GM FurtiveZoog's PFS First Steps, Part I: In Service to Lore (Inactive)

Game Master FurtiveZoog

A PbP run of PFS 'First Steps, Part I: In Service to Lore'. (Map: Where on Golarion - Absalom) (Map: Absalom (pdf)) (Handout: Assignment 17) (The Map)


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Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Ralklain looks sad, now that they spoiled his plan.
Guidance!
So, may I try the trapped lock now?
Wish me luck?
Or maybe a touch of good?

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

Narvik will cast Guidance on Ralklain and anyone else that is preparing to do something dangerous. I hope this works.


Ralklain tries the lock with the keys, eventually getting it open with the gold key from the ceiling.

*Poof* A small explosion of blue fills most of the room, spreading 10' in each direction from the chest.

(Unfortunately, everyone is considered close enough since no one specified, and the room is small.)

Will Save, DC 9 or ...:

You turn blue for 3d20 minutes!

(Because of the acid, I gave you a break on the Will saves.)

Spellcraft, DC 21:

The trap might have been a case of the Prestidigitation spell.

Inside you find a map of the Salhar burial vaults beneath Sothis and a wand.

Detect Magic and Spellcraft, DC 18:

It is a Wand of Knock (CL 3, 11 charges).

Sovereign Court

Female Aasimar (Azata heritage) Cleric 2 / Fighter 1 HP 20/20 | AC 17 | T 13 | FF 15 | Perc +4 | Fort +5 | Refl +3 | Will +6 | CMB +2 | CMD +15 | Speed 30' | Init +3 |

Alia opens the door that was already ajar to allow ventilation into the closed chamber and then casts Touch of Good on Ralklain, giving him +1 to any skill or ability check (or attack or save roll, for that matter).

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

Will: 1d20 + 4 ⇒ (7) + 4 = 11


Alis, since Guidance lasts for a minute, too, you can give everyone in the group Guidance and still have three rounds to act (if Exitium is here as well as everyone else). So, this time, I'll let everyone have an additional +1 to their saves.

Sovereign Court

Female Aasimar (Azata heritage) Cleric 2 / Fighter 1 HP 20/20 | AC 17 | T 13 | FF 15 | Perc +4 | Fort +5 | Refl +3 | Will +6 | CMB +2 | CMD +15 | Speed 30' | Init +3 |

Alia attempts to turn her head...

Alia's will save: 1d20 + 5 ⇒ (1) + 5 = 6

but her legendary bad luck holds true and she gets a face full of blue, which then spreads to the rest of her body.

Bright goddess! Alia gasps, as her extremities turn a bright ultramarine.

This will last for

Blue effect: 3d20 ⇒ (12, 2, 13) = 27 minutes!

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Of course Exitium is here! Where would he be otherwise? In order:
Ralklain's Will save: 1d20 + 2 + 1 + 1 ⇒ (17) + 2 + 1 + 1 = 21 K
Exitium's Will save: 1d20 + 0 ⇒ (17) + 0 = 17 K
Spellcraft1: 1d20 + 5 ⇒ (2) + 5 = 7 Nope
Spellcraft1: 1d20 + 5 ⇒ (3) + 5 = 8 Nope

Damn, this blue smoke surely did something. If you don't mind people, I would like to put everything back in place. Will you help me?

By that I mean,:
- Locking the steel chest and putting it back in place;
- Putting the gold key back with prestidigitation;
- Reactivate the trap which dropped the gold key;
- Put the Scepter key back inside;
- Lock the Jeweled chest;
- putting the key back in the acid;
- taking the snake (dazed and with handle animal with a tool) and putting it back in the fold
- putting the cloth in the basket
- putting the key over it
- closing with the lid
- putting the wicker basket where it was.
- Getting out of here.


Just to jump ahead a little so people have a little more to do when they check in.

After your little ordeal is over, you leave the room, and see that the servant seems pleased at your success. He makes notes of the condition of the room - and, most particularly, any Pathfinders who are still blue - and says that you may keep the wand and the map, of course, though he requests that the group return any keys they may have found.

Excellent work, Ralklain. I missed your post making mine.

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

They will be wondering how did we got the map without opening everything...That is, if they cannot see us.

If all the previous worked, Ralklain just speaks to the servant:
What keys? - He smiles.


LOL

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

will save: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7...blue?

spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26....trap

spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16...wand

yes!:
Second Chance
You have a knack for avoiding trouble.

Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse

will save: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21....blue?

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem blinks as he looks around at the Blue people.

Interesting! A simple coloring spell. Marvelous!
Also, that wand of knock would have come handy,
although I could have just picked those locks1

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Oh sorry Wuliem, i forgot to mention that plan part!

Hey Wuliem, why don't you lock the door once we leave?

Sczarni

Male Gnome Wizard 1
Stats:
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
.

will save: 1d20 + 2 ⇒ (17) + 2 = 19 pizzmic being slightly lower than the trap when it is set off is easily able to sheild himself from the raining powder.pizzmic looks at the servant and says hmmmm yes very well.....are we done the puzzles and other child's play? I would like very much not to be delayed any futher from the task at hand


GM PCing Talor for a moment, since we are almost done here.

Talor's Will save: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Talor successfully resists the blue

Pizzmic, did you try your Spellcraft? Oh, well, we'll just leave poor Alia blue...

Group Sense Motive rolls:

Alia's Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22
Exitium's Sense Motive: 1d20 + 0 ⇒ (8) + 0 = 8
Narvik's Sense Motive: 1d20 + 6 ⇒ (10) + 6 = 16
Pizzmic's Sense Motive: 1d20 + 0 ⇒ (2) + 0 = 2
Ralklain's Sense Motive: 1d20 + 0 ⇒ (19) + 0 = 19
Talor's Sense Motive: 1d20 + 2 ⇒ (4) + 2 = 6
Wuliem's Sense Motive: 1d20 + 1 ⇒ (12) + 1 = 13

On the way to the Ivy District for your last job, Alia, Narvik and Ralklain get the sense that they’re being watched, but can’t pinpoint who or where the sensation comes from.

(Alia is no longer blue by the time you arrive, fortunately.)

Arriving at Paracountess Zarta Dralneen’s townhouse in the Ivy District, you come upon a magnificent gothic structure three stories in height. The ebon lacquered double doors wrought with gleaming silver fixtures greet the characters, a prickly brass cone hanging from a chain serving as the door chime. Moments after ringing it, a servant in loose casual attire opens the door, greeting you as if expected.

“My mistress will answer any questions you have once we reach her quarters.”

Led through well-appointed sitting rooms, ballrooms, and a grand stairway granting a view of an elaborate study, your finally arrive on the third floor of the house, at the door of Zarta’s personal study, which lies beyond her bedroom. Knocking upon the door and announcing his presence, the servant opens the darkly stained wooden door.

A large intricate carpet dominates the marble floor in this sitting room. A chaise sits along the north wall and a desk spans the southwest corner, its chair positioned with its back to the southwest corner of the room. Three comfortable chairs are positioned around a small, low circular table.

Crash ... Boom!, come noises from beyond the room's west door.

“Aldor, you are dismissed. Close the door behind you and attend to your other tasks.” Crash, tinkle! Paracountess Zarta Dralneen then turns her attention to the group. “It’s always so incredibly adorable when I see a fresh-faced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up. Well, maybe not you.” Zarta points (at Exitium?). “I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore,” she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought. “On the good side, he always sends me all the precious new recruits.

“Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us..." Boom! Boom! Boom! Rip!, an extended cacophony erupts, causing the Paracountess to pause. "...and we sculpt their power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order.”

The Map is updated. North is 'up'. The white areas to the left (west) and right (east) are doors.

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Ralklain and Exitium exchange a knowingly look, and Ralklain looks again to the woman. He got a large smile on his face, and appears to be having fun in hearing the absurd the woman is saying. Like if he was dealing with a child.
Don't say a word X, she's gonna say what she want in a minute... As if she had the right to ask for anything...

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem seems to be listening intently to the sounds in the background.

He absently wanders in the direction of the noise.

As he is slowly walking in that general direction, he notices--for the first time--Paracountess Zarta Dralneen’s presence.

I...uh...excuse me. I was just...you were saying?

He abruptly takes a seat in one of the chairs.

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1.2 HP 12/12 | Grit 2/2 | AC 15 / 13 t / 12 ff | F+4 R+5 W+2 | Perc +6

Thanks for the GMPC.

Talor watches the Paracountess intently Hello!, his eyebrows rising at each crash, boom, and/or tinkle. He waits for her to finish, then addresses her.

We have indeed come for the "trinket" that was loaned to you from the vaults. May I ask what this noise is in the room behind you?

Surely she has conjured some creature that is now absurdly out of control, and wants us to do the work of taming it for her.


No problem, Talor. I always hope no one minds.

As the paracountess talks, a cacophony of booms and crashes sounds from beyond the room’s west door. She sometimes pauses at an extended eruption of these noises before continuing with the conversation. If asked about the neighboring ruckus, Zarta explains, “A servant is greatly misbehaving. You’re going to have to deal with it in order to get the trinket.” She goes over to the desk in her study, opening a drawer and drawing out an exquisite silver letter opener shaped like a dagger (treat as a masterwork silver dagger). “You might need this to get it to submit,” she offers it to Talor with a sly grin.

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

What exactly is 'it', if I may ask?


"It is an imp, a tiny devil of no great consequence, but of good- well, significant use."

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Ralklain smile is still showing, but he has a flashback of the VCs orders:
You will follow their orders as you would mine...

"I'm afraid I cannot contain myself against devils - Hail the Silver Crusade!, miss, so it may end up dead. Are you sure you want us to continue on with this, or would you like to return what you have loaned without putting your 'pet' - he sounds disgusted mentioning the word - life in danger?"


"I'm sure that Ambrose would not have picked you for this task if you weren't competent and flexible - or do you normally kill servants? Even in Cheliax we usually don't kill servants, ... at least not the useful ones. And perhaps the imp has some information about that box that the Pathfinders or the Silver Crusade - Hail Hell!", she enthuses mockingly, "- would find useful? Don't you want to know what that could be? Maybe some power you would find useful in you crusade for all that is good?" Zarta seems to be enjoying herself and all of her efforts at temptation.

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Ralklain assumes a serious stance.
"Information worths nothing if it cannot be trusted. The wrong price should never be paid, no matter what you're buying."

You realize Ralklain is serious enough so that he will probably kill the demon if he have the chance.


"Perhaps we can talk in terms of trade, then. If I know Ambrose - and I do know him - he probably gave you straightforward instructions to follow my orders, the dear. So, I'll say 'I order you not to kill the devil' - but please do kill any demons you may find about the place! - and you can decide which to trade: your commitment to the Pathfinders or to what is Good. Do what you must."

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem jumps up at the mention of an Imp!

He starts toward the door. He just about places his hand upon the handle when he looks at Pizzmic first.

If you be so kind as to 'look' at this door?

Wuliem waits for the "Ok" from Pizzmic!

Sovereign Court

Female Aasimar (Azata heritage) Cleric 2 / Fighter 1 HP 20/20 | AC 17 | T 13 | FF 15 | Perc +4 | Fort +5 | Refl +3 | Will +6 | CMB +2 | CMD +15 | Speed 30' | Init +3 |

In a clear, penetrating, and syrupy tone, Alia clears her throat and speaks.

We're here to get the job done,

Alia looks to Pizzmic and, with her eyes, indicates that perhaps they should get moving.

and that is what we mean to do. If you say that we look "scrumptious enough to eat", I say "eat me!": we will do what is required of us!

O dear, I hope I didn't over do it...

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

Alia moves to the door with purpose.


Don't worry, I'm sure she likes them with spirit: more to break later.

'Looking' at the door reveals that beyond are powerful magics of the abjuration and evocation schools, apparently in the same place (tough to tell exactly through the doors).

The map is updated as if you (or some of you) have gone through the doors.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem scans the room for the Imp!

perception: 1d20 + 5 ⇒ (6) + 5 = 11

Hello?...I was wondering if we may converse on matters pertaining to your origins?


Zarta’s bedroom is decorated in the colors of Cheliax—ebon black and crimson red. Silk, rare woods, and carefully carved marble compose every bit of furniture in the room. Goose down now litters the room, covering almost every surface and the silken shreds of the cushions that contained it lie about like flayed skin. A post on the massive screened bed is snapped in half, collapsed on the bed and drawing the screened curtains into a ripped slope of formerly fine cloth. Vials of perfume and crystal jars of other cosmetics sit smashed on the marble floor around the dresser. A prominent fixture in the room, a large “X” made of stout wood sits along the west wall, complete with leather shackles and chains. A table sits to its left strewn with various items intended for pleasure, but outwardly resembling implements of pain.

A small, monstrous creature with long horns, fiendish wings, red skin, and a furiously-lashing, scorpion-like tail has what must be the 'trinket' in question - a dented metal box that the creature flies and throws which as much strength as it can muster against the stone wall to the north of it. It doesn't seem to care about (or perhaps even notice) your arrival or question.

Knowledge (Planes), DC 12 or (Arcana), DC 17:

The creature is an imp, one of the least among the devils, and is sometimes a familiar or companion of lawful evil wizards and others.

Knowledge (Planes), DC 17:

The creature has a resistance to damage that can be overcome by silver weapons. It is immune to fire and poison.

Perception, DC 20:

Some of the ... 'pleasure' tools ... are made of silver, including a silvered cat-o’-nine-tails and a silver-tipped riding crop lies on the  table in the southwest corner, just inside the door.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

knowledge arcana: 1d20 + 8 ⇒ (15) + 8 = 23

perception: 1d20 + 5 ⇒ (17) + 5 = 22

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem reaches into a pocket, producing an extract.
He drinks it as he watches the Imp with amusement.

accelerated drinker= move action shield +4 Ac

He then reaches into another pocket, bringing out a familiar looking vial of liquid. He then downs that still looking at the imp!

mutagen +4 Dex, -2 Wis +2 NA

Wuliem--appearing noticeably more bestial--
reaches into another pocket, bringing out yet another
familiar looking object.

He continues to look at the Imp before throwing the
tanglefoot bag at it!

throw touch: 1d20 + 6 ⇒ (13) + 6 = 19

I can't abide rudeness!


Despite a precise and calculated throw, the awkwardness of throwing over the heads his companions and the distance involved cause his bag to miss, exploding far from the agile little monster.

Soft cover is -4, 35' at 10' range increments is -6, for -10 total.

The imp seems unfazed flies and tosses the iron chest across the room, smashing it into the wall across the room and causing in to fall with a *boom* on the hard stone floor.

Monster's initiative: 1d20 + 3 ⇒ (5) + 3 = 8

Alia's Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Exitium's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Narvik's Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Pizzmic's Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Ralklain's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Talor's Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Wuliem's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

It isn't necessarily combat, but I'll switch us to initiative mode.
Round 1: So just about everyone, *The Monster, Narvik.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

the first 10' is free, so actually it was only -4

Wuliem--frustratingly--moves to the center of the room, drawing out another tanglefoot bag.

He then tosses at the Imp!

throw touch: 1d20 + 6 ⇒ (14) + 6 = 20


0-10' is -0; 10-20' is -2; 20-30' is -4; 30-40' (or 35') is -6, I believe.
Retrieving an item like a tanglefoot bag is a move action, and moving to the middle of the room is another move action, so the actual throw will have to wait until the next turn.
I've updated your position based on the current position of the imp. Let me know if that is OK, or give a new coordinate.

Silver Crusade

H.Summoner 2 HP 15/15 | AC17/T13/FF14 | CMB+2/CMD15 | F+1/R+3/W+3(+2) | Init +3/Conc. +4 | Perc +0, SM +0, DK vis.
Exitium:
HP 15/15 | AC20/T12/F18 | Perc. +4 SM +4 - CMB+5, CMD17(21trip)

Ralklain moves closer to the bed (F6), crossbow lowered on hand. Altough he wants to rush and to kill the thing he feel pity for the little monster. We are all weird in the core...

Hey listen up, Devil. Exitium here is enough to kill you, but there are 8 of us in case you get lucky. If you are smart, and I bet you are, you will agree with what I propose. I want you to surrender, so we don't have to hurt you. If you do that, you may try to escape later, when there aren't many of us around. Otherwise you will be probably be missing and arm or a leg by then. Very straightforward business. So, what do you say?
Diplomacy: 1d20 + 2 ⇒ (19) + 2 = 21 Oh how i wanted to be trained in diplomacy... May I use Handle Animal with him? ^_^


The creature does not respond to Ralklain's diplomacy, enraged at it is about the iron chest - but perhaps the words will sink in.
Sadly, no. Can he use Handle Animal with you? ^_^

Silver Crusade

Eidolon HP 15/15 | AC20/T12/F18 | CMB+5, CMD17(21trip) | Attacks +5/+5/+5 | 1d6+3/1d4+3/1d4+3

Not even with me! ^_^

Sczarni

Male Gnome Wizard 1
Stats:
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 8 (1d6+2) Fort +2, Ref +1, Will +2 Str 8, Dex 12, Con 15, Int 16, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 9
.

going back to when ralklain insinuates he would kill the Imp Madam rest assured that no personal agendas will conflict with this task at hand, we will return your imp to you alive and hopefully unharmed diplomancy: 1d20 + 10 ⇒ (15) + 10 = 25

now hopefully to leave the woman not insulted and more at ease with our aid. Pizzmic will enter the room moving to E5 and will cast sleep on the Imp(will save 15)

Sovereign Court

Female Aasimar (Azata heritage) Cleric 2 / Fighter 1 HP 20/20 | AC 17 | T 13 | FF 15 | Perc +4 | Fort +5 | Refl +3 | Will +6 | CMB +2 | CMD +15 | Speed 30' | Init +3 |

Alia casts Bless.

Let's get this party started!

The caster and all allies within a 50-ft. burst, centered on the caster take a +1 morale bonus on attack rolls and on saving throws against fear effects for one minute.


Technically, I think Diplomacy is meant to take longer, but I'll let that go as a free action.

Pizzmic strides in confidently - more for the view than anything else, since it is well within range - and begins to cast Sleep.
Unfortunately, Sleep is one of those rare spells that has "Casting Time 1 round", meaning it won't take effect until your turn next round. It thus has time to try to escape, attack back, or go invisible.
Also, if it falls from flying and takes damage, it may wake back up again: "Slapping or wounding awakens an affected creature, but normal noise does not."

GM Roll:

Imp's will save - did it too early, keeping for later: 1d20 + 4 ⇒ (3) + 4 = 7
Imp's Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17

Talor and Exitium, then the Creature, then Narvik.

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

sorry, your are correct.
I was just finishing a lot of homework when I posted....lol!

Silver Crusade

Eidolon HP 15/15 | AC20/T12/F18 | CMB+5, CMD17(21trip) | Attacks +5/+5/+5 | 1d6+3/1d4+3/1d4+3

Exitium will wait.
Internet is down, só please npc me if i take too long.


So, Talor, the Creature, then Narvik.


GMPC Talor in a minor way, having him delay.

With a curse and a spit, the imp turns invisible and you sense that it may have moved...

Imp's stealth: 1d20 + 3 + 8 + 20 ⇒ (18) + 3 + 8 + 20 = 49

So Narvik is up, then everyone else. For ease, everyone can go.

My 1000th post, but it is a bummer because of the very confused rules on invisibility and stealth. *Sigh*

Scarab Sages

Male 1/2 Orc Alchemist (Grenadier) 5 Ac 17 Hp 26/26 Init+2 Fort+6 Ref+7 Will+2 Perception+8 SenseMotive +1

Wuliem begins to grab and throw anything that may reveal the imp (sheets, blankets, powders found...etc)

Ac 23 (+3 armor, +4 Dex, +2 NA) and he has Throw Anything feat

Sovereign Court

Female Aasimar (Azata heritage) Cleric 2 / Fighter 1 HP 20/20 | AC 17 | T 13 | FF 15 | Perc +4 | Fort +5 | Refl +3 | Will +6 | CMB +2 | CMD +15 | Speed 30' | Init +3 |

Alia readies an action: her Glitterdust ability, which she will use if she gets any indication as to where the imp is at.

Scarab Sages

Male Half Orc Oracle of Bones [6.0] | HP 49/49 | AC 25 T 12 FF 24 | CMB +6 CMD 18 (19 vs grapple) | F +6 R +5 W +9 | Init +1 | Perc +3 (darkvision) | SM +6 | Heal +11 | Intim +10

Not knowing where the creature is Narvik will simply ready an action : Death's Touch.

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