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 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 sheathes his weapon and moves to Rand. "Are you well man? What happened? Do you require healing?"


The Flaxseed Pathfinder Lodge

@George: He did not have infusion. And yeah, I don't know why you would want to Baleful Polymorph yourself. Permanently turn into a bunny with all of your class abilities? It's not even on the alchemist list, that has to be a misprint unless I'm missing something. He was a vivisectionist.

Maps finds the other warehouse devoid of anything interesting.

The upper balcony contains several maps, lists of names, and reports from an ongoing investigation.

list of names:
Arvellos Rand—Purchased book in Eleder for 50 gp. Thief from western Avistan. Rumored member of the Pathfinder Society.
Aya Allahe—Celestial half-blood. Access to limitless financial resources. Investigate relationship with Sharrowsmith’s Exports. Possible connection to Pathfinder Society.
Micky Threetoes—Suspected Aspis Consortium member. Group of thugs willing to smuggle nearly anything. Rumored in area. Investigate. Currently in Bloodcove?
Sal Durivan—Possible alias of Scznari scum Malcolm Vandium, last known name associated with our property. Investigate.

On a shelf on the second story balcony, you also find a pair of technological marvels: pharmaceuticals called hype and cureall. Each contains a single dose and requires a standard action to consume.

Cureall:
A dose of cureall allows the target to attempt an additional saving throw against a single disease or poison effect currently afflicting him. This additional saving throw counts for the total number of successful saves needed to recover from the disease or poison. If the target is suffering from multiple afflictions, a single dose of cureall works against only the effect with the highest save DC. Cureall also restores 1d4 points of ability damage or 1 point of ability drain that has been inflicted by a disease or poison, even if the user doesn’t succeed at the save. A dose cures any ability drain before curing ability damage. If the target is suffering from drain or damage to multiple ability scores, the cureall cures the score with the most damage or drain (or randomly selects one if multiple scores have equal drain or damage).

Hype:
A synthetic adrenaline derivative once used by soldiers, hype boosts perception and reaction time but comes with some nasty side effects. This pharmaceutical has an onset time of 1 round and its effects last for 1 hour. It provides a +5 competence bonus on Perception checks and increases the user’s base land speed by 10 feet, but the user takes a –4 penalty on concentration checks and on all Intelligence-, Wisdom-, and Charisma-based skill checks (with the exception of Perception).

After being unbound, Arvellos Rand begins to sputter out his story quickly, "I'm alright, I'm alright, I'll be fine. You understand why they were interrogating me, right? I bought the book from a travelling Varisian bookseller in Eleder by the name of Sal Durivan—a guy who had no clue how much it was really worth. He said he was also on his way north to Nantambu, and I figured it’d be better for me to deliver the book here rather than risk someone here recognizing its worth before I could secure its safekeeping. Come to think of it, I haven’t seen Sal around town. I wonder if he ever made it, or if the Technic League got to him before they caught me.”

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 turns in disdain at the treatment of the gnome as he turns to attend to Rand.

"Hrrmm, there is no honor in such actions. "

Reaching Rand...

"Master Rand, do you have ideas on where the Technic League would base their activities?. "

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 returns from the last building and reports his findings, or rather the lack-thereof. Examining the tattooed body of the alchemist, he flips through the formulae book and examines his extracts and the pharmaceuticals on the shelf. Something familiar...

After looking through the names on the list, he looks to his companions and points at a name. "Aya Allahe's name is here."

To Arvellos, "There other members of the Technic League still out in the city? If so, we should get back to Sharrowsmith’s."


The Flaxseed Pathfinder Lodge

"No, I don't know," Rand sputters unhelpfully. "They were partly based here I suppose but they certainly had others out there searching for more information about the book. I'm sure they're after Sal too and he's the one who sold me the book. Now I swear I didn't tell them anything but I can't speak for Sal's willingness to avoid torture by handing over some more information!"


The Flaxseed Pathfinder Lodge

What are you guys doing/where are you going?

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

I believe that we should still get the root that will allow us to activate the golem.


The Flaxseed Pathfinder Lodge

George decides to take an excursion in the nearby jungle for an hour to find the root that he needs to reactivate the wood golem.

Any other ideas? We seem to have hit a standstill for the past few days.

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 not smart enough to come up with ideas more complicated than what to eat drink or what to hit or who to scare

-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

" If we have searched all we can here, maybe head back to the lodge and check for any unresolved clues or leads. " Fendahl turns to head back.

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 thinks for a minute, trying to stop George before he goes. "I think we should track down this Sal character. Remember the mission, now, is to keep the Technic League from discovering the book or that we Pathfinders have it. If we can get to their leads before they do, we can stymie their progress. Perhap even lay some red herrings to throw them of the trail."


The Flaxseed Pathfinder Lodge

After asking around for a little less than an hour, you can learn that Sal was spotted this morning entering the Copper Buffalo, a bar located on the city’s south side.

The Copper Buffalo would normally be open for business, however, when you arrive the building’s windows are shuttered and the sign on the door reads “closed for business.”


The Flaxseed Pathfinder Lodge

Oh, also I forgot about something: George's root will take a little more work. And he may not want to go on his own....


While they are asking for Sal, can I have gone to get the root? My character is both intrigued by the golem and the procedure, as well as viewing it as necessary to protect the Society's interests.

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

What if Maps and Fendahl go with George and we handle it like a stealth mission? Sneak into the jungle, avoid trouble, and get the root?

Edit: actually, it doesn't look like Fendahl is very stealthy...

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 can turn into a cat or bird etc if that helps sneaking into the jungle .


The Flaxseed Pathfinder Lodge

You can do that. I'll just say that the jungle is a dangerous place and that Rand said, "I haven’t seen Sal around town. I wonder if he ever made it, or if the Technic League got to him before they caught me...."

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)

stealth is not his strong point...

-Posted with Wayfinder

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

On second thought I think we should all just stick together.


The Flaxseed Pathfinder Lodge

Ok, moving this along since this game has been getting stuck a lot. Seems to happen in these more sandbox-y scenarios.

George suggests finding the root to reactivate the wood golem, knowing the general direction the party should head to find the plant from the florist he spoke with.

The clean waters of the Vanji tributary lie ahead, with the baobab tree sitting in a bend of the river. Unfortunately, as you move closer to the water you find that you have stumbled into the territory of a truly behemoth hippopotamus!

gm rolls:

hippo!: 1d20 + 3 ⇒ (1) + 3 = 4
maps: 1d20 + 9 ⇒ (17) + 9 = 26
george: 1d20 + 6 ⇒ (9) + 6 = 15
shel: 1d20 + 8 ⇒ (16) + 8 = 24
wreck: 1d20 + 3 ⇒ (19) + 3 = 22
fendahl: 1d20 + 4 ⇒ (19) + 4 = 23
johendar: 1d20 + 4 ⇒ (8) + 4 = 12

Initiative:

1. Maps, Shel, Fendahl, Wreck, George, and Johendar
2. Behemoth Hippo!

You guys are up!

Ignore the marks for the regular hippos on the map. That's for the low tier. They messed something up on the new season 6 maps and I can't copy-paste them without the tags like usual.

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, much like the lions he emulates, is not fond of water.

He moves over to get line of sight and casts dominate animal on the hipposaurus

DC16 will vs domination.

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)

if combat is still busy, wreck will charge the big thing. Delay action till just before hippo

-Posted with Wayfinder

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

Sorry, I'm just having a hard time understanding what is going on or what options I have...

Keep it busy. No need to kill a hippopotamus who is just defending his territory if we can get the root without bloodshed. George takes to the trees to cover his advance to the Baobab roots after whisper-yelling to his comrades.

Stealth: 1d20 + 16 ⇒ (14) + 16 = 30

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

Heck this one disappeared from my queue. Let me read the last few days and I'll make a quick post. My bad.

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 takes a few steps back as she draws her weapons. She takes a full defense action, hoping the others are able to procure their ingredient without violence having to erupt with the animal only defending its territory.

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

Johendar waits to see if Fendahl can control the massive beast.

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 retrieves the wand of invisibility and readies to use it if the hopposaurus can't be controlled.


The Flaxseed Pathfinder Lodge

Will: 1d20 + 7 ⇒ (2) + 7 = 9

Fendahl says some kind words to the giant hippo and it lets you pass peacefully! Awesome.

KN (nature) DC is pretty low when you've got a druid in the group:

The party easily locates a suitable root to take back and reanimate the golem.

Ok, now where? You can check up on Sal or look for the gem you'd need for the ceremonial armor or anything else you guys might want to do.

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 confers with the party. I am not one who would be good at subterfuge and misdirection on a grand scale. My specialty is small confrontations that usually end in death. George ponders for a second on how he could help hide the Society's involvement. I could try to poison a few individuals and convince them that the Aspis Consortium has been behind the rash of incidents.

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 raises and eyebrow at the suddenly tame hippopotamonster. "How long will that last?" He asks Fendahl, wondering if a creature like this might serve better as a guardian then a golem.

Nevermind, it only lasts a short time. Let's check up on Sal.


The Flaxseed Pathfinder Lodge

Yeah, unfortunately dominate animal is not days/level like person is. But you had long enough to run over there and grab the root you needed and get away. An hippo guardian would have been awesome!


The Flaxseed Pathfinder Lodge

The Copper Buffalo is a bar located on the city’s south side. It would normally be open for business, however, when you arrive the building’s windows are shuttered and the sign on the door reads “closed for business.” If you ask around the streets for any information, passersby shrug and suggest perhaps the barkeep is ill.

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

I will examine the inside of the tavern for any signs of Sal. I should be able to get in and remain undetected.

George will examine the Copper Buffalo for the best point of egress, be it a window or door. He will use his ability to move around undetected to enter the Copper Buffalo and check out the situation before returning to the party and informing them of what he saw inside. Is Golarion the type of place where a barkeep would live above his bar? I'm assuming "Yes".

Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Disable Device: 1d20 + 12 ⇒ (8) + 12 = 20
Stealth: 1d20 + 16 ⇒ (18) + 16 = 34

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

"This will help." Maps offers the gnome's wand of invisibility to George.

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

Any idea how I can start getting post notifications in this game again? The gameplay thread isn't showing up at all.

Know. Local 1d20 + 9 ⇒ (11) + 9 = 20
Perception 1d20 + 11 ⇒ (17) + 11 = 28

Shel walks into the bar as well, looking to see if she recognizes Sal in the bar.


The Flaxseed Pathfinder Lodge

@Shel: Not sure why that would be the case unless you accidentally press the hide button. Shel shows up as one of the active characters on my end.

4d20 ⇒ (11, 19, 18, 18) = 66

Although the windows are covered up, George is able to sneak around until he finds a spot where he can look in:

One of the guards has Sal Durivan in the corner of the establishment, pressing him to answer dangerous questions. A quiet oread with veins of the skymetal adamantine marbled through his rocky flesh sits in the corner of the bar, watching the scene unfold.

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 sneak out quietly and inform the party of what he sees. ... If you want, we can ambush the human and the oread. Should allow us to easily dispatch the two and send them to the Boneyard. If we can capture the Oread alive, then I can use my Confabulation Powder to convince him that the Aspis Consortium is the group that is responsible for saving Sal. Maybe they will extrapolate from there that the Aspis is the primary group causing issues here...

If they decide to ambush, George will drink his mutagen and a Barkskin extract. He will also poison his weapons (Black Adder/Black Adder).

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 follows along with the group, ready to assist wupith the assault.

"Hrrmm, yes. whatever we decide, we must make sure we do not destroy any leads we may need . "

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

Correction: George will apply the concentrated Purple Worm poison to one of his claws. DC 26 since it is concentrated right? And he will apply the Black Adder to the other claw.


The Flaxseed Pathfinder Lodge

With George's recon information in hand, the party decides to take out the Technic League agents!

I put you at the door nearest them but if you wanted to come in a different way feel free to move yourselves.

gm rolls:
thurlock: 1d20 + 6 ⇒ (11) + 6 = 17
mercenaries: 1d20 + 2 ⇒ (14) + 2 = 16
maps: 1d20 + 9 ⇒ (2) + 9 = 11
george: 1d20 + 6 ⇒ (18) + 6 = 24
shel: 1d20 + 8 ⇒ (4) + 8 = 12
wreck: 1d20 + 3 ⇒ (8) + 3 = 11
fendahl: 1d20 + 4 ⇒ (8) + 4 = 12
johendar: 1d20 + 4 ⇒ (9) + 4 = 13

Initiative:

1. George
2. Thurlock and mercenaries
3. Johendar, Shel, Fendahl, Maps, and Wreck

George is up!

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

DM, while George is giving a scouting report of the scene, can Shel use a couple charges off her wand of Lead Blades to bump up her weapons a bit? If so, that is what she will do.


The Flaxseed Pathfinder Lodge

Yep, that's fine.

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 peeks through the southern door and waits until he finds a good moment to sneak up behind the oread, using the bar for cover.

Stealth: 1d20 + 16 ⇒ (4) + 16 = 20


The Flaxseed Pathfinder Lodge

1d20 ⇒ 5

The oread spots George moving in and shouts out to his mercenaries. The oread grabs his quarterstaff and shouts, "By Nethys, you'll not disrupt the League's doings!"

mwk quarterstaff power attack: 1d20 + 11 - 2 + 2 ⇒ (11) + 11 - 2 + 2 = 22
damage with bane: 1d6 + 6 + 6 + 2 + 2d6 ⇒ (2) + 6 + 6 + 2 + (2, 2) = 20

The two mercenaries grab their flails as they move up and then take defensive stances to guard their prisoner.

Initiative:

1. George
2. Thurlock and mercenaries
3. Johendar, Shel, Fendahl, Maps, and Wreck

You guys are up!

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 waits until the rest of the group advances, hoping for a flanking opportunity on the closest mercenary. If none presents itself, she attacks.

Attack 1d20 + 11 ⇒ (5) + 11 = 16

Damage 1d4 + 2 ⇒ (4) + 2 = 6
Plus 2d6 ⇒ (5, 3) = 8 sneak attack if applicable.

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 expertly dodges the Oread's quarterstaff and full attacks the rock-beast with his claws.

I was going over my poisons and I messed up. I meant Shadow Essence, not Black Adder. Black Adder does Con damage and we don't want to accidentally kill this guy since George has already stated that he wants to use him to spread the lies about the Aspis. Shadow Essence is the stuff to knock him out of the fight faster since two poisons doing Strength damage will paralyze him super fast. Also, George would have had time to concentrate the poison before entering since we were the ones ambushing. (Takes one minute to concentrate a poison). If not, then reduce the duration to 6 rounds and reduce the DC to 18 on the Shadow Essence.

Claw(Shadow Essence): 1d20 + 11 ⇒ (3) + 11 = 14 DC 20 - 1 rd. / 9 rds. - 1 Str Drain (on first failed save) / 1d2 Str damage (on every failed save thereafter) - 1 save to cure

Claw(PWP): 1d20 + 11 ⇒ (18) + 11 = 29 DC 26 - 1 rd. / 9 rds. - 1d3 Str damage (on every failed save) - 2 saves to cure

Reminder about poison rules: He will make a save immediately on the attacks and then once on his turn. So basically two rounds of the poison will have acted during his turn. I have the Paizo Poison Blog in my character page for example if it is confusing.


The Flaxseed Pathfinder Lodge

@George: yep, you could've taken the time to concentrate your poison before heading in here. Also: claw damage on that attack?

Shel moves in to attack but her blade hits only the gleaming breastplate of the mercenary in her way. George claws into the oread, the poison on the tiefling's claws working its way into Thurlock's stony flesh.

Fort: 1d20 + 7 ⇒ (15) + 7 = 22
str dmg: 1d3 ⇒ 3

Initiative:

1. George
2. Thurlock and mercenaries
3. Johendar, Shel, Fendahl, Maps, and Wreck

T: 3 str dmg (DC16, 1d3 str, 1/9 rnds)

Johendar, Fendahl, Maps, and Wreck are up!

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 will move into the bar and engage the same thug as Shel ,trying to get in position to help her flank.

"Hrrmm, seems like George will be on his own for a bit. "

+1 katana, pa: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24 damage : 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11

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

If Fendahl moves first, Shel would get a plus two on that last attack. Probable still isn't enough to matter, but just for the record.

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 moves to their leader and swings his axe at the person!
Attack!: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d12 + 23 ⇒ (2, 9) + 23 = 34

-Posted with Wayfinder

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