Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4
Perception check:1d20 ⇒ 2 So apparently I can't even see that there are knives on the floor. Dr. Agon perception:1d20 + 5 ⇒ (11) + 5 = 16
As Zarunkumar is about to step into the room Dr. Agon growls in her ear and uses his tail to point out the knives on the floor.
Zarunkumar turns to the rest of the party and says "Watch out there are knives scattered all over the floor and they don't look particularly clean."
While everyone is congratulating Kargen,
Mr Ceiling:1d20 + 3 ⇒ (20) + 3 = 23dmg:1d4 + 4 ⇒ (3) + 4 = 7 Confirm:1d20 + 3 ⇒ (8) + 3 = 11dmg:1d4 + 4 ⇒ (4) + 4 = 8
a dark, sharp toothed kite like creature falls from the ceiling headed directly towards Garinol!
While all this happens Zarunkumar and Dr. Agon see another wee Fey, who is dressed in arcane garb, step out from behind the furthest tub casting determinedly.
Zarunkumar and Kargen please save vs. Sleep DC 17.
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
Sorry, I was AFK for a while and wanted to check the map and find something out before I posted an action.
Does Mr. Flyig Ceiling (ie Rock Fall, you all Die. No Save), latch on to me. Know check to ID?
Now that I see the map, I see that it's that rather than Argon PHD.
I'll 5ft step, and draw my holy text, literally throwing the boo at him."Wake up you. No time to take a nap. There is evil to smite. . . and enough of us have napped today. . .."
I was going to smack him with an improvised weapon wand of Cure Light, but it seems I too the damage, so I'll activate my Judgment of Healing.
Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4
Will save:1d20 + 3 ⇒ (14) + 3 = 17 Now that was a close one.
After shaking off the sleeping gas, Zarunkumar pulls out her crossbow and fires a shot at Mr. Ceiling.
Attack roll:1d20 + 4 ⇒ (9) + 4 = 13 Damage roll:1d6 ⇒ 5
Zarunkumar shakes her head then smiles confidently knowing she shook the spells effects off while Kargen falls sound asleep.
Seeing the archer slumbering, brave Garinol throws his cherished holy text at him!
Kargen being 'holy bludgeoned' wakes groggily..."huh? wha?"
Seeing the flying black toothed monstrosity tear into Garinol, Zarunkumar looses a bolt yet the sly beast shifts slightly causing the bolt to ricochet off the ceiling.
New init based upon above rolls and hidden creatures:
Mifra, Zarunkumar, Garinol, Mr Ceiling then Kargen
Not undaunted, the well dressed wee fey fires missiles at the prone Archer.
Magic Missile:1d4 + 1 ⇒ (2) + 1 = 3
Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4
I must have misinterpreted the picture, I thought Mr. Ceiling was the big guy and the wee fey was the little guy, I wanted to attack the big guy. Oh well, he's mine now.
Zarunkumar will turn her attention to the wee fey and fire another bolt.
Attack roll:1d20 + 4 ⇒ (10) + 4 = 14 Damage roll:1d6 ⇒ 2
While the cold iron arrow scares the creature a bit more than expected she dodges out of harms way at the last moment.
In retort the well dressed wee fey slides to her left partially behind the cauldron, wiggles her fingers, touches her nose and with a twinkle in her eye....
Kargen and Zarunkumar please save vs. Sleep. DC 17.
Again.
A small nerve grating giggle quietly escapes her lips.
Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4
Will save:1d20 + 3 ⇒ (2) + 3 = 5 Well we all knew my luck will these sleep spells would run out at some point.
And down she falls into a dream filled slumber.
Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4
Dr. Agon, upon feeling his master hit the floor, squirms out of her sleeve. Noticing that she is only asleep he quickly starts to nibble on her fingers to arouse her. As soon as she opens her eyes he scurries back to his hiding place in her robes.
Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4
Zarunkumar will move to the NW till she has a clear line of sight and fire another bolt at the fey.
Attack roll:1d20 + 4 ⇒ (3) + 4 = 7 Damage roll:1d6 ⇒ 1 I am posting mobiley for the next few days so I will be unable to move my token.
The fey creature dodges both attacks quickly and moves (see map post from yesterday, causing AoO from Garinol) to Zarunkumar and reaches out to touch...
Laughing Touch:1d20 + 10 ⇒ (13) + 10 = 23
Lauging Touch:
Successful touch attack causes a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours.
As the well dressed evil nap inducing wretch runs toward Zarunkumar, Garinol connects a solid blow upon her left shoulder!
A bit o' fey blood splatters the floor.
Female Tiefling Hedge Witch/3, HP 18/18, Init +9, Perc +0, AC 16, T 14, FF 13, Fort +3, Ref +5, Will +4
Zarunkumar bursts into a laughing fit, but doesn't proceed to actually do any action. Dr. Agon on the other hand; upon hearing, and feeling, his master burst into her fit of hysteria pokes his head out of Zarunkumar's sleeve once more. Seeing the fey he hisses and leaps at the creature.
Attack roll:1d20 + 2 ⇒ (18) + 2 = 20 Damage roll:1d3 - 1 ⇒ (3) - 1 = 2+poison
Poison:
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Kargen once again proves his prowess with the bow!
Mifra, the wee fey, screams as she is pierced by the archers cold arrow...
Catching your breath after killing Mifra is first on your order. Some can't stop laughing yet deciding to search the area for spoils of your efforts comes to mind next:
A hole found underneath the central table is large enough for a small creature to squeeze through, and it continues downward for hundreds of feet before opening into a larger cavern.
Exploring this hole is beyond the scope of this scenario.
Garinol remembers that Sascha claims to have stashed her treasure trove beneath several of the flagstones in an unlocked cell. The trove contains a masterwork breastplate, a set of masterwork butterfly swords, a pearl-studded silver brooch in the shape of a dove, two spelunking kits, two scrolls of mage armor, a scroll of grease, a ring of protection +1 , a fine emerald, and a pouch of platinum pieces.
In addition, to this you find a tarnished, plain silver locket whose interior bears only the inscription " Ever Yours-EK."
When you leave the sewers, bathe and again meet with Canayven and Sascha, the former Pathfinder anxiously inquires about her locket and gives her heartfelt thanks to you and the society and pledges her friendship to both.
Weeks later you learn how Sascha traveled to Andoran the following week and uses some of her old connections there to start up a new, but low-profile weapons shop.
Therein ends The Veteran's Vault.
Once I have all of your information I will send chronicles and report.
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
DM:
The only suggest I have is something I've found to be very useful for PbP games. In the Recruitment thread, (or the Discussion thread if it's not already used) is to have everyone post for the first time some basic info so that it is easy to locate for Chronicle Sheets at the end, <Player Name or Nickname/Character Name/PFS #/Faction/Day Job Roll or that they don't have one/and then any special notes that might need added.> The idea is that before anyone post anything, that information is there for everyone. So all players post that, and only that, and once it's done for all players, it becomes a normal Recruitment/Discussion thread.
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Actually another thing is to request that the players post some basic game stats in the "Race" and "Class/Levels" section of their Alias's, so that it appears each time they post and makes it much easier to find things quickly without opening up their character. Many of us look like we have already done that. :)
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One final tip I've found works very well is to make little spoilers in the Campaign Info (so that it appears at the top of each page) with the dice rolls for all the player's Init rolls, (simply leaving off the final "]" so you can just copy/paste it each time. For example, mine would look like [dice=Garinol]1d20+5[/dice. You can also do that for Perception checks, including a small note for Darkvision or Low-Light Vision, just to make things runs smoother. For example, Zarunkumar's Perception is [dice=Zarunkumar <DV>]1d20+0[/dice.
DM part 2 (story):
When I ran this, that first encounter "in the deep" (trying to not give anything away if players read this but you should know what I mean), when I ran it, the party decided to actually attempt to talk to them rather than fight, and it turned out to be a lot of fun. They actually went back up and went shopping, having no idea what they would find desirable. They enjoyed it a lot. So my advice would be to present options that might allow the party to go either way. Also, the final fight, read up on the Darkness/Light rules and those two specific creatures. It was a pretty dang epic fight, and the entire party was on the ropes nearly the whole time. :)
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
I can fill a lot of roles if needed. That's a large part of my goal when I created the character. I can do a pretty good job as tank, skills/face, backup healer, (though generally not great in combat). I'm okay playing up or down, really. From what I recall, (unless we act a bit dumb ha ha), there shouldn't be anything too hard, but like I said, it's been a while.
That's what I'm talking about! I truly appreciate your suggestions.
Numbers 2 & 3 I've used and requested often but the first is solid forethought. Going to roll that one out from now on.
Also, the suggestions for this scenario are in line with what I was hoping to create. We shall see how your fellow adventurers react....
Thanks man,
@Durk, Could you add basic stats to your 'Race' category on your character's page? See Silas's name and all the information beside it as an example. Thank you.
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
For the next 10ish days, I'll be to the field. I should have internet on my phone, but will have issues with maps. In case you need to wait on me, I'll default to attacking with my Scimitar in combat (unless it would obviously be stupid to do otherwise).
All of my stats are in the character sheet of my avatar, and I've tried to make it easy by posting most important things under my name. It shouldn't be an issue, but if it is, please feel free to roll for me. I can heal (Cure Light) 51 times if needed, and have a few odd tricks up my sleeve. I like to keep fairly accurate records of things, with the intent of self publishing, (I don't trust the Decem, Shadow Lodge for LIFE!!!!). And like I said, I have already DM'd this, so I'm going to take a backseat to decision-making anyway.
The minimum table size for a Pathfinder Society Organized Play session to be considered legal is four PCs. Table size is capped at six PCs. In cases in which you simply cannot seat four players, you (the GM) may run a table of three players, and play an official level-appropriate pregenerated character in order to meet the minimum table size of four PCs.
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
I agree. I've had this occur a few times, and I tend to just keep them there as a background character, and report them as having played. Unless they actually tell you they are dropping out. Most of the time, they just got hit with a lot of work or something unexpectedly, and then join back up soon.
I checked out their other games, and it looks like their last post at all was on May 30th. In the other two games, it also looks like they have just vanished as well, so its looking like a case of they might have lost internet or had something come up in RL?
59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)
I also just noticed that somehow this character switched to Grand Lodge (should be Silver Crusade). In one of the gams I am running, a few characters noted the same thing, they just sort of randomly changed Factions online). Everyone might want to take a look through their characters to make sure everything is right.
Thank you all for playing and most of all, thank you for your patience during my goofs. Just earned my first star and honestly, this was the most 'challenge filled' of the 10.