledge and terminology to, and the GM brain is hard to turn off. *shrug* (Also, Five, if you're reading this, sorry if any of this seems like I'm trying to paint you as a newb-- not my intention at all.)

(Really, it's just that I am working on a super-tedious work assignment right now, and checking back in here to mutter nitpickingly about terminology issues is more fun (yes, more fun) than actually doing my work....)

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I got green and blue backwards. Fixed that now. Yes, Balazar is grappled, meaning he can't flank. I don't think he's even got a weapon ready. However, the creature is taking the -20 penalty to maintaining the grapple in order to avoid getting the grappled condition itself, and still threatens.

As far as delaying is concerned, Five can tumble into position and ready an action to attack when she's got a flank. Regarding those flankers, though -- Balazar, what level summon monster are you casting? Because that will determine whether that concentration check will work or not. It's 10+grappler's CMB+spell level.

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