GM Endless Forms' PFS 06-03 The Technic Siege (Inactive)

Game Master Mike Tuholski

A 5-9 PFS scenario played at the 8-9 subtier (4 player adjustments).

Sharrowsmith Exports | Nantambu


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The Flaxseed Pathfinder Lodge

Shel asks around but is not able to find out any more than Johendar and Maps. Remember there are specific contacts and doing things for them may or may no lower the DCs. Also, asking more specific questions may lower the DCs as well.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

kn:nature: 1d20 + 9 ⇒ (3) + 9 = 12

Not recognizing the giant lizards. I am a lion shaman after all!

Fendahl continues walking with his two Grand Lodge companions...

"Hrrmm, Master George and Wreck, while we review the defenses, perhaps we stop and see this Bunda Malinzi herbalist and ask if he has seen our missing Rand? If nothing else he may have some interesting alchemical supplies for your collection, George."

I will assume Kirrah, my lioness, is resting in the stables for now

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

@ the Lodge: Can Maps take 20 to give it a thorough searching? That will uncover all the Perception secrets. He's not good at social skills, so I don't mind spending a little more time there with him. He's also got knowledge arcana, geography, and nature, which I'll roll, though I could probably use guidance if anyone has it, a few aid another checks to boost them.

Knowledge geography - bazaar: 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge nature - foyer: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge geography - office: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge geography - office: 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge arcana - office: 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge arcana - secret foyer: 1d20 + 5 ⇒ (15) + 5 = 20


The Flaxseed Pathfinder Lodge

@Maps: Sure, we'll just say it takes you an extra hour.

Bunda greets you warmly and when she hears that you are friends of Aya's, offers to sell any single alchemical item in her possession for half price. PCs can choose any single item from the Alchemical Remedies, Alchemical Tools and Alchemical Weapons sections of Pathfinder RPG Ultimate Equipment and purchase it for half price.

Diplomacy to see if she knows anything.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl speaks to the woman.

diplomacy : 1d20 - 1 ⇒ (7) - 1 = 6

"Hrrmm, interesting selection here. Could I have 1 each of adamantine and silver blanches? Have you seen any Pathfinders lately?"

Although spoken with good intentions, his comment loosely translates to 'I do not want any of your junk and only buy it to act nice. Have you seen our friend or not, you hag?' LoL

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Im not sure if the whole group is together for all of the Diplomacy/Know. Local info gathering or not. I'm assuming we are.

Shel smiles broadly at the alchemist. "Bunda, one of Aya's friends is late arriving. You know that scamp Rand...have you heard of his possible whereabouts? She's terribly worried about him. I'm sure he's just having a bit of drinking, but she asked us to keep our ear to the ground."

Diplomacy 1d20 + 9 ⇒ (8) + 9 = 17

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

With much discretion, Maps reveals his observations at the Lodge to the other Pathfinders.

Maps took 2 hours at the Lodge, then another in the docks gathering information. For his 4th hour...

"I'm thinking a couple of us should try to track down this tattooed Kellid from the Technic League and offer to sell him information that the book's being brokered by some Consortium agents from Bloodcove."

Not sure what skill checks it would require to find the Kellid, but I'd need someone good at bluffing, and perhaps disguise. George, Johendar, or Shel?

[dice=Base "tracking down" roll]1d20[/dice] *Perception is +16, Knowledge Local is +5, Survival is +7.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

If it comes to disguise, Fendahl can shapechange into a bird or cat if that helps with spying somewhere unseen. Not much help on the social front, as he has already demonstrated.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Maps considers Fendahl's proposal. "If we find this Kellid, perhaps you can follow him unnoticed. Find out what he's up to."

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

and wreck is back

Wreck nods
"If man we want not work with, Wreck will make man help" he nods at his own words

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

The alchemist ignores Fendahl but greets Shel warmly. "Well, I haven't seen him recently but perhaps that's because he's been tied up. Perhaps he's been researching new locations; I've heard he had a real interest in a warehouse on the southwestern side of town."

@Maps:
Your searching leads you to the same conclusion that Shel gets from the alchemist.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel laughs at the news. "I knew Rand was up to something. I'm sure he's just doing his own thing for a bit. I'll be sure to let Aya know to not worry. Dnt suppose you know which warehouse he'd been focusing on, do you? It'd be funny for us to surprise him!"

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

As George looks around the area, he examines everything he can find.

Kn.(Nature) - DC 15: 1d20 + 13 ⇒ (4) + 13 = 17
Kn.(Arcana) - DC 15: 1d20 + 13 ⇒ (19) + 13 = 32
Kn.(Arcana) - DC 16: 1d20 + 13 ⇒ (6) + 13 = 19

Hmmm... both of the protective golems are missing key components to their activation... George will look into finding out where he might find the items needed to activate the golems.


The Flaxseed Pathfinder Lodge

George:
The wood golem could be reactivated by finding a baobab root and returning it to the lodge. Aya knows of a book in the library detailing the short ritual necessary to reanimate the golem.

As for the ornamental armor, you are currently unsure where the right gem could be found on short notice.

The alchemist lets Shel know the location of the warehouse. "Oh, I'm sure he wouldn't mind you stopping in!"

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"Thank you, Bunda. I didn't hear anything from you," she says with big conspiratorial wink and a grin as she steps out of the shop. As she does, she smile fades, and she apprises the others of the situation. "Lets go find him and make sure he's okay."

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

"Ah yes,that would be wise. Let us head that way to check out this warehouse lead.. "

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender nods and makes ready to head to the warehouse.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Assuming we meet up at the Lodge after gathering information...

"First thought is we head to the warehouse," Maps says to the group, though his face lacks enthusiasm for the idea. "But other things are happening here. Loose ends needing to be tied."


1. There is a geography related secret in the Lodge Maps would like to uncover. With an hour in the Library, plus an aid from Shel and Johendar, and Guidance from Fen, he'd have a chance to figure it out.
2. If George spends an hour in the library he might be able to figure out what is needed to reactivate the ceremonial armor.
3. Takna Hunzu: florist. Might have the root needed to reactivate the wood golem, or know where to get it.
4. Utuma Zbembe: an expert and purveyor of the fantastic. Might know what is needed to reactivate the ceremonial armor. Might also know something about the Kellid.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George heads to the library to research the wood golem's secret.


The Flaxseed Pathfinder Lodge

After an hour of studying, George is pretty certain he understands the ritual to get the wood golem working again. If only he had that special root....

@Maps: note that you know what is needed for the ceremonial armor, you just don't have it or know where to get it. It may or may not be found later depending on how events work out.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George will investigate the florist unless the party comes to find him for the warehouse job.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

@EF: ok, gotcha. Going to roll my knowledge geography with the library bonus.

Knowledge Geography: 1d20 + 18 ⇒ (9) + 18 = 27 1 aid another and a guidance and I'll have it.


The Flaxseed Pathfinder Lodge

Takna Hunzu runs a small flower shop in the city and is a known friend of Aya's. "Oh hello there! May I help you with anything?" she asks as George enters the shop.


Mr. Chips sees all the brightly colored flowers and jumps out of George's cloak and rushes towards them. Yes, I believe that you can... I am looking for a baobab root and I was told that you were the local purveyor of all things plant here in town by Aya.

Mr. Chips starts gnawing on a bright purple flower in the corner.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender peers at the maps with...Maps.

KN: geography aid, not sure you aid on knowledges: 1d20 + 6 ⇒ (1) + 6 = 7

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

As Shel is finished with her meeting with Bunda, next she plans on going to the warehouse, once the rest of the group is ready to proceed.


The Flaxseed Pathfinder Lodge

Normally I don't allow aids on Knowledge checks because (imo) it is supposed to represent what you know but the one exception I allow is when you are researching/have access to a library/etc. Pouring over maps together is close enough.

"Ah yes," the florish responds to George as she politely pats Mr. Chips on the head. "Difficult to find at this time of year but I can tell you of a few locations nearby that you might look...." She'll tell you where you can find one in the surrounding area, although it will take 1d4 + 1 ⇒ (2) + 1 = 3 hours to find a suitable piece.

Whenever you are all ready to go to the warehouse, let me know. Realize that not all of the spoilers back at the lodge are going to yield extremely pertinent or useful information.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

I don't see why knowledge checks can't be aided. One person might not have all the pieces to a larger puzzle, or might recall something after discussing a subject with another person. My wife aids my knowledge checks every chance she gets. ;)

Since we have the library, can Shel offer some help before heading out? I'm aware all the information isn't necessarily relevant, but Maps has a personal obsession here, particularly regarding subjects of geography.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck simply travels with them. He can read books, but learning from them made his head hurt. So he sticks with hitting things with his axe. He will simply protect his compatriots while they work and study

-Posted with Wayfinder

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl stands by Wreck looking to see if he can help the others, but is not sure about geography. Turning to Wreck...

"Hrrrmmm, I am more of a outdoors type. Never been much for book learning. You have to feel the wind in your face to know about the world . "

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck nods, his arming clanking loudly as he does
"Wreck agrees. Out in the field. Feeling weapon in hand. Just like little town with bird men. Wreck only good at fighting and training, not much else. Well. Wreck can climb well and swim well too. Wreck thinks"

-Posted with Wayfinder

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel would be happy to help, Maps. If you want to roll an Aid Another for her, go ahead.

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George returns and informs the party of what he has found out. My priority is to secure the area and a golem will be quite useful for that. We should search out this root after the warehouse.


The Flaxseed Pathfinder Lodge

@Maps: IIRC the Core isn't specific about which checks can be aided and which can't; it's up to GM discretion.

Is everyone ready for the warehouse or are some of you still doing stuff at the Lodge? It sounds like some of you still want to do things at the Lodge but I don't want to keep the others waiting around for too much longer.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

Shel Aid Geography: 1d20 + 5 ⇒ (8) + 5 = 13

With Shel's help Maps works out the mystery of the map in Sharrowsmith's office, but doesn't know how, or if, it might be relevant.

After their research Maps is ready to investigate the warehouse.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

ready whenever the party is.....

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

"Wreck is ready!"

-Posted with Wayfinder

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

"Let's go! To the warehouse...we need to get this mission squared away."


The Flaxseed Pathfinder Lodge

I warned you that not everything is relevant or helpful...

The warehouse sits on the far southwestern outskirts of town along a secluded canal. Its solid 20-foot-high walls contain a few dirt-stained windows facing the eastern waterfront. The exterior doors of the warehouse are locked with average strength padlocks, and the door nearest the docks is trapped.

DC 25 Perception:
You can hear whirring of gears at the western door.

Map linked above. I had to revert to a sample from google images because the pdf version won't copy without all the enemy's positions and whatnot marked off. Really hope they fix that problem in the next batch of scenarios.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

@EF: I'm fine with irrelevancy. I'm just incorporating into the mystery of Maps' personal backstory.

Perception: 1d20 + 16 ⇒ (4) + 16 = 20

"I'll scout."

Maps sneaks off to circle the warehouse, looking windows or hidden guards.

Stealth: 1d20 + 12 ⇒ (18) + 12 = 30
Should I roll any more perception checks?

Additional Perception checks if necessary: 1d20 + 16 ⇒ (9) + 16 = 25
Additional Perception checks if necessary: 1d20 + 16 ⇒ (15) + 16 = 31
Additional Perception checks if necessary: 1d20 + 16 ⇒ (8) + 16 = 24

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl watches at the approach, looking for anything odd.

perc : 1d20 + 12 ⇒ (11) + 12 = 23

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Aid Another Perception 1d20 + 11 ⇒ (3) + 11 = 14

Shel tries to help the half elf to scout out any possible trouble.

Auto success, if allowable.

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck tries to help watch but he knows he isnt the best watch out there. Atleast he tries
Aid Perception: 1d20 ⇒ 6

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Together the party can hear whirring at one of the doors (marked with a green arrow). The rest of the warehouse seems quiet.

Scarab Sages

Human Pistolero Gunslinger 6 / Alchemist 2 | HP 64/64 | AC 25 [F 17 T 19] | CMD 28 | F+11 R+16 W+6 | Init +10| Perc +11/+16 | Grit 2/4

"Southwest door looks like a good way to enter unnoticed." Maps says.

Whichwver door is chosen, he will examine it for traps, and aid another in dealing with any.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31
Disable Device Aid Another for Shel (if trapped/locked: 1d20 + 10 ⇒ (14) + 10 = 24

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender follows alongs, quielty humming a litle ditty to himself.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Grand Lodge

Active Buffs:
Addiction: Angel's Trumpet
Assassin 10 HP: 63/63 | AC 20 | T 16 | FF 14 | Fort +9 | Ref +14 | Will +4 | CMD 22 | Initiative +6 | Perception +13 | Sense +0 | Disable +22 | Kn.(Arc./Local/Nat./Rel.) +20
Resources:
Mutagen: 1/1 | Bombs 19/19 | Extracts - 1st: 7/7; 2nd: 6/6; 3rd: 5/5; 4th: 1/1 | CLW Wand - 31 charges | Poisons: -- (DC --) 6/6; -- (DC --) 5/6

George will be ready to disable any traps on the fly.

DD: 1d20 + 17 ⇒ (10) + 17 = 27

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Once the door is checked, Fendahl will cast bark skin on himself before following the others into the warehouse

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel will take her time, not wanting anything to go wrong, helping looking for traps with Maps.

Automatic success for aid another on Perception.

If a trap is spotted, she tries to undo it to her best ability.

Disable device 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20

Grand Lodge

Male Half Orc
VITALS:
AC: 28(13), T: 13, FF: 26(12); HP: 124/124; F:15, R:9, W:9; CMD 30 ; Init: 3 ; Perc:+0
Fighter 11
Skills:
Climb +8(+10), intimidate +24, Swim +8(+10)

Wreck gets ready, making sure his axe is locked in place. Everything ready in case something happens

-Posted with Wayfinder

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