GM Endless Forms' PFS 06-19 Test of Tar Kuata (Inactive)

Game Master Mike Tuholski

A 3-7 PFS scenario played at the 3-4 subtier.

Combat Map

Aeotsep | Menkha


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Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

Wow, Aramaya is a beast. How do we think healing someone would go over in this trial? Would it be acceptable, or would we be looked down upon for skirting some rules?

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August falls seriously unconscious. Think that's 82 HP, good thing it was non-lethal!

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

I'll assume it's okay. :)

The Professor watches as Aramaya's pummeling against August knocks the dwarf into a deep stupor.

"Now, now. No sleeping on the job... that's my job, August!"

The Professor takes a step back and channels the holy energy of Brigh-Mom into his injuried allies, his pajamas flapping in the wind.

Channel: 2d6 ⇒ (5, 1) = 6

The Professor's Status:

Professor:
HP: 30/30; AC: 14 (T11/FF14)
F: +7, R: +2, W: +7

Spells Prepared
2nd: [ ] Burst of Radiance DC16, [ ] Produce Flame (D), [ ] Sound Burst DC16
1st: [ ] [ ] Burning Hands DC15 (D), [ ] Command DC14, [ ] Murderous Command DC14

Pearls remaining: 1/2
Channel remaining: 4/5
Fire Bolt remaining: 6/6
Bless wand remaining: 44/50

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

So, not sure how this works, but did I take 23 HP of lethal damage since I went over my HP in non-lethal? I also assume the healing doesn't wake me.

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

That healing will heal both 6 lethal and 6 non-lethal simultaneously, but I suspect you have a way to go still.


The Flaxseed Pathfinder Lodge

Refresher on nonlethal damage: when you hit nonlethal damage equal to your current HP, you fall unconscious. If you are dealt nonlethal damage exceeding your maximum HP, any excess damage becomes lethal. As long as the lethal damage does not put you in the negatives though, you are still stable and have no risk of bleeding out. And yes, magical healing heals nonlethal and lethal simultaneously.

And yes, she is a beast. I'm tempted to steal this build for my own character.

---

August falls over from the severe beating he has received as the Professor channels energy from his god to heal the party!

Initiative:

1. Castiel
2. Aramaya (38 nonlethal)
3. Professor F, Saarai, Savage, Jorah, and August

Saarai, Savage, Jorah, and Castiel are up!

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

With Aramaya's strength of mind flustering Jorah, and his lack of skill in physical combat, he instead decides to help his fallen comrade. He glides over to August and whispers a prayer in Celestial.

Casts Cure Mod Wounds

CMW: 2d8 + 4 ⇒ (8, 7) + 4 = 19

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

You can share that build afterwards, I'm very curious now :P. ac is 22 currently.

Castiel moves towards the woman with his now thicker skin and tries to whack her with his sword.
attack: 1d20 + 6 ⇒ (12) + 6 = 182d4 + 9 ⇒ (3, 2) + 9 = 14

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai purses her lips and casts a quick spell at their adversary.

ranged touch: 1d20 + 5 ⇒ (4) + 5 = 9

snowball: 2d6 ⇒ (6, 4) = 10 fort save DC 15 or be staggered


The Flaxseed Pathfinder Lodge

Castiel swings and misses and Aramaya easily dodges Saarai's snowball. @Saarai: is that nonlethal anyways? Otherwise you'd disqualify yourself.

Aramaya backs up to the edge of the platform and once again performs a series of maneuvers and stretches, showing just how far she can lunge with her longspear.

Initiative:

1. Castiel
2. Aramaya (38 nonlethal)
3. Professor F, Saarai, Savage, Jorah, and August

You guys are up!

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

The Professor once again focuses on evening the playing field by trying to convince Aramaya to give up her longspear.

Command DC14. Drop Weapon.

The gnome then provides some wisdom of his own.

"If she drops it again, pick it up!"


The Flaxseed Pathfinder Lodge

Will: 1d20 + 9 ⇒ (12) + 9 = 21

Aramaya simply shakes her head at the Professor.

Initiative:

1. Castiel
2. Aramaya (38 nonlethal)
3. Professor F, Saarai, Savage, Jorah, and August

Saarai, Savage, Jorah, August, and Castiel are up!

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August seems oddly comfortable in his dirt nap.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

"If at first you don't succeed..."
slap to the head: 1d20 + 6 ⇒ (18) + 6 = 242d4 + 9 ⇒ (3, 4) + 9 = 16
confirm: 1d20 + 6 ⇒ (10) + 6 = 162d4 + 9 ⇒ (2, 3) + 9 = 14

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

Savage will cast Hydrolic Push

CMB: 1d20 + 7 ⇒ (17) + 7 = 24


The Flaxseed Pathfinder Lodge

AoO on Castiel: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
nonlethal damage: 1d8 + 1d6 + 6 ⇒ (8) + (3) + 6 = 17

Aramaya makes a stab at Castiel as he moves in. She holds herself up against Savage's blast of water but this leaves her open to Castiel's attack, which finally knocks her out cold!

Out of combat!

Aramaya:
Polearm Master 4 / Monk 4 with feats: Combat Patrol (really cool), Combat Reflexes (of course), Dodge, Gliding Steps, Improved Unarmed Strike, Mobility, Nimble Moves, Power Attack, Pushing Assault, Stunning Fist, Weapon Focus (longspear), and Weapon Specialization (longspear).

At the high tier she is polearm master 5 / monk 6

She's a beast. Awesome build.

Itephta revives Aramaya with a quick spell. Aramaya respectfully acknowledges your abilities and retires. You are carried back down by the invisible forces that brought most of you up here.

Itephta, Aeotsep, and Menkha then excuse themselves to discuss your trials, leaving you to wander the monastery's grounds in the meantime. You are given a room in one of their caves for that night.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Did I win?


The Flaxseed Pathfinder Lodge

The next morning, you gather with Itephta and Aeotsep in the Master’s Room. Itephta is amenable to bequeathing the Sky Key component to the Pathfinder Society on the condition you provide the monastery short-term assistance.

“Our monastery is remote and receives little direct aid from Sothis and the great river cities of Osirion, and this distance has made us a target for worshippers of Rovagug who recently became our neighbors. These so-called Doomsday Knights frequently attack caravans and pilgrims, and we have done what we can to protect the trails that lead here with the disciples we have. In fact, one of our own, a respected Ouat named Bertrag, disappeared several days before you arrived. At this point I assume he has perished; the cult is known for sacrificing intelligent creatures.

“Irori promotes self-perfection, but I do not confuse that with blind self-reliance when confronted with a true threat. Tar Kuata can guard travelers or strike at the cult’s heart, but it cannot do both. With your assistance, we might rid this land of the Rough Beast’s warriors once and for all.”

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

"I know not of this Irori of which you speak but any person who brings harm to the innocent creatures is my enemy and I shall rid this world of their kind."

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

"We would be more then happy to help you with this task. What can you tell us of this cult? What is it that they want? What sort of skill or abilities might they have?"

Diplomacy: 1d20 + 14 ⇒ (19) + 14 = 33

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

The Professor considers the Pathfinders assigned to the Tar Kuata mission along with him, before waving his hand in assent.

"Certainly, Itephta. Good news, I calculate an over ninety-percent chance of success with the currently assigned team. The ten percent really depends on if this cult of the Rough Beast is scrying our conversation at the moment, or if they've infiltrated the monastery..."

The Professor looks about at the corners near the ceiling for scrying sensors.

(Some day, he'll actually see one)

"Hello? Rough Beastmen? Do you hear me? We're coming for you!"


The Flaxseed Pathfinder Lodge
Jorah wrote:
"We would be more then happy to help you with this task. What can you tell us of this cult? What is it that they want? What sort of skill or abilities might they have?"

"They are a cult of Rovagug led by Tasutek, a priest granted considerable physical strength by his patron. Most wield divine power in one form or another. The church of Sarenrae warned us of this group, which fled the Dawnflower's wrath in An and found refuge here."

Before you depart, Aeotsep wishes you fortune and insight in your upcoming challenges.

Approximately 30 miles north of Tar Kuata, the Merotsi Mines were abandoned over a century ago. While excavating the deeper levels, the miners breached a hot spring that filled lower areas with toxic water and fumes. The miners were able to vent only some of the gases before the conditions forced them to abandon the worksite and the proprietor formally closed the mine soon after. A weathered wooden sign still stands by the entrance, warning visitors in Osiriani to keep out.

DC 15 Craft (alchemy) or KN (nature):
The distinctive steam is actually volcanic in origin and while the fumes are mildly acidic and uncomfortable, they are not immediately harmful.

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

Alchemy: 1d20 + 6 ⇒ (7) + 6 = 13

The Professor dawdles slightly to examine the gasses.

"Why I haven't seen gasses like this since... well, I don't remember."

The Professor glances about with a look of concern on his face. He tightens his robes and narrows his eyes at the entrance.

"Well, best we get going before the Rough Beasties know we're here!"

Stepping ahead slightly, the Professor hollers.

"We're here!"


The Flaxseed Pathfinder Lodge

The air here is acrid but does little beyond irritating the eyes. Five horses tethered to hooks on the walls have bloodshot eyes, rashes, and other minor conditions from their exposure to the mist. Your arrival agitates the horses, which begin neighing and kicking.

There are two main ways to descend to the lower mine levels: a set of mine carts to the east, and an elevator to the west. The mine carts sit on a double track that descends down a steep tunnel. Each pair of carts connects to a pulley assemblage by chains, which an operator can move using a large windlass at the top of the tunnel. Each cart can hold up to three Medium creatures and has a smaller windlass, allowing a creature to ascend or descend unaided.

The old cargo elevator is currently inoperable due to several jammed mechanisms. Performing a quick repair requires 1 minute of work and a successful DC 25 Disable Device or relevant Craft or Profession check. A PC can diagnose the elevator’s problem with a successful DC 15 Knowledge (engineering) check, which grants a +5 bonus on the check to repair the elevator. Like the carts, the elevator has a complex pulley system that allows a passenger to raise and lower the lift from within. The elevator can hold up to six Medium creatures.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Hmm, 'fraid I don't know nuthin' about fixin' these things.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

Take 10 for 19
"Not to worry, the fumes are not toxic...

So erm, the carts I guess?"

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

Jorah looks at the elevator and then the carts, "I feel the elevator would be the faster way down but I am no use trying to fix things. Doesn't seem we have much choice in the matter."

-Posted with Wayfinder

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

so does someone have to stay at the top to let the others down.
if so i say we send a druid down with each group and i will go with last group as my weasle can go with the first group and comunicate its feelings with me so we know what to expect.

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

The Professor waddles over to the cargo elevator, rubbing his chin.

"Now, whats this? Some sort of primitive verticalinatoransport-doohikie?"

The Professor throws open a satchel of wrenches, screwdrivers and hammers.

"Now, let me see here... the workmanship is shoddy, almost like a band of ape-people thought this up. Really, no alchemy at work. Nothing combustile or explosive..."

Disable (w/Guidance from Brigh): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27

Finally selecting the hammer, he gives it a light WHACK before the machine springs to life again.

"There we go, like taming a kitten with a jellybean!"

Rubbing his eyes, the Professor gives another report on his status.

"And, I'm tired. Are we taking afternoon naps soon?"


The Flaxseed Pathfinder Lodge

No, someone does not need to stay at the top. You can lower yourselves down while riding in either one:

EndlessForms wrote:

Each cart can hold up to three Medium creatures and has a smaller windlass, allowing a creature to ascend or descend unaided.

Like the carts, the elevator has a complex pulley system that allows a passenger to raise and lower the lift from within. The elevator can hold up to six Medium creatures.

Professor F gets the lift working again and you are able to descend to the lower parts of the mine. This would be an unremarkable cavern at the bottom were it not for the metal tower that occupies most of the space and pushes against the fractured ceiling.

"Shhh." You hear a whisper coming from the metal tower. You notice an arrow slit through which peeps an eye. "Stay quiet. My name is Bertrag. I am an Ouat monk. The Doomsday Knights are nearby and they've got a powerful beast. There are five others in here with me; we've been in here for a week. We were captured while on patrol and they were going to sacrifice us but I used my instant fortress to protect us. Now we can't leave or they'll snatch us again."

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

I say we do this quietly. Send a mount with my weasle ahead so we can find out what's going on. Unless someone else has a better option.

Scarab Sages

AC 20(22)/19 (T 11/12, FF 19/17). HP 27/19, Fort +6/5, Ref +3/6, Will +7/4. Init +1, CMB 6/CMD 17, Speed 20ft/40ft
attacks:
Mwk ci Scimitar +7 (1d6+4) 18-20/x2, Mwk ci Falcion +7 (2d4+6) 18-20/x2, Sling +3 (1d4+4) 20/x2, Allosaurus Bite +5 1d6+6 20x2, 2 Claws +5 1d4+6 20x2
Skills:
Climb +8, Handle Animal +9, Knowledge (nature) +8, Knowledge (geo) +5, Perception +9, Spellcraft +6, Survival +11, Swim +4

"Well you can go back up the lift, we fixed it." Castiel whispers back.

Silver Crusade

57/57 HP, AC: 20, T: 11, FF: 19, CMD: 17, F: +6 , R: +5, W: +7, Init +4, Perception +19, NG Male Aasimar Oracle 7, Spell slots used: 3: 3/5 2: 2/8 1: 1/8

Jorah whispers in to the fortress, "Bertrag, we have been sent here by Aeotsep to cleanse this area of these Doomsday Knights. Perhaps we could team up, surely they would be no match for all of us together."

Diplomacy: 1d20 + 14 ⇒ (12) + 14 = 26

-Posted with Wayfinder

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"I can scout ahead and see what we are dealing with, then let you know with a message spell," Saarai suggests.

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

"Agreed Saarai. I send Nibler with you. Let us get the others to safety. I dont believe they will do us much good in their condition."

Nibler is my Weasel. He has excellent stealth and auto grapple on any size when he hits. He is a good familiar to have lol.

heal: 1d20 + 2 ⇒ (3) + 2 = 5 To check the condition of the people we found.

Since Nibler shares a square with a medium character idk if i need to make my own stealth or not

Stealth: 1d20 + 14 ⇒ (6) + 14 = 20For weasel to sneak with Saarai


The Flaxseed Pathfinder Lodge

There is a pause from inside the metal tower. "No, you don't understand. We can't leave this tower, not only because of the Doomsday Knights but because of what it has done to this cavern. Don't you see the cracks? This whole place might collapse!"

Saarai: Stealth check if you are sneaking around.

Where are you guys sneaking/scouting?

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

Saarai can choose were we go as it is only my familiar

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

perception: 1d20 + 9 ⇒ (7) + 9 = 16

I am wanting to see if it is going to collapse the whole cavern or just the area right above the metal tower

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

Would the borrow of a Dire Badger be able to dig around the wall enough to not have the ceiling collapse when taken down

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Saarai takes a moment to investigate the two passages to the west, then the passage all the way to the east, each time messaging her companions as to her findings.

Hmmm...not seeming super stealthy with those roles. I'll check out the two to the west first, then the east, in order.

stealth: 1d20 + 14 ⇒ (4) + 14 = 18
perception: 1d20 + 10 ⇒ (19) + 10 = 29 +1 additional vs. traps

stealth: 1d20 + 14 ⇒ (2) + 14 = 16
perception: 1d20 + 10 ⇒ (19) + 10 = 29 +1 additional vs. traps

stealth: 1d20 + 14 ⇒ (20) + 14 = 34
perception: 1d20 + 10 ⇒ (8) + 10 = 18 +1 additional vs. traps

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

Two extra stealth checks for nibler to go with saarai

stealth: 1d20 + 14 ⇒ (19) + 14 = 33

stealth: 1d20 + 14 ⇒ (2) + 14 = 16

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Not being stealthy, August will stand as sentinel.


The Flaxseed Pathfinder Lodge

It seems that it will take some substantial work to prevent the cavern where the tower is from collapsing.

gm rolls:

4d20 ⇒ (4, 10, 2, 1) = 17

Saarai sneaks around to the south. Directly south seem to be sleeping quarters and a messy campsite. To the east she can see around the corner four human men wearing scale mail and bearing shields and axes in the room. They are watching a small stunted creature with wings.

To the west a tunnel leads downward.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

Though Saarai had been utilizing her message spell to keep the party informed as to what she was finding, she returns stealthily to the group, apparently having remained unseen.

"Easy," she says cheerily. "What now?"

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Should we deal with them men you seen?

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

The Professor seizes on the opportunity for a quick nap, assuming someone will wake him should events merit his sagely wisdom or the fiery magicks of Brigh-mom.


The Flaxseed Pathfinder Lodge

Assaulting the Doomsday Knights? Any ideas about taking the tower down without collapsing the cavern?

Grand Lodge

Familiar::
AC21, FF19, T15 HP26/26 Bite+6 1d3-4(attach) F: +2, R: +4, W: +3
53/53 HP, AC: 19, T: 12, FF: 17, CMD: 20, F: +9, R: +9, W: +10, Init +4, Pereption +10, CN Male Aasmar Druid 7, Spear/Club: +8, 1d8+4/1d6+4, x2)
Companion::
AC26 ,FF21, T15 DR 5 Evil HP53/53 Talonsx2+8 1d8+4/8, Bite+8 1d6+4/8, Claw +8 1d4+4/8 F: +9, R: +8, W: +3

So digging the area around it out wont prevent the rest of it from caving in.

Otherwise I say we brace the ceiling somehow. will the tower stay up if the people leave. If so if anyone has an adimantium weapon we can break threw it and leave the tower up


The Flaxseed Pathfinder Lodge

The scenario makes it seem like they can't exit without taking the tower down, but I don't see why. In the description of the item it says there is a door that the user can open with a command word. Here is the item.

I would say you need to worry more about taking the Doomsday Knights out and then the monks can escape safely.

Dark Archive

Tiefling Rogue 1 / Wizard 4 / Sleepless Detective 1 / Arcane Trickster 3 | HP 54/54 | AC 21; Tch 17; FF 14 | F +4; R +14; W +8 | CMB+3; CMD 20 | Speed 30 ft | Init +13 | +1 Shortbow: +12 (1d6+1/x3) | Perc +21

"Let us deal with these knights first," Saarai suggests. "I can lure them this way if you want to get ready."

I would suggest I hit one with a sneak attack spell, then bring them back in our direction. Everyone could have readied attacks once them come into range.

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