GM Kobash's "The Disappeared" PFS (Inactive)

Game Master Kobash

Pathfinder Society Scenario 4-11 "The Disappeared" Play by Post


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The Exchange

Male Varisian Human Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

If there are record numbers anywhere, we could also look for anything that matched the numbers along with the ciphered names.

The Exchange

Male Varisian Human Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

GM K, are the cabinets labeled in any way?

Grand Lodge

The cabinet László is currently looking through is labeled "Embassy: Maintenance and Repair".

Updated MAP

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai will head to the southernmost cabinet and see what it is labeled. "Spread out everyone and see what the cabinets are called. We might find something to give us a clue."

Grand Lodge

Acrobat 7

Haris simply looks for the section labeled 'Sczarni'.

1d20 + 5 ⇒ (20) + 5 = 25

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

Barlor crawls out of the vent and tries to reassure Ing that the vent is a good place to wait, but not a good place to play. He will then look around for cabinets and files.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Peri wants to look for a section referring to recent conviction docketts, and perhaps prison/execution chamber logs.

Perception 1d20 - 1 ⇒ (9) - 1 = 8

Grand Lodge

Pai, the southernmost cabinet is labeled "Servant Contracts".

As Barlor and Peri begin to spread out to other cabinets, Haris turns around and moves to look at the one directly to the north of him. On it he sees a label for “Internal Security: Evidence", but before he can do anything else, the sound of clomping on the hard floor echoes through the archive and Haris turns around to see one of the chairs from table marching towards him, its armrests rising like the fists of a boxer preparing to fight.

ROLLS:

Initiative
Beckett 1d20 + 2 ⇒ (13) + 2 = 15
Haris 1d20 + 4 ⇒ (19) + 4 = 23
Peri 1d20 + 8 ⇒ (14) + 8 = 22
László 1d20 + 3 ⇒ (2) + 3 = 5
Pai 1d20 + 2 ⇒ (15) + 2 = 17
Barlor 1d20 + 5 ⇒ (10) + 5 = 15
Chair 1d20 ⇒ 3

Initiative (No Suprise round) - Haris, Peri, Pai, Barlor, Beckett, László, then the Chair. Everyone feel free to post.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

As I wasn't in the last fight, I don't remember if you do in init. order, or if you prefer everyone to post whenever, and then you sort it out, DM.

Quick on the draw, Pai fires out a tiny glob of acid at the strange animated chair.

Ranged Touch attack 1d20 + 3 ⇒ (7) + 3 = 10

Damage 1d3 ⇒ 1

Grand Lodge

I prefer everyone to post when they can (with contingency options please if you have a slow initiative or think your action might get interrupted). Either way, I'll sort it out.

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

Barlor draws his dagger and calls for Ing. "Git down here, ya smelly lump! Time for whompin'!"

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Magic Missle on the chair golem
1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Acrobat 7

Haris leaps onto the table, readies with a crowbar, "Sit!", he appropriately shouts at the chair. In the panic, he had mispronounced the word he meant to say.

Acro 1d20 + 13 ⇒ (13) + 13 = 26
Attk imp weap 1d20 + 0 + 1 ⇒ (15) + 0 + 1 = 16

The Exchange

Male Varisian Human Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

Round 1:

László draws his mace and closes to within 5' of the militant chair.

Grand Lodge

Haris performs an acrobatic routine, tumbling and spinning around the chair and leaping to the table with ease. However, his crowbar proves to be a clumsy weapon and fails to land solidly. FYI I'm going to rule that a crowbar doesn't qualify for weapon finesse, so Haris' attack roll was adjusted 13 counting higher ground.

Peri's magic missile blasts a small hole in the back of the chair, but Pai's acid misses due to Haris' close position to the thing. -4 for it being in melee with another.

As Barlor, Ing, and László jockey for position and ready weapons Beckett draws his sword and steps quickly to attack, but his swing goes high.

Beckett's attack 1d20 + 4 ⇒ (7) + 4 = 11 Miss

The chair lunges at Haris, landing a solid blow that throws him off balance. With surprising speed, the chair's other armrest wraps around his legs and pulls the acrobat into the hard seat. Haris is Grappled

Chair slam 1d20 + 5 ⇒ (14) + 5 = 19
Damage 1d6 + 3 ⇒ (5) + 3 = 8
Grab special attack 1d20 + 5 ⇒ (19) + 5 = 24

Updated MAP

The Exchange

Male Varisian Human Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

Round 2:

László slides over to H-9, trying to set up a flank with one of the others. His residual incredulity at the idea of being attacked by feral furniture robs his attack of any shred of accuracy, though.

Mace attack on chair: 1d20 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Acrobat 7

Hairs struggles to get free.

CMB 1d20 + 2 ⇒ (13) + 2 = 15

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Peri stays as far away from the fray and any other furnishings in the room. She casts magic missle

1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai moves to J 12, hoping to get a better view of the chair to allow her acid spell to get through.

Ranged Touch attack 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0

Damage 1d3 ⇒ 3

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

wizards....

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

Barlor advances towards the chair and tries to cut it like a hobo with a shiv.
Dagger: 1d20 + 3 ⇒ (13) + 3 = 16, Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Acrobat 7

"Easy with the blade!"

Silver Crusade

4/10 HP, AC: (18) 16, FF: (18) 16, T: (12) 10, CMD: 12, Fort: +4, Refl: +0, Will: +5 , Init: +0, Perception: +3 (darkvision), Acid/Cold/Elec Resist: 5, LG Archon-Blooded Assimar Mendevian Cleric 1, +3 Att, 1d8+3 (+1), 19/x2

Ill attack it again for round 2. Quickly stepping into the Stance of the Raven's Talon Descending Guard, I'll Power Attacking with my Longsword.

Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

"Can the thing speak or reason? I would not be a vandal if it can be helped. . ."

Grand Lodge

Haris wriggles free from the chair's grasp as Peri puts another small hole in it. Pai's attack is less effective, nearly hitting László before flying off to who-knows-where. In ducking the errant spray of acid, László swipes nothing but air with his mace, tangles up with Beckett and spoils his attack as well.

Barlor is the only one to land a strike, but the strong oak of the chair withstands most of the damage from his dagger.

The chair pursues Haris with single-minded purpose, one of it's armrests slamming into the rogue's knee. It then lunges forward to grapple him again, but Haris is ready this time and evades capture.

Chair slam 1d20 + 5 ⇒ (17) + 5 = 22
Damage 1d6 + 3 ⇒ (2) + 3 = 5
Chair special attack: grab 1d20 + 5 ⇒ (8) + 5 = 13

Everyone is up again.

Updated MAP

The Exchange

Male Varisian Human Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

László had moved over to H-9 last round, unless he was prevented from doing so.

Grand Lodge

I kept you where you were because you said you wanted to flank it. Would you like to move there now?

The Exchange

Male Varisian Human Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

I hadn't been entirely sure where Haris was for the purpose of flanking; I'll stay put for now.

Round 2:

"I do not see anything to speak with, and it attacked us out of hand!" As the chair slams Haris, the Varisian recovers from his shock and lashes out with his mace. Splinters fly.

Flanking mace attack on chair: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
Confirm crit on chair: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Light mace damage: 1d6 + 1 ⇒ (4) + 1 = 5
Sneak attack damage, if applicable: 1d6 ⇒ 2
Crit damage, if applicable: 1d6 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Acrobat 7

Haris drops down the other side, pulls out what looks to be a wooden dowel and feverishly waves it across his mangled leg, "Come on, damn you!"

UMD 1d20 + 5 ⇒ (17) + 5 = 22 CL Wand

Silver Crusade

4/10 HP, AC: (18) 16, FF: (18) 16, T: (12) 10, CMD: 12, Fort: +4, Refl: +0, Will: +5 , Init: +0, Perception: +3 (darkvision), Acid/Cold/Elec Resist: 5, LG Archon-Blooded Assimar Mendevian Cleric 1, +3 Att, 1d8+3 (+1), 19/x2

@ Haris, I can use your wand once the fight is over, or at least we have a free moment to heal you up, if that doesn't work.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai moves onto the e table at H 11, hoping to get higher ground on the chair and a better angle to fire her acid blast.

Ranged touch 1d20 + 3 - 4 + 1 ⇒ (14) + 3 - 4 + 1 = 14

Damage 1d3 ⇒ 2

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Peri shoots another magic missle at the chair.

Glad I got my wand back

Magic missle 1d4 + 1 ⇒ (1) + 1 = 2

The Exchange

Male Varisian Human Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

I don't think Beckett or Barlor have taken their actions for Round 2 yet.

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Oops

Grand Lodge

László, you posted as Round 2, but we are actually in round 3 now (the chair goes at the end of each round, thus a new round begins after it has acted). We are only waiting on Barlor and Beckett now, and if they don't post by this evening, I'll continue their attacks for them.

Grand Lodge

Male Dwarf Druid 7 - Init +5 - HP: 80/80, - AC: 24/T: 14/FF: 21 18/13/16- Perception: +8 <Darkvision 60ft> F: +10(14)/R: +6(10)/W: +10(14) - CMB: +9 - CMD: 22 <+4 vs trip & bull rush>, Speed: 20ft

Oops, sorry. I've been making merriment at a wedding and totally lost track.

Barlor, frustrated that his dagger did him no good, drops it and draws a club, taking a swing with that.
Club: 1d20 + 3 ⇒ (19) + 3 = 22, Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Moving on... Ending round 3

Haris drops back off the table and heals some of the brusing to his leg 3 points. Even though his flanking partner has withdrawn, László's mace connects solidly, sending splinters across the room. Barlor's club, while more impressive in appearance, is less so in practice and bounces off, hardly leaving a scratch. Beckett's sword twirls about, but never finds wood.

The magic users fair better as Pai's acid sizzles a blackened mark on the seat while Peri's magic missile puts another small hole in the back.

The Chair, having lost its original prey, scuttles about and lunges at Barlor, crunching through his shield and armor with a slam to the dwarf's midsection. As Barlor gasps for breath, he suddenly finds himself pulled into the Chair's wooden embrace, his face squashed against the carved back.

ROLLS:

Haris cure light wounds 1d8 + 1 ⇒ (2) + 1 = 3

Beckett attack 1d20 + 4 ⇒ (3) + 4 = 7

Chair attacks 1 Barlor or 2 László 1d2 ⇒ 1
Chair slam 1d20 + 5 ⇒ (16) + 5 = 21
Chair damage 1d6 + 3 ⇒ (3) + 3 = 6
Chair grab 1d20 + 5 ⇒ (17) + 5 = 22

Beginning Round 4. Everyone is up again.

Updated Map

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Peri takes a five foot step backwards and shoots yet another charge from her Roman Candle.

1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai had began to worry if they could do enough damage to stop the assault from the chair. They had hit it several times, but it was still mauling them. At a loss for other options, she kept firing her tiny bursts of acid at it, hoping it might eventually wear down the animated furniture.

Ranged Touch Attack 1d20 + 3 + 1 - 4 ⇒ (17) + 3 + 1 - 4 = 17

Damage 1d3 ⇒ 3

The Exchange

Male Varisian Human Rogue/2 Urban Ranger/4 HP: 30/30* |AC 22 T 16 FF 18| Fort +8/Ref +13/Will +3| Init +5| Perc +10| SM +10

Round 4:

Now the rogue slides over to H-9 and swings at the chair again, his blow going wide.

Attack on chair: 1d20 + 1 ⇒ (9) + 1 = 10

Silver Crusade

4/10 HP, AC: (18) 16, FF: (18) 16, T: (12) 10, CMD: 12, Fort: +4, Refl: +0, Will: +5 , Init: +0, Perception: +3 (darkvision), Acid/Cold/Elec Resist: 5, LG Archon-Blooded Assimar Mendevian Cleric 1, +3 Att, 1d8+3 (+1), 19/x2

Round 4
Wow, I'm sucking this fight
Remaining in my stance, attack the chair again.
Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Does Magic Missile even affect the chair?

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Peri wouldn't know.

Grand Lodge

Magic missile appears to be doing damage.

Grand Lodge

Acrobat 7

Haris leaps back over the table, going for the legs with a crowbar. 1d20 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Pai and Peri, it seems I might have made an error regarding your acid and magic missile spells. I can't find developer confirmation, but I think they should not be damaging the chair. Technically I think magic missiles are not energy damage, but rather pure magic "force", and acid used to bypass hardness in 3.5 (now all "energy" is lumped together and left very vague regarding what types of objects might be susceptible to what types of energy. Both now seem to fall into a grey area in regards to objects, animated objects, certain constructs, and hardness. Most seem to believe differently then I do, so I'll defer to democracy. I'm not going to remove first couple damages, but in character - Peri you should realize magic missiles are not being effective. Pai - your acid seems to be doing about half normal. Feel free to change your round 3 and 4 actions.

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Hardness:
Hardness
Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points. I can only assume this is what we are dealing with

Energy Attacks
Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Not applicable in this situation but good to know anyhow Damage Reduction:

Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.

The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target's damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.

Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation. [/ooc]

Bold is mine

Pathfinder SRD regarding Damage reduction

My question is: Is an animated chair still an object or does it become a construct? Magic missles can not attack objects but can attack constructs uhhh.

I have four rounds of actions which rounds should I re do if any?

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

The acid splash is all Pai has that can do any damage to it, so even at half, I've got no choice in the matter.

Grand Lodge

I read all of those, plus researched through the forums. The chair has Hardness, not DR.

Peri, only two rounds of actions. OOC - I'm giving you two successful magic missile damages for my error (You wouldn't have known the chair was resistant until after the first one anyway, and I'm going to give you two damages for my mistake. IC - Just assume it took two tries to notice the chair's hardness.)

I haven't ever had to deal with an animated objects (which act as constructs for the purposes of magic missile, meaning they can be targeted) or hardness (which animated objects have while other constructs usually have DR) in the new rules. I have to say I don't like how they are handled now.

Grand Lodge

Acrobat 7

Let's just set it on fire.

Grand Lodge

Haris' Wisdom check 1d20 ⇒ 6

Sure, setting a fire in a room full of documents sounds like a solid plan to him.

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Knowing she is of no help vs. demonic furniture peri will get out her wand of Cure Light and attempt to heal any who need it in the prior rounds.

Round Three: Peri switches wands (Magic missle in right hand CLW in left), and walks to square I12
Round Four: Peri will use UMD to heal Farmer Dwarf Barlor I don't believe wands provoke

UMD Wand of Cure Light 1d20 + 10 ⇒ (6) + 10 = 16
If a success 1d8 + 1 ⇒ (4) + 1 = 5

Keeping her composure the beautiful Enchantress jests
"Hmmph I suppose a change of tactics is required"

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