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

Game Master FurtiveZoog

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


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There were nets, among the other items. And ropes and pulleys. You could probably find other items, too. There appear to be no controls; it is probably 'controlled' by just dragging on ropes.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

So someone's going to have to get up there, with a cargo hook or net, have us pull them across the warehouse, climb down the main rope, hook the crate, and have us pull them back across to a safe spot?

What kind of checks does that take?

Liberty's Edge

Male Half-Orc Warpriest 2 - HP 9/17 - AC: 19 /T: 11 /FF: 18 - Perception +2 - F: +6 / R: +3 /W: +7 - CMB +5 - CMD +16 - Speed 20 - Init. +1

There's also the boat moored outside, if we wanted to try rowing underneath the warehouse and nailing a net or some planks beneath the floor.


That would be one way. I prefer to do things from the ground since Climb rolls are unforgiving. You could possible hook the crane from the ground (ropes and a grappling or other hook would be easy to find), then pull the crane into place. Then, either let the hook down over the crate to snag it or let the hook down and throw it (a thrown weapon with a range increment of 10 ft against DC 10). But you could take 20 to get the rolls done).

The other group, if I may say so, sent the crate tumbling (because of indelicate methods), but had a backup that saved the crate.


Ninja'd by the mysterious half-orc, lol. Yes, those two methods would also work.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Whoops. I rarely remember to swap aliases before posting, but I usually catch it immediately after. Crane plan sounds simple and low-risk, anyone prefer otherwise?

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

I'm good with the crane.

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Storn wanders up to the hole in the floor, staring curiously at the crate. He then turns to examine the crane.

"This appears to be some sort of contraption," says Storn thoughtfully.

He nods to himself and strokes his beard wisely.

"I wish we had more rats."

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Done, let me know where I could be of any help."


The remaining rats are not very imposing, sadly.

I'll just move this along if that is OK since there is a workable plan.

Tromos carefully climbs down the rope outside to the small boat, and another unfastens it for him. At this tide, he is able to paddle the boat completely under the dock. Given the slow currents in the harbor, it is relatively easy to keep the boat positioned under the crate.

GM Rolls:

Obligatory Roll 1: 1d20 ⇒ 19
Obligatory Roll 2: 1d20 ⇒ 12

Then with a few throws, the crate is hooked up to the crane and raised, then brought over to where the boards are more secure, making the journey without incident.

Amaruu now walks over to the rescued crate and pops the lid all the way round with his crowbar. The crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds. The crate also contains 10 sets of masterwork thieves’ tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch, three bags of powder, and (according to slips of paper included with them indicating expected results) a deck of marked cards and two sets of average loaded dice.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Seeing the crate secured by his companions, Tromos rows back to the mossy dock, where he disembarks and re-ties the boat to its mooring. He stumbles back through the open doors, noting with concern the dull ache already throbbing around his rat-bite wound.

"What did we retrieve?" he asks the group.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"The owner said he only wanted the books, so if you guys don't mind, can I have the alchemist's fire? There may be more 'rats' that might come our way."

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

"Doesn't worry me." Xeno says picking up a book and flicking through it. Once she has looked at the first she pick up a second looking to check they are the books they claim to be and look for notes in the margins. "This is just the sort of set of books that can be used to pass secret messages. You write down a list of numbers in one book" she indicates one of the financial logs. "Then look up those page numbers in another book and write the first word. Everything can look very innocent and without knowing the exact method imposible to decode."


That's a great idea, Xeno! You don't see anything, but still, why else have the books there, except perhaps to distract from the papers? Perhaps it is invisible ink... Bonus points, anyway.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"One thing for sure is those books are more important for our employer than the rest so there's something there."

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

"I would be interested in the flask of acid and the weapon blanch. Other then that I think we are good to go."


Where to go to next?

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

"So we have these books, good. Strange way for someone to leave their books lying around. I could take a keg of beer, but beer is plentiful and I don't want to carry it around. Let's go talk to that countess lady and get the thing she borrowed back."


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 Storn, perhaps?). “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.” Crash! Tinkle, tinkle.

The Map is updated. North is 'up'.

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Storn's massive form stands back from the countess. His hairy arms are folded and his hairier face looks bored.

"This scrumptuous little teacake is very impressed by all the things you bought and would love to hear you talk about Chelish politics for the next six hours. But can we just get the thing from the vaults back? Maybe bring ruin on whatever is making that noise if we have time."

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

The white bits on the map are doors, then?

The alchemist scuffs his feet on the ornate rug, examining every part of the well-appointed sitting room but the corner occupied by the paracountess.

"Of course," he replies, "and our orders include returning for you this borrowed item. With that in hand, we would be glad to pass on your regards to Venture-Captain Valsin."


To Storn, with her unchanging smile-smirk, "Ooo, you are a spicier dish, then? No teacake? Shall I need a vial of wismuth salix for you? Well, we all suffer for our pleasures, now don't we?"

To Tromos, "I like a man who knows how to follow orders. You are welcome to get it -", she gestures towards the - Boom! Crash! Scrape! - room next door.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu stands still forcing himself to maintain a facade and hide his annoyance.

I suppose this is a test of resolve, future employers will be as detestable, but who they are matters not, only the blessed rite of dancing with the forsaken matters.

When she gestures towards the loud sounds Amaruu breaks into a smile.

"I hope this dance is more fun than our last." his hands fall to rest on the hilts of his serrated blades as he progresses forward.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

"This isn't a bundle of books or a package of medicine, then," Tromos mutters to the group, ignoring Zarta's retort.

"Who would like to turn the handle?"

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Uhuhm, so that noise is coming from your experiments regarding the devil's powers?" interrupts Boomkin.

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Storn stares at the Paracountess, letting her silly babble hang in the air for a moment.

"I don't understand the question and won't respond to it. I'd ask what's making all the noise, but that would mean talking to you more, and neither of us wants that."

Turning away from the countess, Storn stomps over to the door. "Get your weapons out, maybe we can hit something." He draws his greatsword. [b]"Get ready."/b]

With that, Storn grabs the handle and tries to yank the door open.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu unsheaths both blades and gets behind Storn.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"I understand your thirst for blood, but we are still inside the paracountess' property," Boomkin pauses for a moment as he turns towards the paracountess "Do you want us to deal with that noise?"


Zarta, looking to Boomkin, explains, “A servant is greatly misbehaving. You’re going to have to deal with it in order to get the trinket - though you didn't ask, the silly little thing should be obvious, even to such as yourselves.” 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 with a sly grin. "Now, I'll wait here and let the big, strong - and so so very serious - men 'face the unknown' she says, rolling her eyes a bit at the last.

As you open the double doors, you see Zarta’s bedroom, 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 north 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 (or perhaps even notice) your arrival.

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.

The map is updated. North is 'up'.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Knowledge (Planes): 1d20 + 8 ⇒ (15) + 8 = 23


Knowledge (Planes), DC 22:

Imps can turn invisible at will, and can also change shape into boars, rats, ravens, or giant spiders.

Liberty's Edge

Male Half-Orc Warpriest 2 - HP 9/17 - AC: 19 /T: 11 /FF: 18 - Perception +2 - F: +6 / R: +3 /W: +7 - CMB +5 - CMD +16 - Speed 20 - Init. +1

Sweet.

"Keep that dagger close at hand," Tromos whispers to whomever happens to be carrying it, "we may need it to pierce this imp's hide should he not respond to peaceful negotiation."

"Herman, be careful with the door. He may try to vanish or shapechange and escape. Though if it is bound to the paracontess..." he thinks for a moment. "It might not venture far."

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu sheathes both his blades and removes his silver plated mace.

I knew this would come in handy...

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Gosh darn it, posted on the wrong alias again.


The imp's initiative: 1d20 + 3 ⇒ (11) + 3 = 14

Amaruu Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Boomkin Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Herman Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Storn Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Tromos Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Xeno Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

So far, the imp has completely ignored you, focusing its rage on the box. We'll go to initiative though.
Block 1: Xeno, Boomkin, Storn
Block 2: the Imp
Block 3: Herman, Amaruu, Tromos

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

"This thing looks irritating to fight. Talky people can try talky stuff first I suppose. I have a fear spell at the ready which may fix this quickly. It's not going to stop us from doing much if terrified."

Holding my action for now.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

Xeno taps her rapier in magical glow. A devil, without silver I'll be useless and in the corner only a couple of us can get at it.

"Oh it's only an Imp, we used to have an infestation of them in the basement. Until father had them caught." She switches seamlessly into foul sounding language [spoiler=Infernal"And had them cooked with a plum sauce."[[/spoiler]

She readies to attack if the imp comes in range.


Xeno or Infernal:

The imp has been cursing the entire time in Infernal, which might even hurt if you weren't a tiefling... As is, perhaps you just add a few words of import to your vocabulary. At the mention of "plum sauce" ...

The imp stops its rampage for a moment as if considering something, then, disturbingly, licks its bony, twisting lips with a long forked tongue.

At one point the imp, tossing the cube at the ceiling, causes the metal chest to come down upon the group!

GM Rolls:
1d6 ⇒ 2
Amaruu's Reflex save: 1d20 + 3 ⇒ (19) + 3 = 22

Amaruu deftly dodges the falling chest which lands with the loud clang of metal on flagstone, leaving a powdered dent in the flagstone at his feet.

Able to look at it more closely, the chest is of obviously ... strange ... manufacture and has no less than seven locks built into it.

As it comes close enough, Xeno gives a quick thrust at the devil with her rapier, but her powerful strike misses the small, agile creature.

Rapier: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 101d6 + 1 ⇒ (5) + 1 = 6

Amaruu strikes at it with his silvered mace as the creature aims to retrieve the chest, and gives it a two-handed, sickening smack that sends it tumbling off through the air.

Silver Heavy Mace +3: 1d20 + 3 ⇒ (18) + 3 = 211d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Storn and Block 3's chance. Updated map. The imp is along the ceiling, about 10-12' off the ground.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

Who has the dagger given by the countess?

Boomkin readies his quarterstaff in case the imp gets close,

Quarterstaff: 1d20 + 0 ⇒ (10) + 0 = 10
Damage: 1d6 ⇒ 3


I think you do, Boomkin, since you were the one asking about the noise, to which she responded about her servant and retrieved the dagger/letter opener.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

"No dialogue, then, say the alchemist, seeing the imp knocked across the room by the inquisitor's mace.

He draws another vial from his pack, and prepares it like the last. The liquids mix and begin to percolate, just before he tosses it toward the cornered fiend.

Attack vs. touch: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Miss?: 1d8 ⇒ 1


With a range of 30 and soft cover from your friends, it actually just misses the touch AC, even with a great roll.

Tromos lobs his percolating vial over the heads of his friends at just slightly too sharp of an angle, hitting the ceiling and creating a brilliant splash of orange fire against the stone. Luckily, it is stone and, also luckily, the height of the explosion causes the flaming liquid to burn out harmlessly before igniting the Paracountess's bed.

Oddly, the little devil just giggles as if the flames were tickling it...

An alchemist's bomb appears to be just fire damage, and the imp is immune.

Amaruu and Herman can now go (Amaruu's early attack was an AoO.)

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Storn looks at the imp, looks at his sword, and shrugs.

"Well, if your weapon isn't silver - just hit harder. STOOOOOOOOORN!"

Roaring his own name for a battle cry, Storn moves in, swinging as hard as he can!

Attack: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d12 + 2 ⇒ (9) + 2 = 11


Storn rushes in to just below the creature - the only place he can reach it - and swings, but it is just too small and fast, fluttering around the sword. The sword makes a mighty *clang* against the stone to rival his mighty cry.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

"An imp, eh, I was wondering what I was going to rhyme with gimp...let's see if we can give you a limp."

Not much use in any combat situation, Herman is even less useful here. Instead he'll go examine the chest and it's many locks to see if there's anything useful or important here.

"I know this is an imp which is sometimes a pet, I wonder could this be it's cage?"

Know Arcana (from above): 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 5 ⇒ (11) + 5 = 16


The box is baffling to Herman, who hasn't seen or heard of anything like it. Whatever it is, it was designed very well to keep something out (or something in...).

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Is there any where that Amaruu can strike it from? If he can he attacks, if he can't he moves next to Storn and readies an attack to hit if the imp gets within range

Amaruu deftly moves next to the large hairy man and has his mace ready for action with a two-handed grip.

I will have to get silver arrows after this...

Attack 1d20 + 3 ⇒ (4) + 3 = 7
Damage, two-handed grip 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Amaruu moves deftly, but his leap and swing are awkward, missing both the imp and the large hairy man.

Boomkin, and then the imp.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

I totally remembered imps are immune to fire, but was just faithfully representing IC knowledge. Yeah.


I figured as much, Tromos, but thanks for the good IC role-playing! I probably should have told you more about immunities with the good die rolls, although the bit about "For every 5 points by which your check result exceeds the DC, you recall another piece of useful information." wouldn't add up to much. Maybe it should be tailored to the character a little, so that an alchemist would be told his bombs wouldn't work.

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